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 .

ff476349 ID3D11BlendState ID3D11BlendState
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.

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

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

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.

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

The blend-state interface holds a description for blending state that you can bind to the output-merger stage. This blend-state interface supports logical operations as well as blending operations.

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 .

hh404571 ID3D11BlendState1 ID3D11BlendState1
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.

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

hh404573 GetDesc1 GetDesc1 void ID3D11BlendState1::GetDesc1([Out] D3D11_BLEND_DESC1* pDesc)

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. This blend state can specify logical operations as well as blending operations.

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

hh404573 void ID3D11BlendState1::GetDesc1([Out] D3D11_BLEND_DESC1* pDesc) ID3D11BlendState1::GetDesc1

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 D3D10_BLEND_DESC1.?

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 Note?? This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?

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].LogicOpEnable
RenderTarget[0].SrcBlend
RenderTarget[0].DestBlend
RenderTarget[0].BlendOp
RenderTarget[0].SrcBlendAlpha
RenderTarget[0].DestBlendAlpha
RenderTarget[0].BlendOpAlpha
RenderTarget[0].LogicOp
RenderTarget[0].RenderTargetWriteMask

?

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.

When you set the LogicOpEnable member of the first element of the RenderTarget array (RenderTarget[0]) to TRUE, you must also set the BlendEnable member of RenderTarget[0] to , and the IndependentBlendEnable member of this to . This reflects the limitation in hardware that you can't mix logic operations with blending across multiple render targets, and that when you use a logic operation, you must apply the same logic operation to all render targets.

hh404435 D3D11_BLEND_DESC1 D3D11_BLEND_DESC1
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. hh404435 BOOL AlphaToCoverageEnable BOOL AlphaToCoverageEnable No documentation. hh404435 BOOL IndependentBlendEnable BOOL IndependentBlendEnable No documentation. hh404435 D3D11_RENDER_TARGET_BLEND_DESC1 RenderTarget[8] D3D11_RENDER_TARGET_BLEND_DESC1 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.

ff476351 ID3D11Buffer ID3D11Buffer
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.

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

Get the properties of a buffer resource.

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

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

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. Initializes a new instance of the struct. The size in bytes. The bind flags. The usage.

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 .

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) 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) 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.

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)

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

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.

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.

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 .

ff476364 ID3D11Counter ID3D11Counter
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.

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

Get a counter description.

Pointer to a counter description (see ).

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

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 .

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.

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

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

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.

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

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

?

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

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 .

ff476377 ID3D11DepthStencilView ID3D11DepthStencilView
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.

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 .

ff476377 GetDesc GetDesc void ID3D11DepthStencilView::GetDesc([Out] D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc)

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

No documentation.

To create a depth-stencil view, call .

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

ff476377 void ID3D11DepthStencilView::GetDesc([Out] D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc) ID3D11DepthStencilView::GetDesc

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
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.

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

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

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

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

Gets information about whether the driver supports the nonpowers-of-2-unconditionally feature. TRUE for hardware at Direct3D 10 and higher feature levels.

Returns true if this hardware supports non-powers-of-2 texture. This returns always true Direct3D 10 and higher feature levels. ff476497 HRESULT ID3D11Device::CheckFeatureSupport([In] D3D11_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize) ID3D11Device::CheckFeatureSupport

Gets information about whether a rendering device batches rendering commands and performs multipass rendering into tiles or bins over a render area. Certain API usage patterns that are fine TileBasedDefferredRenderers (TBDRs) can perform worse on non-TBDRs and vice versa. Applications that are careful about rendering can be friendly to both TBDR and non-TBDR architectures.

Returns TRUE if the rendering device batches rendering commands and otherwise. ff476497 HRESULT ID3D11Device::CheckFeatureSupport([In] D3D11_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize) ID3D11Device::CheckFeatureSupport
Retrieves information about Direct3D11.3 feature options in the current graphics driver dn879499 Returns a structure Retrieves additional information about Direct3D11.3 feature options in the current graphics driver dn933226 Returns a structure Retrieves additional information about Direct3D11.3 feature options in the current graphics driver dn933226 Returns a structure 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. Gets or sets the debug-name for this object. The debug name. Internal CreateDevice

Creates a device that uses Direct3D 11 functionality in Direct3D 12, specifying a pre-existing D3D12 device to use for D3D11 interop.

Specifies a pre-existing D3D12 device to use for D3D11 interop. May not be null.

Any of those documented for D3D11CreateDeviceAndSwapChain. Specifies which runtime layers to enable (see the enumeration); values can be bitwise OR'd together. Flags must be compatible with device flags, and its NodeMask must be a subset of the NodeMask provided to the present API.

An array of any of the following:

The first feature level which is less than or equal to the D3D12 device's feature level will be used to perform D3D11 validation. Creation will fail if no acceptable feature levels are provided. Providing null will default to the D3D12 device's feature level.

An array of unique queues for D3D11On12 to use. Valid queue types: 3D command queue.

The Direct3D11 device created around the specified Direct3D12 device

The function signature PFN_D3D11ON12_CREATE_DEVICE is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking.

dn933209 HRESULT D3D11On12CreateDevice([In] IUnknown* pDevice,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In, Buffer, Optional] const IUnknown** ppCommandQueues,[In] unsigned int NumQueues,[In] unsigned int NodeMask,[Out] ID3D11Device** ppDevice,[Out, Optional] ID3D11DeviceContext** ppImmediateContext,[Out, Optional] D3D_FEATURE_LEVEL* pChosenFeatureLevel) D3D11On12CreateDevice
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. Constant MultisampleCountMaximum. D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT

Gets the feature level of the hardware device.

Feature levels determine the capabilities of your device.

ff476528 GetFeatureLevel GetFeatureLevel D3D_FEATURE_LEVEL ID3D11Device::GetFeatureLevel()

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

ff476525 GetCreationFlags GetCreationFlags unsigned int ID3D11Device::GetCreationFlags()

Get the reason why the device was removed.

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.

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.

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

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.

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

Creates an array of 1D textures.

No documentation. No documentation. No documentation.

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

CreateTexture1D creates a 1D texture resource, which can contain a number of 1D 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 D3DX11CreateTextureFromFile.

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

  • pInitialData[0] = 32x1
  • pInitialData[1] = 16x1
  • pInitialData[2] = 8x1
  • pInitialData[3] = 4x1
  • pInitialData[4] = 2x1
  • pInitialData[5] = 1x1
ff476520 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 D3DX11CreateTextureFromFile.

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
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 D3DX11CreateTextureFromFile.

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
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.

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.

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 .

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, Buffer] 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)
ff476524 HRESULT ID3D11Device::CreateVertexShader([In, Buffer] 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)
ff476509 HRESULT ID3D11Device::CreateGeometryShader([In, Buffer] 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, Buffer] 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 .

ff476513 HRESULT ID3D11Device::CreatePixelShader([In, Buffer] 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)
ff476511 HRESULT ID3D11Device::CreateHullShader([In, Buffer] 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)
ff476508 HRESULT ID3D11Device::CreateDomainShader([In, Buffer] 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.

ff476503 HRESULT ID3D11Device::CreateComputeShader([In, Buffer] 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 .

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

Get a counter's information.

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 .

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.

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 );	
            
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.

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.

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 .

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.

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.

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.

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.

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

The device interface represents a virtual adapter; it is used to create resources. adds new methods to those in .

hh404575 ID3D11Device1 ID3D11Device1
Creates a context state object that holds all Microsoft Direct3D state and some Direct3D behavior. The type of the emulated interface. This value specifies the behavior of the device when the context state object is active. Valid values are , , , and . See Remarks. A combination of values that are combined by using a bitwise OR operation. The resulting value specifies how to create the context state object. The flag is currently the only defined flag. If the original device was created with , you must create all context state objects from that device with the flag. The context state object that CreateDeviceContextState creates inherits the threading model of its associated device context. By default the context state object is rent-threaded, so that an application synchronizes access to the device context, typically by use of critical sections. In contrast, the context state object is free-threaded if you used the ID3D10Multithread interface to turn on thread protection for the device context. If you set the single-threaded flag for both the context state object and the device, you guarantee that you will call the whole set of context methods and device methods only from one thread. You therefore do not need to use critical sections to synchronize access to the device context, and the runtime can avoid working with those processor-intensive critical sections. A reference to an array of values. The array determines the order of feature levels for which creation is attempted. To get the greatest feature level available, set pFeatureLevels to null, so that CreateDeviceContextState uses the following array of feature level values: { , , , , , , ,}; A reference to a variable that receives a value from the pFeatureLevels array. This is the first array value with which CreateDeviceContextState succeeded in creating the context state object. If the call to CreateDeviceContextState fails, the variable pointed to by pChosenFeatureLevel is set to zero. A object that represents the state of a Direct3D device. The REFIID value of the emulated interface is a obtained by use of the __uuidof operator. For example, __uuidof() gets the of the interface to a Microsoft Direct3D?11 device.Call the method to activate the context state object. When the context state object is active, the device behaviors that are associated with both the context state object's feature level and its compatible interface are activated on the Direct3D device until the next call to SwapDeviceContextState.When a context state object is active, the runtime disables certain methods on the device and context interfaces. For example, a context state object that is created with __uuidof() will cause the runtime to turn off most of the Microsoft Direct3D?10 device interfaces, and a context state object that is created with __uuidof() or __uuidof() will cause the runtime to turn off most of the methods. This behavior ensures that a user of either emulated interface cannot set device state that the other emulated interface is unable to express. This restriction helps guarantee that the emulated interface accurately reflects the full state of the pipeline and that the emulated interface will not operate contrary to its original interface definition.For example, suppose the tessellation stage is made active through the interface when you create the device through or D3D11CreateDeviceAndSwapChain, instead of through the Direct3D?10 equivalents. Because the Direct3D?11 context is active, a Direct3D?10 interface is inactive when you first retrieve it via QueryInterface. This means that you cannot immediately pass a Direct3D?10 interface that you retrieved from a Direct3D?11 device to a function. You must first call SwapDeviceContextState to activate a Direct3D?10-compatible context state object.The following table shows the methods that are active and inactive for each emulated interface.Emulated interface Active device or immediate context interfaces Inactive device or immediate context interfaces or + + ID3D10Multithread or + ID3D10Multithread (As published by the immediate context. The Direct3D?10 or Microsoft Direct3D?10.1 emulated interface has no effect on deferred contexts.)?The following table shows the immediate context methods that the runtime disables when the indicated context state objects are active.Methods of when __uuidof() or __uuidof() is active Methods of when __uuidof() is active Begin ClearDepthStencilView ClearDepthStencilView ClearRenderTargetView ClearRenderTargetView ClearState ClearState ClearUnorderedAccessViewUint ClearUnorderedAccessViewFloat CopyResource CopyResource CopyStructureCount CopySubresourceRegion CopySubresourceRegion CSGetConstantBuffers CSGetSamplers CSGetShader CSGetShaderResources CSGetUnorderedAccessViews CSSetConstantBuffers CSSetSamplers CSSetShader CSSetShaderResources CSSetUnorderedAccessViews Dispatch DispatchIndirect CreateBlendState Draw Draw DrawAuto DrawAuto DrawIndexed DrawIndexed DrawIndexedInstanced DrawIndexedInstanced DrawIndexedInstancedIndirect DrawInstanced DrawInstanced DrawInstancedIndirect DSGetConstantBuffers DSGetSamplers DSGetShader DSGetShaderResources DSSetConstantBuffers DSSetSamplers DSSetShader DSSetShaderResources End ExecuteCommandList FinishCommandList Flush Flush GenerateMips GenerateMips GetData GetPredication GetPredication GetResourceMinLOD GetType GetTextFilterSize GSGetConstantBuffers GSGetConstantBuffers GSGetSamplers GSGetSamplers GSGetShader GSGetShader GSGetShaderResources GSGetShaderResources GSSetConstantBuffers GSSetConstantBuffers GSSetSamplers GSSetSamplers GSSetShader GSSetShader GSSetShaderResources GSSetShaderResources HSGetConstantBuffers HSGetSamplers HSGetShader HSGetShaderResources HSSetConstantBuffers HSSetSamplers HSSetShader HSSetShaderResources IAGetIndexBuffer IAGetIndexBuffer IAGetInputLayout IAGetInputLayout IAGetPrimitiveTopology IAGetPrimitiveTopology IAGetVertexBuffers IASetIndexBuffer IASetInputLayout IASetPrimitiveTopology IASetVertexBuffers OMGetBlendState OMGetBlendState OMGetDepthStencilState OMGetDepthStencilState OMGetRenderTargets OMGetRenderTargets OMGetRenderTargetsAndUnorderedAccessViews OMSetBlendState OMSetBlendState OMSetDepthStencilState OMSetDepthStencilState OMSetRenderTargets OMSetRenderTargets OMSetRenderTargetsAndUnorderedAccessViews PSGetConstantBuffers PSGetConstantBuffers PSGetSamplers PSGetSamplers PSGetShader PSGetShader PSGetShaderResources PSGetShaderResources PSSetConstantBuffers PSSetConstantBuffers PSSetSamplers PSSetSamplers PSSetShader PSSetShader PSSetShaderResources PSSetShaderResources ResolveSubresource ResolveSubresource RSGetScissorRects RSGetScissorRects RSGetState RSGetState RSGetViewports RSGetViewports RSSetScissorRects RSSetScissorRects RSSetState RSSetState RSSetViewports RSSetViewports SetPredication SetPredication SetResourceMinLOD SetTextFilterSize SOGetTargets SOGetTargets SOSetTargets SOSetTargets UpdateSubresource UpdateSubresource VSGetConstantBuffers VSGetConstantBuffers VSGetSamplers VSGetSamplers VSGetShader VSGetShader VSGetShaderResources VSGetShaderResources VSSetConstantBuffers VSSetConstantBuffers VSSetSamplers VSSetSamplers VSSetShader VSSetShader VSSetShaderResources VSSetShaderResources ?The following table shows the immediate context methods that the runtime does not disable when the indicated context state objects are active.Methods of when __uuidof() or __uuidof() is active Methods of when __uuidof() is active GetCreationFlags GetPrivateData GetContextFlags Map Unmap ?The following table shows the interface methods that the runtime does not disable because they are not immediate context methods.Methods of CheckCounter CheckCounterInfo Create*, like CreateQuery GetDeviceRemovedReason GetExceptionMode OpenSharedResource SetExceptionMode SetPrivateData SetPrivateDataInterface ? HRESULT ID3D11Device1::CreateDeviceContextState([In] D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG Flags,[In, Buffer] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[In] const GUID& EmulatedInterface,[Out, Optional] D3D_FEATURE_LEVEL* pChosenFeatureLevel,[Out, Fast] ID3DDeviceContextState** ppContextState) Gives a device access to a shared resource that is referenced by name and that was created on a different device. You must have previously created the resource as shared and specified that it uses NT handles (that is, you set the flag). Type of the resource The resource handle. An instance of T The behavior of OpenSharedResource1 is similar to the behavior of the method; each call to OpenSharedResource1 to access a resource creates a new resource object. In other words, if you call OpenSharedResource1 twice and pass the same resource handle to hResource, you receive two resource objects with different references.To share a resource between two devicesCreate the resource as shared and specify that it uses NT handles, by setting the flag. Obtain the REFIID, or , of the interface to the resource by using the __uuidof() macro. For example, __uuidof() retrieves the of the interface to a 2D texture. Query the resource for the interface. Call the method to obtain the unique handle to the resource. HRESULT ID3D11Device1::OpenSharedResource1([In] void* hResource,[In] const GUID& returnedInterface,[Out] void** ppResource) Gives a device access to a shared resource that is referenced by name and that was created on a different device. You must have previously created the resource as shared and specified that it uses NT handles (that is, you set the flag). Type of the resource Name of the resource to open for sharing. The requested access rights to the resource. An instance of T. The behavior of OpenSharedResourceByName is similar to the behavior of the method; each call to OpenSharedResourceByName to access a resource creates a new resource object. In other words, if you call OpenSharedResourceByName twice and pass the same resource name to lpName, you receive two resource objects with different references.To share a resource between two devicesCreate the resource as shared and specify that it uses NT handles, by setting the flag. Obtain the REFIID, or , of the interface to the resource by using the __uuidof() macro. For example, __uuidof() retrieves the of the interface to a 2D texture. Query the resource for the interface. Call the method to obtain the unique handle to the resource. In this call, you must pass a name for the resource if you want to subsequently call OpenSharedResourceByName to access the resource by name. HRESULT ID3D11Device1::OpenSharedResourceByName([In] const wchar_t* lpName,[In] unsigned int dwDesiredAccess,[In] const GUID& returnedInterface,[Out] void** ppResource) 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 an immediate context, which can play back command lists.

GetImmediateContext1 returns an object that represents an immediate context. You can use this immediate context 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.

GetImmediateContext1 increments the reference count of the immediate context by one. So, call Release on the returned interface reference when you are done with it to avoid a memory leak.

hh404589 GetImmediateContext1 GetImmediateContext1 void ID3D11Device1::GetImmediateContext1([Out] ID3D11DeviceContext1** ppImmediateContext)

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

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

GetImmediateContext1 returns an object that represents an immediate context. You can use this immediate context 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.

GetImmediateContext1 increments the reference count of the immediate context by one. So, call Release on the returned interface reference when you are done with it to avoid a memory leak.

hh404589 void ID3D11Device1::GetImmediateContext1([Out] ID3D11DeviceContext1** ppImmediateContext) ID3D11Device1::GetImmediateContext1

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 graphics adapter has been physically removed from the computer or a driver upgrade for the graphics adapter has occurred. If this error occurs, you should destroy and re-create the device.
  • Returns if the CreateDeferredContext1 method cannot be called from the current context. For example, if the device was created with the value, CreateDeferredContext1 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. By using a deferred context, you can record graphics commands into a command list that is encapsulated by the interface. After you record all scene items, 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 CreateDeferredContext1 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.

hh404580 HRESULT ID3D11Device1::CreateDeferredContext1([In] unsigned int ContextFlags,[Out, Fast] ID3D11DeviceContext1** ppDeferredContext) ID3D11Device1::CreateDeferredContext1

Creates a blend-state object that encapsulates blend state for the output-merger stage and allows the configuration of logic operations.

No documentation. No documentation.

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.

The logical operations (those that enable bitwise logical operations between pixel shader output and render target contents, refer to ) are only available on certain feature levels; call CheckFeatureSupport with set, to ensure support by checking the boolean field OutputMergerLogicOp of .

An app 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.

hh404577 HRESULT ID3D11Device1::CreateBlendState1([In] const D3D11_BLEND_DESC1* pBlendStateDesc,[Out, Fast] ID3D11BlendState1** ppBlendState) ID3D11Device1::CreateBlendState1

Creates a rasterizer state object that informs the rasterizer stage how to behave and forces the sample count while UAV rendering or rasterizing.

No documentation. No documentation.

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

An app can create up to 4096 unique rasterizer 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.

hh404586 HRESULT ID3D11Device1::CreateRasterizerState1([In] const D3D11_RASTERIZER_DESC1* pRasterizerDesc,[Out, Fast] ID3D11RasterizerState1** ppRasterizerState) ID3D11Device1::CreateRasterizerState1

Creates a context state object that holds all Microsoft Direct3D state and some Direct3D behavior.

A combination of values that are combined by using a bitwise OR operation. The resulting value specifies how to create the context state object. The flag is currently the only defined flag. If the original device was created with , you must create all context state objects from that device with the flag.

If you set the single-threaded flag for both the context state object and the device, you guarantee that you will call the whole set of context methods and device methods only from one thread. You therefore do not need to use critical sections to synchronize access to the device context, and the runtime can avoid working with those processor-intensive critical sections.

A reference to an array of values. The array can contain elements from the following list and determines the order of feature levels for which creation is attempted. Unlike , you can't set pFeatureLevels to null because there is no default feature level array.

{ , , , , , , ,}; 

The number of elements in pFeatureLevels. Unlike , you must set FeatureLevels to greater than 0 because you can't set pFeatureLevels to null.

The SDK version. You must set this parameter to .

The globally unique identifier () for the emulated interface. This value specifies the behavior of the device when the context state object is active. Valid values are obtained by using the __uuidof operator on the ID3D10Device, ID3D10Device1, , and interfaces. See Remarks.

A reference to a variable that receives a value from the pFeatureLevels array. This is the first array value with which CreateDeviceContextState succeeded in creating the context state object. If the call to CreateDeviceContextState fails, the variable pointed to by pChosenFeatureLevel is set to zero.

The address of a reference to an object that represents the state of a Direct3D device.

This method returns one of the Direct3D 11 Return Codes.

The REFIID value of the emulated interface is a obtained by use of the __uuidof operator. For example, __uuidof() gets the of the interface to a Microsoft Direct3D?11 device.

Call the method to activate the context state object. When the context state object is active, the device behaviors that are associated with both the context state object's feature level and its compatible interface are activated on the Direct3D device until the next call to SwapDeviceContextState.

When a context state object is active, the runtime disables certain methods on the device and context interfaces. For example, a context state object that is created with __uuidof() will cause the runtime to turn off most of the Microsoft Direct3D?10 device interfaces, and a context state object that is created with __uuidof(ID3D10Device1) or __uuidof(ID3D10Device) will cause the runtime to turn off most of the methods. This behavior ensures that a user of either emulated interface cannot set device state that the other emulated interface is unable to express. This restriction helps guarantee that the ID3D10Device1 emulated interface accurately reflects the full state of the pipeline and that the emulated interface will not operate contrary to its original interface definition.

For example, suppose the tessellation stage is made active through the interface when you create the device through or D3D11CreateDeviceAndSwapChain, instead of through the Direct3D?10 equivalents. Because the Direct3D?11 context is active, a Direct3D?10 interface is inactive when you first retrieve it via QueryInterface. This means that you cannot immediately pass a Direct3D?10 interface that you retrieved from a Direct3D?11 device to a function. You must first call SwapDeviceContextState to activate a Direct3D?10-compatible context state object.

The following table shows the methods that are active and inactive for each emulated interface.

Emulated interface Active device or immediate context interfaces Inactive device or immediate context interfaces

or

+

+

ID3D10Device

ID3D10Device1 or

ID3D10Device

ID3D10Device

ID3D10Device1

+

(As published by the immediate context. The Direct3D?10 or Microsoft Direct3D?10.1 emulated interface has no effect on deferred contexts.)

?

The following table shows the immediate context methods that the runtime disables when the indicated context state objects are active.

Methods of when __uuidof(ID3D10Device1) or __uuidof(ID3D10Device) is active Methods of ID3D10Device when __uuidof() is active

ClearDepthStencilView

ClearDepthStencilView

ClearRenderTargetView

ClearRenderTargetView

ClearState

ClearState

ClearUnorderedAccessViewUint

ClearUnorderedAccessViewFloat

CopyResource

CopyResource

CopyStructureCount

CopySubresourceRegion

CopySubresourceRegion

CSGetConstantBuffers

CSGetSamplers

CSGetShader

CSGetShaderResources

CSGetUnorderedAccessViews

CSSetConstantBuffers

CSSetSamplers

CSSetShader

CSSetShaderResources

CSSetUnorderedAccessViews

Dispatch

DispatchIndirect

CreateBlendState

Draw

Draw

DrawAuto

DrawAuto

DrawIndexed

DrawIndexed

DrawIndexedInstanced

DrawIndexedInstanced

DrawIndexedInstancedIndirect

DrawInstanced

DrawInstanced

DrawInstancedIndirect

DSGetConstantBuffers

DSGetSamplers

DSGetShader

DSGetShaderResources

DSSetConstantBuffers

DSSetSamplers

DSSetShader

DSSetShaderResources

ExecuteCommandList

FinishCommandList

Flush

Flush

GenerateMips

GenerateMips

GetPredication

GetPredication

GetResourceMinLOD

GetType

GetTextFilterSize

GSGetConstantBuffers

GSGetConstantBuffers

GSGetSamplers

GSGetSamplers

GSGetShader

GSGetShader

GSGetShaderResources

GSGetShaderResources

GSSetConstantBuffers

GSSetConstantBuffers

GSSetSamplers

GSSetSamplers

GSSetShader

GSSetShader

GSSetShaderResources

GSSetShaderResources

HSGetConstantBuffers

HSGetSamplers

HSGetShader

HSGetShaderResources

HSSetConstantBuffers

HSSetSamplers

HSSetShader

HSSetShaderResources

IAGetIndexBuffer

IAGetIndexBuffer

IAGetInputLayout

IAGetInputLayout

IAGetPrimitiveTopology

IAGetPrimitiveTopology

IAGetVertexBuffers

IAGetVertexBuffers

IASetIndexBuffer

IASetIndexBuffer

IASetInputLayout

IASetInputLayout

IASetPrimitiveTopology

IASetPrimitiveTopology

IASetVertexBuffers

IASetVertexBuffers

OMGetBlendState

OMGetBlendState

OMGetDepthStencilState

OMGetDepthStencilState

OMGetRenderTargets

OMGetRenderTargets

OMGetRenderTargetsAndUnorderedAccessViews

OMSetBlendState

OMSetBlendState

OMSetDepthStencilState

OMSetDepthStencilState

OMSetRenderTargets

OMSetRenderTargets

OMSetRenderTargetsAndUnorderedAccessViews

PSGetConstantBuffers

PSGetConstantBuffers

PSGetSamplers

PSGetSamplers

PSGetShader

PSGetShader

PSGetShaderResources

PSGetShaderResources

PSSetConstantBuffers

PSSetConstantBuffers

PSSetSamplers

PSSetSamplers

PSSetShader

PSSetShader

PSSetShaderResources

PSSetShaderResources

ResolveSubresource

ResolveSubresource

RSGetScissorRects

RSGetScissorRects

RSGetState

RSGetState

RSGetViewports

RSGetViewports

RSSetScissorRects

RSSetScissorRects

RSSetState

RSSetState

RSSetViewports

RSSetViewports

SetPredication

SetPredication

SetResourceMinLOD

SetTextFilterSize

SOGetTargets

SOGetTargets

SOSetTargets

SOSetTargets

UpdateSubresource

UpdateSubresource

VSGetConstantBuffers

VSGetConstantBuffers

VSGetSamplers

VSGetSamplers

VSGetShader

VSGetShader

VSGetShaderResources

VSGetShaderResources

VSSetConstantBuffers

VSSetConstantBuffers

VSSetSamplers

VSSetSamplers

VSSetShader

VSSetShader

VSSetShaderResources

VSSetShaderResources

?

The following table shows the immediate context methods that the runtime does not disable when the indicated context state objects are active.

Methods of when __uuidof(ID3D10Device1) or __uuidof(ID3D10Device) is active Methods of ID3D10Device when __uuidof() is active

Begin

End

GetCreationFlags

GetPrivateData

GetContextFlags

GetData

Map

Unmap

?

The following table shows the ID3D10Device interface methods that the runtime does not disable because they are not immediate context methods.

Methods of ID3D10Device

CheckCounter

CheckCounterInfo

Create*, like CreateQuery

GetDeviceRemovedReason

GetExceptionMode

OpenSharedResource

SetExceptionMode

SetPrivateData

SetPrivateDataInterface

?

Windows?Phone?8: This API is supported.

hh404583 HRESULT ID3D11Device1::CreateDeviceContextState([In] D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG Flags,[In, Buffer] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[In] const GUID& EmulatedInterface,[Out, Optional] D3D_FEATURE_LEVEL* pChosenFeatureLevel,[Out, Fast] ID3DDeviceContextState** ppContextState) ID3D11Device1::CreateDeviceContextState

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.

ff476531 HRESULT ID3D11Device1::OpenSharedResource1([In] void* hResource,[In] const GUID& returnedInterface,[Out] void** ppResource) ID3D11Device1::OpenSharedResource1

Gives a device access to a shared resource that is referenced by name and that was created on a different device. You must have previously created the resource as shared and specified that it uses NT handles (that is, you set the flag).

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

This method returns one of the Direct3D 11 return codes. This method also returns E_ACCESSDENIED if the permissions to access the resource aren't valid.

Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, OpenSharedResourceByName fails with E_NOTIMPL because NTHANDLES are used. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.

The behavior of OpenSharedResourceByName is similar to the behavior of the method; each call to OpenSharedResourceByName to access a resource creates a new resource object. In other words, if you call OpenSharedResourceByName twice and pass the same resource name to lpName, you receive two resource objects with different references.

To share a resource between two devices

  1. Create the resource as shared and specify that it uses NT handles, by setting the flag.
  2. Obtain the REFIID, or , of the interface to the resource by using the __uuidof() macro. For example, __uuidof() retrieves the of the interface to a 2D texture.
  3. Query the resource for the interface.
  4. Call the method to obtain the unique handle to the resource. In this call, you must pass a name for the resource if you want to subsequently call OpenSharedResourceByName to access the resource by name.
hh404595 HRESULT ID3D11Device1::OpenSharedResourceByName([In] const wchar_t* lpName,[In] DXGI_SHARED_RESOURCE_FLAGS dwDesiredAccess,[In] const GUID& returnedInterface,[Out] void** ppResource) ID3D11Device1::OpenSharedResourceByName

The device interface represents a virtual adapter; it is used to create resources. adds new methods to those in .

dn280493 ID3D11Device2 ID3D11Device2
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 an immediate context, which can play back command lists.

The GetImmediateContext2 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 apps, an immediate context is the primary object that is used to draw your scene.

The GetImmediateContext2 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.

dn280496 GetImmediateContext2 GetImmediateContext2 void ID3D11Device2::GetImmediateContext2([Out] ID3D11DeviceContext2** ppImmediateContext)

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

No documentation.

The GetImmediateContext2 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 apps, an immediate context is the primary object that is used to draw your scene.

The GetImmediateContext2 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.

dn280496 void ID3D11Device2::GetImmediateContext2([Out] ID3D11DeviceContext2** ppImmediateContext) ID3D11Device2::GetImmediateContext2

Creates a deferred context, which can record command lists.

No documentation. No documentation.

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 CreateDeferredContext2 method can't be called from the current context. For example, if the device was created with the value, CreateDeferredContext2 returns .
  • Returns E_INVALIDARG if the ContextFlags parameter is invalid.
  • Returns E_OUTOFMEMORY if the app 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. By using a deferred context, you can record graphics commands into a command list that is encapsulated by the interface. After you record all scene items, 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, CreateDeferredContext2 fails with , and you can't create a deferred context.?

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

dn280495 HRESULT ID3D11Device2::CreateDeferredContext2([In] unsigned int ContextFlags,[Out, Fast] ID3D11DeviceContext2** ppDeferredContext) ID3D11Device2::CreateDeferredContext2

Gets info about how a tiled resource is broken into tiles.

A reference to the tiled resource to get info about.

A reference to a variable that receives the number of tiles needed to store the entire tiled resource.

A reference to a structure that GetResourceTiling fills with info about how the tiled resource's mipmaps are packed.

A reference to a structure that GetResourceTiling fills with info about the tile shape. This is info about how pixels fit in the tiles, independent of tiled resource's dimensions, not including packed mipmaps. If the entire tiled resource is packed, this parameter is meaningless because the tiled resource has no defined layout for packed mipmaps. In this situation, GetResourceTiling sets the members of to zeros.

A reference to a variable that contains the number of tiles in the subresource. On input, this is the number of subresources to query tilings for; on output, this is the number that was actually retrieved at pSubresourceTilingsForNonPackedMips (clamped to what's available).

The number of the first subresource tile to get. GetResourceTiling ignores this parameter if the number that pNumSubresourceTilings points to is 0.

A reference to a structure that GetResourceTiling fills with info about subresource tiles.

If subresource tiles are part of packed mipmaps, GetResourceTiling sets the members of to zeros, except the StartTileIndexInOverallResource member, which GetResourceTiling sets to D3D11_PACKED_TILE (0xffffffff). The D3D11_PACKED_TILE constant indicates that the whole structure is meaningless for this situation, and the info that the pPackedMipDesc parameter points to applies.

For more info about tiled resources, see Tiled resources.

dn280497 void ID3D11Device2::GetResourceTiling([In] ID3D11Resource* pTiledResource,[Out, Optional] unsigned int* pNumTilesForEntireResource,[Out, Optional] D3D11_PACKED_MIP_DESC* pPackedMipDesc,[Out, Optional] D3D11_TILE_SHAPE* pStandardTileShapeForNonPackedMips,[InOut] unsigned int* pNumSubresourceTilings,[In] unsigned int FirstSubresourceTilingToGet,[Out, Buffer] D3D11_SUBRESOURCE_TILING* pSubresourceTilingsForNonPackedMips) ID3D11Device2::GetResourceTiling

Get the number of quality levels available during multisampling.

The texture format during multisampling.

The number of samples during multisampling.

A combination of D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAGS values that are combined by using a bitwise OR operation. Currently, only is supported.

A reference to a variable the receives the number of quality levels supported by the adapter. See Remarks.

When you multisample a texture, the number of quality levels available for an adapter is dependent on the texture format that you use and the number of samples that you request. 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.

dn280494 HRESULT ID3D11Device2::CheckMultisampleQualityLevels1([In] DXGI_FORMAT Format,[In] unsigned int SampleCount,[In] D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG Flags,[Out] unsigned int* pNumQualityLevels) ID3D11Device2::CheckMultisampleQualityLevels1

The device interface represents a virtual adapter; it is used to create resources. adds new methods to those in .

dn899218 ID3D11Device3 ID3D11Device3
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 an immediate context, which can play back command lists.

The GetImmediateContext3 method outputs an object that represents an immediate context, which is used to perform rendering that you want immediately submitted to a device. For most apps, an immediate context is the primary object that is used to draw your scene.

The GetImmediateContext3 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.

dn912872 GetImmediateContext3 GetImmediateContext3 void ID3D11Device3::GetImmediateContext3([Out] ID3D11DeviceContext3** ppImmediateContext)

Creates a 2D texture.

No documentation. No documentation. No documentation.

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

CreateTexture2D1 creates a 2D texture resource, which can contain a number of 2D subresources. The number of subresources 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 D3DX11CreateTextureFromFile.

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
dn899229 HRESULT ID3D11Device3::CreateTexture2D1([In] const D3D11_TEXTURE2D_DESC1* pDesc1,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D1** ppTexture2D) ID3D11Device3::CreateTexture2D1

Creates a 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.

CreateTexture3D1 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 D3DX11CreateTextureFromFile.

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
dn899231 HRESULT ID3D11Device3::CreateTexture3D1([In] const D3D11_TEXTURE3D_DESC1* pDesc1,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture3D1** ppTexture3D) ID3D11Device3::CreateTexture3D1

Creates a rasterizer state object that informs the rasterizer stage how to behave and forces the sample count while UAV rendering or rasterizing.

No documentation. No documentation.

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

dn899221 HRESULT ID3D11Device3::CreateRasterizerState2([In] const D3D11_RASTERIZER_DESC2* pRasterizerDesc,[Out, Fast] ID3D11RasterizerState2** ppRasterizerState) ID3D11Device3::CreateRasterizerState2

Creates 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.

A reference to a structure that describes a shader-resource view. Set this parameter to null to create a view that accesses the entire resource (using the format the resource was created with).

A reference to a memory block that receives a reference to a interface for the created shader-resource view. 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 E_OUTOFMEMORY if there is insufficient memory to create the shader-resource view. See Direct3D 11 Return Codes for other possible return values.

dn899227 HRESULT ID3D11Device3::CreateShaderResourceView1([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC1* pDesc1,[Out, Fast] ID3D11ShaderResourceView1** ppSRView1) ID3D11Device3::CreateShaderResourceView1

Creates a view for accessing an unordered access resource.

No documentation. No documentation. No documentation.

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

dn899232 HRESULT ID3D11Device3::CreateUnorderedAccessView1([In] ID3D11Resource* pResource,[In, Optional] const D3D11_UNORDERED_ACCESS_VIEW_DESC1* pDesc1,[Out, Fast] ID3D11UnorderedAccessView1** ppUAView1) ID3D11Device3::CreateUnorderedAccessView1

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.

A reference to a memory block that receives a reference to a interface for the created render-target view. 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 .

dn899224 HRESULT ID3D11Device3::CreateRenderTargetView1([In] ID3D11Resource* pResource,[In, Optional] const D3D11_RENDER_TARGET_VIEW_DESC1* pDesc1,[Out, Fast] ID3D11RenderTargetView1** ppRTView1) ID3D11Device3::CreateRenderTargetView1

Creates a query object for querying information from the graphics processing unit (GPU).

Pointer to a structure that represents a query description.

A reference to a memory block that receives a reference to a interface for the created query object. 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 E_OUTOFMEMORY if there is insufficient memory to create the query object. See Direct3D 11 Return Codes for other possible return values.

dn899220 HRESULT ID3D11Device3::CreateQuery1([In] const D3D11_QUERY_DESC1* pQueryDesc1,[Out, Fast] ID3D11Query1** ppQuery1) ID3D11Device3::CreateQuery1

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

No documentation.

The GetImmediateContext3 method outputs an object that represents an immediate context, which is used to perform rendering that you want immediately submitted to a device. For most apps, an immediate context is the primary object that is used to draw your scene.

The GetImmediateContext3 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.

dn912872 void ID3D11Device3::GetImmediateContext3([Out] ID3D11DeviceContext3** ppImmediateContext) ID3D11Device3::GetImmediateContext3

Creates a deferred context, which can record command lists.

No documentation. No documentation.

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 CreateDeferredContext3 method can't be called from the current context. For example, if the device was created with the value, CreateDeferredContext3 returns .
  • Returns E_INVALIDARG if the ContextFlags parameter is invalid.
  • Returns E_OUTOFMEMORY if the app has exhausted available memory.
dn912871 HRESULT ID3D11Device3::CreateDeferredContext3([In] unsigned int ContextFlags,[Out, Fast] ID3D11DeviceContext3** ppDeferredContext) ID3D11Device3::CreateDeferredContext3

Copies data into a texture which was mapped using ID3D11DeviceContext3::Map while providing a null parameter.

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

The provided resource must be a texture which was mapped for writing by a previous call to ID3D11DeviceContext3::Map while providing a null parameter.

This API is intended for calling at high frequency. Callers can reduce memory by making iterative calls that update progressive regions of the texture, while provide a small buffer during each call. It is most efficient to specify large enough regions, though, because this enables D3D to fill whole cache lines in the texture before returning.

For efficiency, ensure the bounds and alignment of the extents within the box are ( 64 / [bytes per pixel] ) pixels horizontally. Vertical bounds and alignment should be 2 rows, except when 1-byte-per-pixel formats are used, in which case 4 rows are recommended. Single depth slices per call are handled efficiently. It is recommended but not necessary to provide references and strides which are 128-byte aligned.

When writing to sub mipmap levels, it is recommended to use larger width and heights than described above. This is because small mipmap levels may actually be stored within a larger block of memory, with an opaque amount of offsetting which can interfere with alignment to cache lines.

dn912874 void ID3D11Device3::WriteToSubresource([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) ID3D11Device3::WriteToSubresource

Copies data from a texture which was mapped using ID3D11DeviceContext3::Map while providing a null parameter.

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

The provided resource must be a texture which was mapped for writing by a previous call to ID3D11DeviceContext3::Map while providing a null parameter.

This API is intended for calling at high frequency. Callers can reduce memory by making iterative calls that update progressive regions of the texture, while provide a small buffer during each call. It is most efficient to specify large enough regions, though, because this enables D3D to fill whole cache lines in the texture before returning.

For efficiency, ensure the bounds and alignment of the extents within the box are ( 64 / [Bytes per pixel] ) pixels horizontally. Vertical bounds and alignment should be 2 rows, except when 1-byte-per-pixel formats are used, in which case 4 rows are recommended. Single depth slices per call are handled efficiently. It is recommended but not necessary to provide references and strides which are 128-byte aligned.

When reading from sub mipmap levels, it is recommended to use larger width and heights than described above. This is because small mipmap levels may actually be stored within a larger block of memory, with an opaque amount of offseting which can interfere with alignment to cache lines.

dn912873 void ID3D11Device3::ReadFromSubresource([Out] void* pDstData,[In] unsigned int DstRowPitch,[In] unsigned int DstDepthPitch,[In] ID3D11Resource* pSrcResource,[In] unsigned int SrcSubresource,[In, Optional] const D3D11_BOX* pSrcBox) ID3D11Device3::ReadFromSubresource

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

Note??The latest version of this interface is introduced in the Windows 10 Creators Update. Applications targetting Windows 10 Creators Update should use the interface instead of .?

A device is created using .

Windows?Phone?8: This API is supported.

ff476379 ID3D11Device5 ID3D11Device5
Opens a handle for a shared fence by using resourceHandle. The handle that was returned by a call to ID3D11Fence::CreateSharedHandle or ID3D12Device::CreateSharedHandle Fence 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. No documentation. No documentation. No documentation. No documentation. No documentation. HRESULT ID3D11Device5::OpenSharedFence([In] void* hFence,[In] const GUID& ReturnedInterface,[Out, Optional] void** ppFence) ID3D11Device5::OpenSharedFence

The device interface represents a virtual adapter; it is used to create resources. adds new methods to those in .

Note??This interface, introduced in the Windows 10 Creators Update, is the latest version of the interface. Applications targetting Windows 10 Creators Update should use this interface instead of earlier versions.?
No documentation. No documentation. No documentation. No documentation. No documentation. mt492478 HRESULT ID3D11Device5::CreateFence([In] unsigned longlong InitialValue,[In] D3D11_FENCE_FLAG Flags,[In] const GUID& ReturnedInterface,[Out, Fast] ID3D11Fence** ppFence) ID3D11Device5::CreateFence

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
Gets or sets the debug-name for this object. The debug name. 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.

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.

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

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.

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 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 );	
            
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.

ff476384 HRESULT ID3D11DeviceChild::SetPrivateDataInterface([In] const GUID& guid,[In, Optional] const IUnknown* pData) ID3D11DeviceChild::SetPrivateDataInterface
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... Functions 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) Constant ConstantBufferApiSlotCount. D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT Constant ConstantBufferComponents. D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS Constant ConstantBufferComponentBitCount. D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT Constant ConstantBufferHwSlotCount. D3D11_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT Constant ConstantBufferPartialUpdateExtentsByteAlignment. D3D11_COMMONSHADER_CONSTANT_BUFFER_PARTIAL_UPDATE_EXTENTS_BYTE_ALIGNMENT Constant ConstantBufferRegisterComponents. D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS Constant ConstantBufferRegisterCount. D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT Constant ConstantBufferRegisterReadsPerInst. D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST Constant ConstantBufferRegisterReadPorts. D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS Constant FlowcontrolNestingLimit. D3D11_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT Constant ImmediateConstantBufferRegisterComponents. D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS Constant ImmediateConstantBufferRegisterCount. D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT Constant ImmediateConstantBufferRegisterReadsPerInst. D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST Constant ImmediateConstantBufferRegisterReadPorts. D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS Constant ImmediateValueComponentBitCount. D3D11_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT Constant InputResourceRegisterComponents. D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS Constant InputResourceRegisterCount. D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT Constant InputResourceRegisterReadsPerInst. D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST Constant InputResourceRegisterReadPorts. D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS Constant InputResourceSlotCount. D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT Constant SamplerRegisterComponents. D3D11_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS Constant SamplerRegisterCount. D3D11_COMMONSHADER_SAMPLER_REGISTER_COUNT Constant SamplerRegisterReadsPerInst. D3D11_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST Constant SamplerRegisterReadPorts. D3D11_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS Constant SamplerSlotCount. D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT Constant SubRoutineNestingLimit. D3D11_COMMONSHADER_SUBROUTINE_NESTING_LIMIT Constant TempRegisterComponents. D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENTS Constant TempRegisterComponentBitCount. D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT Constant TempRegisterCount. D3D11_COMMONSHADER_TEMP_REGISTER_COUNT Constant TempRegisterReadsPerInst. D3D11_COMMONSHADER_TEMP_REGISTER_READS_PER_INST Constant TempRegisterReadPorts. D3D11_COMMONSHADER_TEMP_REGISTER_READ_PORTS Constant TextureCoordRangeReductionMaximum. D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX Constant TextureCoordRangeReductionMinimum. D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN Constant TextureElOffsetMaximumNegative. D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE Constant TextureElOffsetMaximumPositive. D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE 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.

ff476385 ID3D11DeviceContext ID3D11DeviceContext
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. Constant UnorderedAccessViewSlotCount. D3D11_PS_CS_UAV_REGISTER_COUNT Constant DispatchMaximumThreadGroupsPerDimension. D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION Constant ThreadGroupSharedMemoryRegisterCount. D3D11_CS_TGSM_REGISTER_COUNT Constant ThreadGroupSharedMemoryRegisterReadsPerInst. D3D11_CS_TGSM_REGISTER_READS_PER_INST Constant ThreadGroupSharedMemoryResourceRegisterComponents. D3D11_CS_TGSM_RESOURCE_REGISTER_COMPONENTS Constant ThreadGroupSharedMemoryResourceRegisterReadPorts. D3D11_CS_TGSM_RESOURCE_REGISTER_READ_PORTS Constant ThreadgroupidRegisterComponents. D3D11_CS_THREADGROUPID_REGISTER_COMPONENTS Constant ThreadgroupidRegisterCount. D3D11_CS_THREADGROUPID_REGISTER_COUNT Constant ThreadidingroupflattenedRegisterComponents. D3D11_CS_THREADIDINGROUPFLATTENED_REGISTER_COMPONENTS Constant ThreadidingroupflattenedRegisterCount. D3D11_CS_THREADIDINGROUPFLATTENED_REGISTER_COUNT Constant ThreadidingroupRegisterComponents. D3D11_CS_THREADIDINGROUP_REGISTER_COMPONENTS Constant ThreadidingroupRegisterCount. D3D11_CS_THREADIDINGROUP_REGISTER_COUNT Constant ThreadidRegisterComponents. D3D11_CS_THREADID_REGISTER_COMPONENTS Constant ThreadidRegisterCount. D3D11_CS_THREADID_REGISTER_COUNT Constant ThreadGroupMaximumThreadsPerGroup. D3D11_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP Constant ThreadGroupMaximumX. D3D11_CS_THREAD_GROUP_MAX_X Constant ThreadGroupMaximumY. D3D11_CS_THREAD_GROUP_MAX_Y Constant ThreadGroupMaximumZ. D3D11_CS_THREAD_GROUP_MAX_Z Constant ThreadGroupMinimumX. D3D11_CS_THREAD_GROUP_MIN_X Constant ThreadGroupMinimumY. D3D11_CS_THREAD_GROUP_MIN_Y Constant ThreadGroupMinimumZ. D3D11_CS_THREAD_GROUP_MIN_Z Constant ThreadLocalTempRegisterPool. D3D11_CS_THREAD_LOCAL_TEMP_REGISTER_POOL

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.

ff476403 void ID3D11DeviceContext::CSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] 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, Optional] const void** ppUnorderedAccessViews,[In, Buffer, Optional] 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.

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.

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.

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.

ff476401 void ID3D11DeviceContext::CSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer, Optional] 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.

ff476400 void ID3D11DeviceContext::CSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] 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.

ff476398 void ID3D11DeviceContext::CSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer, Optional] 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 D3D11_1_UAV_SLOT_COUNT - 1).

Number of views to get (ranges from 0 to D3D11_1_UAV_SLOT_COUNT - 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.

ff476399 void ID3D11DeviceContext::CSGetUnorderedAccessViews([In] unsigned int StartSlot,[In] unsigned int NumUAVs,[Out, Buffer, Optional] 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.

ff476397 void ID3D11DeviceContext::CSGetShader([Out, Optional] 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.

ff476396 void ID3D11DeviceContext::CSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer, Optional] 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.

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

The interface represents a device context which generates rendering commands.

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 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.

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.

ff476427 GetContextFlags GetContextFlags unsigned int ID3D11DeviceContext::GetContextFlags()

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.

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.

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 . CheckFeatureSupport fills members of a 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, Optional] 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.

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).

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.

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.

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 .

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
  • ClearDepthStencilView
  • 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.

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 .

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.

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).

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.

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.

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.

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.

?

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.

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.

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.

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.

?

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.

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.

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.

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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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.

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 .

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.

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.

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

The interface represents a device context which generates rendering commands.

ff476385 ID3D11DeviceContext ID3D11DeviceContext

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

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.

ff476450 IAGetInputLayout / IASetInputLayout IAGetInputLayout void ID3D11DeviceContext::IAGetInputLayout([Out, Optional] ID3D11InputLayout** ppInputLayout)

Get or sets information about the primitive type, and data order that describes input data for the input assembler stage.

ff476451 IAGetPrimitiveTopology / IASetPrimitiveTopology IAGetPrimitiveTopology void ID3D11DeviceContext::IAGetPrimitiveTopology([Out] D3D_PRIMITIVE_TOPOLOGY* pTopology)

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.

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, Optional] const void* ppVertexBuffers,[In, Buffer, Optional] const void* pStrides,[In, Buffer, Optional] 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.

ff476450 void ID3D11DeviceContext::IAGetInputLayout([Out, Optional] 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.

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.

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).

ff476451 void ID3D11DeviceContext::IAGetPrimitiveTopology([Out] D3D_PRIMITIVE_TOPOLOGY* pTopology) ID3D11DeviceContext::IAGetPrimitiveTopology

The interface represents a device context which generates rendering commands.

ff476385 ID3D11DeviceContext ID3D11DeviceContext
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) 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. 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. Constant SimultaneousRenderTargetCount. D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT

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.

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 NumRTVs 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 NumRTVs 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 ppUnorderedAccessViews. 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. NumRTVs != 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:

    • NumRTVs <= 8
    • UAVStartSlot >= NumRTVs
    • UAVStartSlot + NumUAVs <= 8
    • There must be no conflicts in the set of all ppRenderTargetViews and ppUnorderedAccessViews.
    • 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 ppUnorderedAccessViews.
  2. NumRTVs == 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 ppUnorderedAccessViews.

    OMSetRenderTargetsAndUnorderedAccessViews unbinds the following items:

    • All RTVs in slots >= UAVStartSlot
    • All RTVs that conflict with any UAVs in ppUnorderedAccessViews
    • All currently bound resources (SOTargets, CS UAVs, SRVs) that conflict with ppUnorderedAccessViews

    OMSetRenderTargetsAndUnorderedAccessViews binds ppUnorderedAccessViews.

    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:

    • NumRTVs <= 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 < NumRTVs
    • 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.

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.

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.

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

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.

ff476462 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

The interface represents a device context which generates rendering commands.

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.

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.

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

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 . CheckFeatureSupport fills members of a 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 RSGetState / RSSetState RSGetState void ID3D11DeviceContext::RSGetState([Out, Optional] ID3D11RasterizerState** ppRasterizerState)

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.

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.?
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

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

No documentation.

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 . CheckFeatureSupport fills members of a 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 void ID3D11DeviceContext::RSGetState([Out, Optional] 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] void* 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.

ff476475 void ID3D11DeviceContext::RSGetScissorRects([InOut] unsigned int* pNumRects,[Out, Buffer, Optional] void* pRects) ID3D11DeviceContext::RSGetScissorRects

The interface represents a device context which generates rendering commands.

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, Optional] ID3D11Buffer** ppSOTargets) ID3D11DeviceContext::SOGetTargets

The device context interface represents a device context; it is used to render commands. adds new methods to those in .

hh404598 ID3D11DeviceContext1 ID3D11DeviceContext1
Initializes a new deferred context instance of class. Partially clears a view using an array of rectangles View to clear Clear color Rectangle areas 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.

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

A reference to the destination resource.

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.

Source subresource index.

A reference to a 3D box that defines the region of the source subresource that CopySubresourceRegion1 can copy. If null, CopySubresourceRegion1 copies the entire source subresource. 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, CopySubresourceRegion1 doesn't perform a copy operation.

A -typed value that specifies how to perform the copy operation. If you specify zero for no copy option, CopySubresourceRegion1 behaves like . For existing display drivers that can't process these flags, the runtime doesn't use them.

If the display driver supports overlapping, the source and destination subresources can be identical, and the source and destination regions can overlap each other. For existing display drivers that don?t support overlapping, the runtime drops calls with identical source and destination subresources, regardless of whether the regions overlap. To determine whether the display driver supports overlapping, check the CopyWithOverlap member of . This overlapping support enables additional scroll functionality in a call to .

Note??Applies only to feature level 9_x hardware If you use or CopySubresourceRegion1 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.?
hh404604 void ID3D11DeviceContext1::CopySubresourceRegion1([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,[In] unsigned int CopyFlags) ID3D11DeviceContext1::CopySubresourceRegion1

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

A reference to the destination resource.

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, UpdateSubresource1 writes the data to the destination subresource with no offset. The dimensions of the source must fit the destination.

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, UpdateSubresource1 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.

A -typed value that specifies how to perform the update operation. If you specify zero for no update option, UpdateSubresource1 behaves like . For existing display drivers that can't process these flags, the runtime doesn't use them.

If you call UpdateSubresource1 to update a constant buffer, pass any region, and the driver has not been implemented to Windows?8, the runtime drops the call (except feature level 9.1, 9.2, and 9.3 where the runtime emulates support). The runtime also drops the call if you update a constant buffer with a partial region whose extent is not aligned to 16-byte granularity (16 bytes being a full constant). When the runtime drops the call, the runtime doesn't call the corresponding device driver interface (DDI).

When you record a call to UpdateSubresource with an offset pDstBox in a software command list, the offset in pDstBox is incorrectly applied to pSrcData when you play back the command list. The new-for-Windows?8UpdateSubresource1 fixes this issue. In a call to UpdateSubresource1, pDstBox does not affect pSrcData.

For info about various resource types and how UpdateSubresource1 might work with each resource type, see Introduction to a Resource in Direct3D 11.

Note??Applies only to feature level 9_x hardware If you use UpdateSubresource1 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.?
hh446790 void ID3D11DeviceContext1::UpdateSubresource1([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,[In] unsigned int CopyFlags) ID3D11DeviceContext1::UpdateSubresource1

Discards a resource from the device context.

A reference to the interface for the resource to discard. The resource must have been created with usage or , otherwise the runtime drops the call to DiscardResource; if the debug layer is enabled, the runtime returns an error message.

DiscardResource informs the graphics processing unit (GPU) that the existing content in the resource that pResource points to is no longer needed.

hh404613 void ID3D11DeviceContext1::DiscardResource([In] ID3D11Resource* pResource) ID3D11DeviceContext1::DiscardResource

Discards a resource view from the device context.

A reference to the interface for the resource view to discard. The resource that underlies the view must have been created with usage or , otherwise the runtime drops the call to DiscardView; if the debug layer is enabled, the runtime returns an error message.

DiscardView informs the graphics processing unit (GPU) that the existing content in the resource view that pResourceView points to is no longer needed. The view can be an SRV, RTV, UAV, or DSV. DiscardView is a variation on the DiscardResource method. DiscardView allows you to discard a subset of a resource that is in a view (such as a single miplevel). More importantly, DiscardView provides a convenience because often views are what are being bound and unbound at the pipeline. Some pipeline bindings do not have views, such as stream output. In that situation, DiscardResource can do the job for any resource.

hh404616 void ID3D11DeviceContext1::DiscardView([In] ID3D11View* pResourceView) ID3D11DeviceContext1::DiscardView

Sets the constant buffers that the vertex shader pipeline stage uses.

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 being given to the device.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

The runtime drops the call to VSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to VSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the VSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh446795 void ID3D11DeviceContext1::VSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::VSSetConstantBuffers1

Sets the constant buffers that the vertex shader pipeline stage uses.

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 being given to the device.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

The runtime drops the call to VSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to VSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the VSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh446795 void ID3D11DeviceContext1::VSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::VSSetConstantBuffers1

Sets the constant buffers that the vertex shader pipeline stage uses.

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 being given to the device.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

The runtime drops the call to VSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to VSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the VSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh446795 void ID3D11DeviceContext1::VSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::VSSetConstantBuffers1

Sets the constant buffers that the hull-shader stage of the pipeline uses.

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

The runtime drops the call to HSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to HSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If the pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the HSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404642 void ID3D11DeviceContext1::HSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::HSSetConstantBuffers1

Sets the constant buffers that the hull-shader stage of the pipeline uses.

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

The runtime drops the call to HSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to HSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If the pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the HSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404642 void ID3D11DeviceContext1::HSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::HSSetConstantBuffers1

Sets the constant buffers that the hull-shader stage of the pipeline uses.

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

The runtime drops the call to HSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to HSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If the pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the HSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404642 void ID3D11DeviceContext1::HSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::HSSetConstantBuffers1

Sets the constant buffers that the domain-shader stage uses.

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 being given to the device.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

The runtime drops the call to DSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to DSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the DSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404632 void ID3D11DeviceContext1::DSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::DSSetConstantBuffers1

Sets the constant buffers that the domain-shader stage uses.

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 being given to the device.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

The runtime drops the call to DSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to DSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the DSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404632 void ID3D11DeviceContext1::DSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::DSSetConstantBuffers1

Sets the constant buffers that the domain-shader stage uses.

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 being given to the device.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

The runtime drops the call to DSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to DSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the DSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404632 void ID3D11DeviceContext1::DSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::DSSetConstantBuffers1

Sets the constant buffers that the geometry shader pipeline stage uses.

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.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

The runtime drops the call to GSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to GSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the GSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404638 void ID3D11DeviceContext1::GSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::GSSetConstantBuffers1

Sets the constant buffers that the geometry shader pipeline stage uses.

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.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

The runtime drops the call to GSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to GSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the GSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404638 void ID3D11DeviceContext1::GSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::GSSetConstantBuffers1

Sets the constant buffers that the geometry shader pipeline stage uses.

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.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

The runtime drops the call to GSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to GSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the GSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404638 void ID3D11DeviceContext1::GSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::GSSetConstantBuffers1

Sets the constant buffers that the pixel shader pipeline stage uses, and enables the shader to access other parts of the buffer.

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 being given to the device.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

To enable the shader to access other parts of the buffer, call PSSetConstantBuffers1 instead of PSSetConstantBuffers. PSSetConstantBuffers1 has additional parameters pFirstConstant and pNumConstants.

The runtime drops the call to PSSetConstantBuffers1 if the numbers of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders. The maximum constant buffer size that is supported by shaders holds 4096 constants, where each constant has four 32-bit components.

The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the following window (range):

[value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]

That is, the window is the range is from (value in an element of pFirstConstant) to (value in an element of pFirstConstant + value in an element of pNumConstants).

The runtime also drops the call to PSSetConstantBuffers1 on existing drivers that do not support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the PSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404649 void ID3D11DeviceContext1::PSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::PSSetConstantBuffers1

Sets the constant buffers that the pixel shader pipeline stage uses, and enables the shader to access other parts of the buffer.

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 being given to the device.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

To enable the shader to access other parts of the buffer, call PSSetConstantBuffers1 instead of PSSetConstantBuffers. PSSetConstantBuffers1 has additional parameters pFirstConstant and pNumConstants.

The runtime drops the call to PSSetConstantBuffers1 if the numbers of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders. The maximum constant buffer size that is supported by shaders holds 4096 constants, where each constant has four 32-bit components.

The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the following window (range):

[value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]

That is, the window is the range is from (value in an element of pFirstConstant) to (value in an element of pFirstConstant + value in an element of pNumConstants).

The runtime also drops the call to PSSetConstantBuffers1 on existing drivers that do not support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the PSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404649 void ID3D11DeviceContext1::PSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::PSSetConstantBuffers1

Sets the constant buffers that the pixel shader pipeline stage uses, and enables the shader to access other parts of the buffer.

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 being given to the device.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

To enable the shader to access other parts of the buffer, call PSSetConstantBuffers1 instead of PSSetConstantBuffers. PSSetConstantBuffers1 has additional parameters pFirstConstant and pNumConstants.

The runtime drops the call to PSSetConstantBuffers1 if the numbers of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders. The maximum constant buffer size that is supported by shaders holds 4096 constants, where each constant has four 32-bit components.

The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the following window (range):

[value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]

That is, the window is the range is from (value in an element of pFirstConstant) to (value in an element of pFirstConstant + value in an element of pNumConstants).

The runtime also drops the call to PSSetConstantBuffers1 on existing drivers that do not support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the PSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404649 void ID3D11DeviceContext1::PSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::PSSetConstantBuffers1

Sets the constant buffers that the compute-shader stage uses.

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.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

The runtime drops the call to CSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to CSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the CSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404610 void ID3D11DeviceContext1::CSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::CSSetConstantBuffers1

Sets the constant buffers that the compute-shader stage uses.

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.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

The runtime drops the call to CSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to CSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the CSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404610 void ID3D11DeviceContext1::CSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::CSSetConstantBuffers1

Sets the constant buffers that the compute-shader stage uses.

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.

An array that holds the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.

An array that holds the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. Each number of constants must be a multiple of 16 constants, in the range [0..4096].

The runtime drops the call to CSSetConstantBuffers1 if the number of constants to which pNumConstants points is larger than the maximum constant buffer size that is supported by shaders (4096 constants). The values in the elements of the pFirstConstant and pFirstConstant + pNumConstants arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of pFirstConstant, value in an element of pFirstConstant + value in an element of pNumConstants]. The runtime also drops the call to CSSetConstantBuffers1 on existing drivers that don't support this offsetting.

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.

From the shader?s point of view, element [0] in the constant buffers array is the constant at pFirstConstant.

Out of bounds access to the constant buffers from the shader to the range that is defined by pFirstConstant and pNumConstants returns 0.

If pFirstConstant and pNumConstants arrays are null, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the CSSetConstantBuffers method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.

If either pFirstConstant or pNumConstants is null, the other parameter must also be null.

hh404610 void ID3D11DeviceContext1::CSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants) ID3D11DeviceContext1::CSSetConstantBuffers1

Gets the constant buffers that the vertex shader pipeline stage uses.

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 to be returned by the method.

A reference to an array that receives the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 2 indicates that the start of the associated constant buffer is 32 bytes into the constant buffer. The runtime sets pFirstConstant to null if the buffers do not have offsets.

A reference to an array that receives the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. The runtime sets pNumConstants to null if it doesn't specify the numbers of constants in each buffer.

If no buffer is bound at a slot, pFirstConstant and pNumConstants are null for that slot.

hh446793 void ID3D11DeviceContext1::VSGetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers,[Out, Buffer, Optional] unsigned int* pFirstConstant,[Out, Buffer, Optional] unsigned int* pNumConstants) ID3D11DeviceContext1::VSGetConstantBuffers1

Gets the constant buffers that the hull-shader stage uses.

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

If no buffer is bound at a slot, pFirstConstant and pNumConstants are null for that slot.

hh404641 void ID3D11DeviceContext1::HSGetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers,[Out, Buffer, Optional] unsigned int* pFirstConstant,[Out, Buffer, Optional] unsigned int* pNumConstants) ID3D11DeviceContext1::HSGetConstantBuffers1

Gets the constant buffers that the domain-shader stage uses.

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 to be returned by the method.

A reference to an array that receives the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 2 indicates that the start of the associated constant buffer is 32 bytes into the constant buffer. The runtime sets pFirstConstant to null if the buffers do not have offsets.

A reference to an array that receives the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. The runtime sets pNumConstants to null if it doesn't specify the numbers of constants in each buffer.

If no buffer is bound at a slot, pFirstConstant and pNumConstants are null for that slot.

hh404630 void ID3D11DeviceContext1::DSGetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers,[Out, Buffer, Optional] unsigned int* pFirstConstant,[Out, Buffer, Optional] unsigned int* pNumConstants) ID3D11DeviceContext1::DSGetConstantBuffers1

Gets the constant buffers that the geometry shader pipeline stage uses.

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 to be returned by the method.

A reference to an array that receives the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 2 indicates that the start of the associated constant buffer is 32 bytes into the constant buffer. The runtime sets pFirstConstant to null if the buffers do not have offsets.

A reference to an array that receives the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. The runtime sets pNumConstants to null if it doesn't specify the numbers of constants in each buffer.

If no buffer is bound at a slot, pFirstConstant and pNumConstants are null for that slot.

hh404635 void ID3D11DeviceContext1::GSGetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers,[Out, Buffer, Optional] unsigned int* pFirstConstant,[Out, Buffer, Optional] unsigned int* pNumConstants) ID3D11DeviceContext1::GSGetConstantBuffers1

Gets the constant buffers that the pixel shader pipeline stage uses.

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 to be returned by the method.

A reference to an array that receives the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 2 indicates that the start of the associated constant buffer is 32 bytes into the constant buffer. The runtime sets pFirstConstant to null if the buffers do not have offsets.

A reference to an array that receives the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. The runtime sets pNumConstants to null if it doesn't specify the numbers of constants in each buffer.

If no buffer is bound at a slot, pFirstConstant and pNumConstants are null for that slot.

hh404645 void ID3D11DeviceContext1::PSGetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers,[Out, Buffer, Optional] unsigned int* pFirstConstant,[Out, Buffer, Optional] unsigned int* pNumConstants) ID3D11DeviceContext1::PSGetConstantBuffers1

Gets the constant buffers that the compute-shader stage uses.

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 to be returned by the method.

A reference to an array that receives the offsets into the buffers that ppConstantBuffers specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 2 indicates that the start of the associated constant buffer is 32 bytes into the constant buffer. The runtime sets pFirstConstant to null if the buffers do not have offsets.

A reference to an array that receives the numbers of constants in the buffers that ppConstantBuffers specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the pFirstConstant array. The runtime sets pNumConstants to null if it doesn't specify the numbers of constants in each buffer.

If no buffer is bound at a slot, pFirstConstant and pNumConstants are null for that slot.

hh404607 void ID3D11DeviceContext1::CSGetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers,[Out, Buffer, Optional] unsigned int* pFirstConstant,[Out, Buffer, Optional] unsigned int* pNumConstants) ID3D11DeviceContext1::CSGetConstantBuffers1

Activates the given context state object and changes the current device behavior to Direct3D?11, Direct3D?10.1, or Direct3D?10.

A reference to the interface for the context state object that was previously created through the method. If SwapDeviceContextState is called with pState set to null, the call has no effect.

A reference to a variable that receives a reference to the interface for the previously-activated context state object.

SwapDeviceContextState changes device behavior. This device behavior depends on the emulated interface that you passed to the EmulatedInterface parameter of the method when you created the context state object.

SwapDeviceContextState is not supported on a deferred context.

SwapDeviceContextState disables the incompatible device interfaces ID3D10Device, ID3D10Device1, , and . When a context state object is active, the runtime disables certain methods on the device and context interfaces. A context state object that is created with __uuidof() or __uuidof() turns off most of the Direct3D?10 device interfaces. A context state object that is created with __uuidof(ID3D10Device1) or __uuidof(ID3D10Device) turns off most of the methods. For more information about this behavior, see .

SwapDeviceContextState activates the context state object specified by pState. This means that the device behaviors that are associated with the context state object's feature level and compatible interface are activated on the Direct3D device until the next call to SwapDeviceContextState. In addition, any state that was saved when this context state object was last active is now reactivated, so that the previous state is replaced.

SwapDeviceContextState sets ppPreviousState to the most recently activated context state object. The object allows the caller to save and then later restore the previous device state. This behavior is useful in a plug-in architecture such as Direct2D that shares a Direct3D device with its plug-ins. A Direct2D interface can use context state objects to save and restore the application's state.

If the caller did not previously call the method to create a previous context state object, SwapDeviceContextState sets ppPreviousState to the default context state object. In either case, usage of SwapDeviceContextState is the same.

The feature level that is specified by the application, and that is chosen by the context state object from the acceptable list that the application supplies to , controls the feature level of the immediate context whenever the context state object is active. Because the Direct3D?11 device is free-threaded, the device methods cannot query the current immediate context feature level. Instead, the device runs at a feature level that is the maximum of all previously created context state objects' feature levels. This means that the device's feature level can increase dynamically.

The feature level of the context state object controls the functionality available from the immediate context. However, to maintain the free-threaded contract of the Direct3D?11 device methods?the resource-creation methods in particular?the upper-bound feature level of all created context state objects controls the set of resources that the device creates.

Because the context state object interface is published by the immediate context, the interface requires the same threading model as the immediate context. Specifically, SwapDeviceContextState is single-threaded with respect to the other immediate context methods and with respect to the equivalent methods of ID3D10Device.

Crucially, because only one of the Direct3D?10 or Direct3D?11 ref-count behaviors can be available at a time, one of the Direct3D?10 and Direct3D?11 interfaces must break its ref-count contract. To avoid this situation, the activation of a context state object turns off the incompatible version interface. Also, if you call a method of an incompatible version interface, the call silently fails if the method has return type void, returns an value of E_INVALIDARG, or sets any out parameter to null.

When you switch from Direct3D?11 mode to either Direct3D?10 mode or Direct3D?10.1 mode, the binding behavior of the device changes. Specifically, the final release of a resource induces unbind in Direct3D?10 mode or Direct3D?10.1 mode. During final release an application releases all of the resource's references, including indirect references such as the linkage from view to resource, and the linkage from context state object to any of the context state object's bound resources. Any bound resource to which the application has no reference is unbound and destroyed, in order to maintain the Direct3D?10 behavior.

SwapDeviceContextState does not affect any state that sets.

Command lists that are generated by deferred contexts do not hold a reference to context state objects and are not affected by future updates to context state objects.

No asynchronous objects are affected by SwapDeviceContextState. For example, if a query is active before a call to SwapDeviceContextState, it is still active after the call.

hh446787 void ID3D11DeviceContext1::SwapDeviceContextState([In] ID3DDeviceContextState* pState,[Out, Optional] ID3DDeviceContextState** ppPreviousState) ID3D11DeviceContext1::SwapDeviceContextState

Sets all the elements in a resource view to one value.

A reference to the interface that represents the resource view to clear.

A 4-component array that represents the color to use to clear the resource view.

An array of D3D11_RECT structures for the rectangles in the resource view to clear. If null, ClearView clears the entire surface.

Number of rectangles in the array that the pRect parameter specifies.

ClearView works only on render-target views (RTVs), depth/stencil views (DSVs) on depth-only resources (resources with no stencil component), unordered-access views (UAVs), or any video view of a Texture2D surface. The runtime drops invalid calls. Empty rectangles in the pRect array are a no-op. A rectangle is empty if the top value equals the bottom value or the left value equals the right value.

ClearView doesn?t support 3D textures.

ClearView applies the same color value to all array slices in a view; all rectangles in the pRect array correspond to each array slice. The pRect array of rectangles is a set of areas to clear on a single surface. If the view is an array, ClearView clears all the rectangles on each array slice individually.

When you apply rectangles to buffers, set the top value to 0 and the bottom value to 1 and set the left value and right value to describe the extent within the buffer. When the top value equals the bottom value or the left value equals the right value, the rectangle is empty and a no-op is achieved.

The driver converts and clamps color values to the destination format as appropriate per Direct3D conversion rules. For example, if the format of the view is , the driver clamps inputs to 0.0f to 1.0f (+INF -> 1.0f (0XFF)/NaN -> 0.0f).

If the format is integer, such as , the runtime interprets inputs as integral floats. Therefore, 235.0f maps to 235 (rounds to zero, out of range/INF values clamp to target range, and NaN to 0).

Here are the color mappings:

  • Color[0]: R (or Y for video)
  • Color[1]: G (or U/Cb for video)
  • Color[2]: B (or V/Cr for video)
  • Color[3]: A

For video views with YUV or YCbBr formats, ClearView doesn't convert color values. In situations where the format name doesn?t indicate _UNORM, _UINT, and so on, ClearView assumes _UINT. Therefore, 235.0f maps to 235 (rounds to zero, out of range/INF values clamp to target range, and NaN to 0).

hh404601 void ID3D11DeviceContext1::ClearView([In] ID3D11View* pView,[In] const SHARPDX_COLOR4* Color,[In, Buffer, Optional] const RECT* pRect,[In] unsigned int NumRects) ID3D11DeviceContext1::ClearView

Discards the specified elements in a resource view from the device context.

A reference to the interface for the resource view to discard. The resource that underlies the view must have been created with usage or , otherwise the runtime drops the call to DiscardView1; if the debug layer is enabled, the runtime returns an error message.

An array of D3D11_RECT structures for the rectangles in the resource view to discard. If null, DiscardView1 discards the entire view and behaves the same as DiscardView.

Number of rectangles in the array that the pRects parameter specifies.

DiscardView1 informs the graphics processing unit (GPU) that the existing content in the specified elements in the resource view that pResourceView points to is no longer needed. The view can be an SRV, RTV, UAV, or DSV. DiscardView1 is a variation on the DiscardResource method. DiscardView1 allows you to discard elements of a subset of a resource that is in a view (such as elements of a single miplevel). More importantly, DiscardView1 provides a convenience because often views are what are being bound and unbound at the pipeline. Some pipeline bindings do not have views, such as stream output. In that situation, DiscardResource can do the job for any resource.

jj247573 void ID3D11DeviceContext1::DiscardView1([In] ID3D11View* pResourceView,[In, Buffer, Optional] const RECT* pRects,[In] unsigned int NumRects) ID3D11DeviceContext1::DiscardView1

The device context interface represents a device context; it is used to render commands. adds new methods to those in .

dn280498 ID3D11DeviceContext2 ID3D11DeviceContext2
Initializes a new deferred context instance of class. 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.

Allows apps to determine when either a capture or profiling request is enabled.

Returns TRUE if the capture tool is present and capturing or the app is being profiled such that SetMarkerInt or BeginEventInt will be logged to ETW. Otherwise, it returns . Apps can use this to turn off self-throttling mechanisms in order to accurately capture what is currently being seen as app output. Apps can also avoid generating event markers and the associated overhead it may entail when there is no benefit to do so.

If apps detect that capture is being performed, they can prevent the Direct3D debugging tools, such as Microsoft Visual Studio?2013, from capturing them. The purpose of the flag prior to Windows?8.1 was to allow the Direct3D runtime to prevent debugging tools from capturing apps.

dn280504 IsAnnotationEnabled IsAnnotationEnabled BOOL ID3D11DeviceContext2::IsAnnotationEnabled()

Updates mappings of tile locations in tiled resources to memory locations in a tile pool.

A reference to the tiled resource.

The number of tiled resource regions.

An array of structures that describe the starting coordinates of the tiled resource regions. The NumTiledResourceRegions parameter specifies the number of structures in the array.

An array of structures that describe the sizes of the tiled resource regions. The NumTiledResourceRegions parameter specifies the number of structures in the array.

A reference to the tile pool.

The number of tile-pool ranges.

An array of values that describe each tile-pool range. The NumRanges parameter specifies the number of values in the array.

An array of offsets into the tile pool. These are 0-based tile offsets, counting in tiles (not bytes).

An array of tiles.

An array of values that specify the number of tiles in each tile-pool range. The NumRanges parameter specifies the number of values in the array.

A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation.

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

  • Returns E_INVALIDARG if various conditions such as invalid flags result in the call being dropped.

    The debug layer will emit an error.

  • Returns E_OUTOFMEMORY if the call results in the driver having to allocate space for new page table mappings but running out of memory.

    If out of memory occurs when this is called in a commandlist and the commandlist is being executed, the device will be removed. Apps can avoid this situation by only doing update calls that change existing mappings from tiled resources within commandlists (so drivers will not have to allocate page table memory, only change the mapping).

  • Returns if the video card has been physically removed from the system, or a driver upgrade for the video card has occurred.

In a single call to UpdateTileMappings, you can map one or more ranges of resource tiles to one or more ranges of tile-pool tiles.

You can organize the parameters of UpdateTileMappings in these ways to perform an update:

  • Tiled resource whose mappings are updated. This is a resource that was created with the flag. Mappings start off all null when a resource is initially created.
  • Set of tile regions on the tiled resource whose mappings are updated. You can make one UpdateTileMappings call to update many mappings or multiple calls with a bit more API call overhead as well if that is more convenient. NumTiledResourceRegions specifies how many regions there are, pTiledResourceRegionStartCoordinates and pTiledResourceRegionSizes are each arrays that identify the start location and extend of each region. If NumTiledResourceRegions is 1, for convenience either or both of the arrays that describe the regions can be null. null for pTiledResourceRegionStartCoordinates means the start coordinate is all 0s, and null for pTiledResourceRegionSizes identifies a default region that is the full set of tiles for the entire tiled resource, including all mipmaps, array slices, or both.

    If pTiledResourceRegionStartCoordinates isn't null and pTiledResourceRegionSizes is null, the region size defaults to 1 tile for all regions. This makes it easy to define mappings for a set of individual tiles each at disparate locations by providing an array of locations in pTiledResourceRegionStartCoordinates without having to send an array of pTiledResourceRegionSizes all set to 1.

    The updates are applied from first region to last; so, if regions overlap in a single call, the updates later in the list overwrite the areas that overlap with previous updates.

  • Tile pool that provides memory where tile mappings can go. A tiled resource can point to a single tile pool at a time. If a new tile pool is specified (for the first time or different from the last time a tile pool was specified), all existing tile mappings for the tiled resource are cleared and the new set of mappings in the current UpdateTileMappings call are applied for the new tile pool. If no tile pool is specified (null) or the same tile pool as a previous UpdateTileMappings call is provided, the UpdateTileMappings call just adds the new mappings to existing ones (overwriting on overlap). If UpdateTileMappings only defines null mappings, you don't need to specify a tile pool because it is irrelevant. But if you specify a tile pool anyway, it takes the same behavior as previously described when providing a tile pool.
  • Set of tile ranges where mappings are going. Each given tile range can specify one of a few types of ranges: a range of tiles in a tile pool (default), a count of tiles in the tiled resource to map to a single tile in a tile pool (sharing the tile), a count of tile mappings in the tiled resource to skip and leave as they are, or a count of tiles in the tile pool to map to null.

    NumRanges specifies the number of tile ranges, where the total tiles identified across all ranges must match the total number of tiles in the tile regions from the previously described tiled resource. Mappings are defined by iterating through the tiles in the tile regions in sequential order - x then y then z order for box regions - while walking through the set of tile ranges in sequential order. The breakdown of tile regions doesn't have to line up with the breakdown of tile ranges, but the total number of tiles on both sides must be equal so that each tiled resource tile specified has a mapping specified.

    pRangeFlags, pTilePoolStartOffsets, and pRangeTileCounts are all arrays, of size NumRanges, that describe the tile ranges. If pRangeFlags is null, all ranges are sequential tiles in the tile pool; otherwise, for each range i, pRangeFlags[i] identifies how the mappings in that range of tiles work:

    • If pRangeFlags[i] is 0, that range defines sequential tiles in the tile pool, with the number of tiles being pRangeTileCounts[i] and the starting location pTilePoolStartOffsets[i]. If NumRanges is 1, pRangeTileCounts can be null and defaults to the total number of tiles specified by all the tile regions.
    • If pRangeFlags[i] is , pTilePoolStartOffsets[i] identifies the single tile in the tile pool to map to, and pRangeTileCounts[i] specifies how many tiles from the tile regions to map to that tile pool location. If NumRanges is 1, pRangeTileCounts can be null and defaults to the total number of tiles specified by all the tile regions.
    • If pRangeFlags[i] is , pRangeTileCounts[i] specifies how many tiles from the tile regions to map to null. If NumRanges is 1, pRangeTileCounts can be null and defaults to the total number of tiles specified by all the tile regions. pTilePoolStartOffsets[i] is ignored for null mappings.
    • If pRangeFlags[i] is , pRangeTileCounts[i] specifies how many tiles from the tile regions to skip over and leave existing mappings unchanged for. This can be useful if a tile region conveniently bounds an area of tile mappings to update except with some exceptions that need to be left the same as whatever they were mapped to before. pTilePoolStartOffsets[i] is ignored for SKIP mappings.
  • Flags parameter for overall options. means the caller promises that previously submitted commands to the device that may still be executing do not reference any of the tile region being updated. This allows the device to avoid having to flush previously submitted work in order to do the tile mapping update. If the app violates this promise by updating tile mappings for locations in tiled resources still being referenced by outstanding commands, undefined rendering behavior results, which includes the potential for significant slowdowns on some architectures. This is like the "no overwrite" concept that exists elsewhere in the Direct3D API, except applied to tile mapping data structure itself, which in hardware is a page table. The absence of this flag requires that tile mapping updates specified by this UpdateTileMappings call must be completed before any subsequent Direct3D command can proceed.

If tile mappings have changed on a tiled resource that the app will render via RenderTargetView or DepthStencilView, the app must clear, by using the fixed function Clear APIs, the tiles that have changed within the area being rendered (mapped or not). If an app doesn't clear in these situations, the app receives undefined values when it reads from the tiled resource.

Note??In Direct3D 11.2, hardware can now support ClearView on depth-only formats. For more info, see .?

If an app needs to preserve existing memory contents of areas in a tiled resource where mappings have changed, the app can first save the contents where tile mappings have changed, by copying them to a temporary surface, for example using CopyTiles, issuing the required Clear, and then copying the contents back.

Suppose a tile is mapped into multiple tiled resources at the same time and tile contents are manipulated by any means (render, copy, and so on) via one of the tiled resources. Then, if the same tile is to be rendered via any other tiled resource, the tile must be cleared first as previously described.

For more info about tiled resources, see Tiled resources.

Here are some examples of common UpdateTileMappings cases:

dn280508 HRESULT ID3D11DeviceContext2::UpdateTileMappings([In] ID3D11Resource* pTiledResource,[In] unsigned int NumTiledResourceRegions,[In, Buffer, Optional] const D3D11_TILED_RESOURCE_COORDINATE* pTiledResourceRegionStartCoordinates,[In, Buffer, Optional] const D3D11_TILE_REGION_SIZE* pTiledResourceRegionSizes,[In, Optional] ID3D11Buffer* pTilePool,[In] unsigned int NumRanges,[In, Buffer, Optional] const D3D11_TILE_RANGE_FLAG* pRangeFlags,[In, Buffer, Optional] const unsigned int* pTilePoolStartOffsets,[In, Buffer, Optional] const unsigned int* pRangeTileCounts,[In] D3D11_TILE_MAPPING_FLAG Flags) ID3D11DeviceContext2::UpdateTileMappings

Copies mappings from a source tiled resource to a destination tiled resource.

A reference to the destination tiled resource.

A reference to a structure that describes the starting coordinates of the destination tiled resource.

A reference to the source tiled resource.

A reference to a structure that describes the starting coordinates of the source tiled resource.

A reference to a structure that describes the size of the tiled region.

A combination of D3D11_TILE_MAPPING_FLAGS values that are combined by using a bitwise OR operation. The only valid value is , which indicates that previously submitted commands to the device that may still be executing do not reference any of the tile region being updated. The device can then avoid having to flush previously submitted work to perform the tile mapping update. If the app violates this promise by updating tile mappings for locations in tiled resources that are still being referenced by outstanding commands, undefined rendering behavior results, including the potential for significant slowdowns on some architectures. This is like the "no overwrite" concept that exists elsewhere in the Direct3D API, except applied to the tile mapping data structure itself (which in hardware is a page table). The absence of the value requires that tile mapping updates that CopyTileMappings specifies must be completed before any subsequent Direct3D command can proceed.

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

  • Returns E_INVALIDARG if various conditions such as invalid flags or passing in non Tiled Resources result in the call being dropped.

    The dest and the source regions must each entirely fit in their resource or behavior is undefined (debug layer will emit an error).

  • Returns E_OUTOFMEMORY if the call results in the driver having to allocate space for new page table mappings but running out of memory.

    If out of memory occurs when this is called in a commandlist and the commandlist is being executed, the device will be removed. Applications can avoid this situation by only doing update calls that change existing mappings from Tiled Resources within commandlists (so drivers will not have to allocate page table memory, only change the mapping).

CopyTileMappings helps with tasks such as shifting mappings around within and across tiled resources, for example, scrolling tiles. The source and destination regions can overlap; the result of the copy in this situation is as if the source was saved to a temp location and then from there written to the destination.

For more info about tiled resources, see Tiled resources.

dn280500 HRESULT ID3D11DeviceContext2::CopyTileMappings([In] ID3D11Resource* pDestTiledResource,[In] const D3D11_TILED_RESOURCE_COORDINATE* pDestRegionStartCoordinate,[In] ID3D11Resource* pSourceTiledResource,[In] const D3D11_TILED_RESOURCE_COORDINATE* pSourceRegionStartCoordinate,[In] const D3D11_TILE_REGION_SIZE* pTileRegionSize,[In] D3D11_TILE_MAPPING_FLAG Flags) ID3D11DeviceContext2::CopyTileMappings

Copies tiles from buffer to tiled resource or vice versa.

A reference to a tiled resource.

A reference to a structure that describes the starting coordinates of the tiled resource.

A reference to a structure that describes the size of the tiled region.

A reference to an that represents a default, dynamic, or staging buffer.

The offset in bytes into the buffer at pBuffer to start the operation.

A combination of -typed values that are combined by using a bitwise OR operation and that identifies how to copy tiles.

CopyTiles drops write operations to unmapped areas and handles read operations from unmapped areas (except on Tier_1 tiled resources, where reading and writing unmapped areas is invalid).

If a copy operation involves writing to the same memory location multiple times because multiple locations in the destination resource are mapped to the same tile memory, the resulting write operations to multi-mapped tiles are non-deterministic and non-repeatable; that is, accesses to the tile memory happen in whatever order the hardware happens to execute the copy operation.

The tiles involved in the copy operation can't include tiles that contain packed mipmaps or results of the copy operation are undefined. To transfer data to and from mipmaps that the hardware packs into one tile, you must use the standard (that is, non-tile specific) copy and update APIs (like and ) or for the whole mipmap chain.

The memory layout of the tiles in the non-tiled buffer resource side of the copy operation is linear in memory within 64 KB tiles, which the hardware and driver swizzle and deswizzle per tile as appropriate when they transfer to and from a tiled resource. For multisample antialiasing (MSAA) surfaces, the hardware and driver traverse each pixel's samples in sample-index order before they move to the next pixel. For tiles that are partially filled on the right side (for a surface that has a width not a multiple of tile width in pixels), the pitch and stride to move down a row is the full size in bytes of the number pixels that would fit across the tile if the tile was full. So, there can be a gap between each row of pixels in memory. Mipmaps that are smaller than a tile are not packed together in the linear layout, which might seem to be a waste of memory space, but as mentioned you can't use CopyTiles or to copy to mipmaps that the hardware packs together. You can just use generic copy and update APIs (like and ) to copy small mipmaps individually. Although in the case of a generic copy API (like ), the linear memory must be the same dimension as the tiled resource; can't copy from a buffer resource to a Texture2D for instance.

For more info about tiled resources, see Tiled resources.

dn280501 void ID3D11DeviceContext2::CopyTiles([In] ID3D11Resource* pTiledResource,[In] const D3D11_TILED_RESOURCE_COORDINATE* pTileRegionStartCoordinate,[In] const D3D11_TILE_REGION_SIZE* pTileRegionSize,[In] ID3D11Buffer* pBuffer,[In] unsigned longlong BufferStartOffsetInBytes,[In] D3D11_TILE_MAPPING_FLAG Flags) ID3D11DeviceContext2::CopyTiles

Updates tiles by copying from app memory to the tiled resource.

A reference to a tiled resource to update.

A reference to a structure that describes the starting coordinates of the tiled resource.

A reference to a structure that describes the size of the tiled region.

A reference to memory that contains the source tile data that UpdateTiles uses to update the tiled resource.

A combination of -typed values that are combined by using a bitwise OR operation. The only valid value is . The other values aren't meaningful here, thoughby definition the value is basically what UpdateTiles does, but sources from app memory.

UpdateTiles drops write operations to unmapped areas (except on Tier_1 tiled resources, where writing to unmapped areas is invalid).

If a copy operation involves writing to the same memory location multiple times because multiple locations in the destination resource are mapped to the same tile memory, the resulting write operations to multi-mapped tiles are non-deterministic and non-repeatable; that is, accesses to the tile memory happen in whatever order the hardware happens to execute the copy operation.

The tiles involved in the copy operation can't include tiles that contain packed mipmaps or results of the copy operation are undefined. To transfer data to and from mipmaps that the hardware packs into one tile, you must use the standard (that is, non-tile specific) copy and update APIs (like and ) or for the whole mipmap chain.

The memory layout of the data on the source side of the copy operation is linear in memory within 64 KB tiles, which the hardware and driver swizzle and deswizzle per tile as appropriate when they transfer to and from a tiled resource. For multisample antialiasing (MSAA) surfaces, the hardware and driver traverse each pixel's samples in sample-index order before they move to the next pixel. For tiles that are partially filled on the right side (for a surface that has a width not a multiple of tile width in pixels), the pitch and stride to move down a row is the full size in bytes of the number pixels that would fit across the tile if the tile was full. So, there can be a gap between each row of pixels in memory. Mipmaps that are smaller than a tile are not packed together in the linear layout, which might seem to be a waste of memory space, but as mentioned you can't use or UpdateTiles to copy to mipmaps that the hardware packs together. You can just use generic copy and update APIs (like and ) to copy small mipmaps individually. Although in the case of a generic copy API (like ), the linear memory must be the same dimension as the tiled resource; can't copy from a buffer resource to a Texture2D for instance.

For more info about tiled resources, see Tiled resources.

dn280509 void ID3D11DeviceContext2::UpdateTiles([In] ID3D11Resource* pDestTiledResource,[In] const D3D11_TILED_RESOURCE_COORDINATE* pDestTileRegionStartCoordinate,[In] const D3D11_TILE_REGION_SIZE* pDestTileRegionSize,[In] const void* pSourceTileData,[In] D3D11_TILE_MAPPING_FLAG Flags) ID3D11DeviceContext2::UpdateTiles

Resizes a tile pool.

A reference to an for the tile pool to resize.

The new size in bytes of the tile pool. The size must be a multiple of 64 KB or 0.

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

  • Returns E_INVALIDARG if the new tile pool size isn't a multiple of 64 KB or 0.
  • Returns E_OUTOFMEMORY if the call results in the driver having to allocate space for new page table mappings but running out of memory.
  • Returns if the video card has been physically removed from the system, or a driver upgrade for the video card has occurred.

For E_INVALIDARG or E_OUTOFMEMORY, the existing tile pool remains unchanged, which includes existing mappings.

ResizeTilePool increases or decreases the size of the tile pool depending on whether the app needs more or less working set for the tiled resources that are mapped into it. An app can allocate additional tile pools for new tiled resources, but if any single tiled resource needs more space than initially available in its tile pool, the app can increase the size of the resource's tile pool. A tiled resource can't have mappings into multiple tile pools simultaneously.

When you increase the size of a tile pool, additional tiles are added to the end of the tile pool via one or more new allocations by the driver; your app can't detect the breakdown into the new allocations. Existing memory in the tile pool is left untouched, and existing tiled resource mappings into that memory remain intact.

When you decrease the size of a tile pool, tiles are removed from the end (this is allowed even below the initial allocation size, down to 0). This means that new mappings can't be made past the new size. But, existing mappings past the end of the new size remain intact and useable. The memory is kept active as long as mappings to any part of the allocations that are being used for the tile pool memory remains. If after decreasing, some memory has been kept active because tile mappings are pointing to it and the tile pool is increased again (by any amount), the existing memory is reused first before any additional allocations occur to service the size of the increase.

To be able to save memory, an app has to not only decrease a tile pool but also remove and remap existing mappings past the end of the new smaller tile pool size.

The act of decreasing (and removing mappings) doesn't necessarily produce immediate memory savings. Freeing of memory depends on how granular the driver's underlying allocations for the tile pool are. When a decrease in the size of a tile pool happens to be enough to make a driver allocation unused, the driver can free the allocation. If a tile pool was increased and if you then decrease to previous sizes (and remove and remap tile mappings correspondingly), you will most likely yield memory savings. But, this scenario isn't guaranteed in the case that the sizes don't exactly align with the underlying allocation sizes chosen by the driver.

For more info about tiled resources, see Tiled resources.

dn280505 HRESULT ID3D11DeviceContext2::ResizeTilePool([In] ID3D11Buffer* pTilePool,[In] unsigned longlong NewSizeInBytes) ID3D11DeviceContext2::ResizeTilePool

Specifies a data access ordering constraint between multiple tiled resources. For more info about this constraint, see Remarks.

A reference to an or for a resource that was created with the flag. Access operations on this object must complete before the access operations on the object that pTiledResourceOrViewAccessAfterBarrier specifies.

A reference to an or for a resource that was created with the flag. Access operations on this object must begin after the access operations on the object that pTiledResourceOrViewAccessBeforeBarrier specifies.

Apps can use tiled resources to reuse tiles in different resources. But, a device and driver might not be able to determine whether some memory in a tile pool that was just rendered to is now being used for reading.

For example, an app can render to some tiles in a tile pool with one tiled resource but then read from the same tiles by using a different tiled resource. These tiled-resource operations are different from using one resource and then just switching from writing with to reading with . The runtime already tracks and handles these one resource operations using and .

When an app transitions from accessing (reading or writing) some location in a tile pool with one resource to accessing the same memory (read or write) via another tiled resource (with mappings to the same memory), the app must call TiledResourceBarrier after the first use of the resource and before the second. The parameters are the pTiledResourceOrViewAccessBeforeBarrier for accesses before the barrier (via rendering, copying), and the pTiledResourceOrViewAccessAfterBarrier for accesses after the barrier by using the same tile pool memory. If the resources are identical, the app doesn't need to call TiledResourceBarrier because this kind of hazard is already tracked and handled.

The barrier call informs the driver that operations issued to the resource before the call must complete before any accesses that occur after the call via a different tiled resource that shares the same memory.

Either or both of the parameters (before or after the barrier) can be null. null before the barrier means all tiled resource accesses before the barrier must complete before the resource specified after the barrier can be referenced by the graphics processing unit (GPU). null after the barrier means that any tiled resources accessed after the barrier can only be executed by the GPU after accesses to the tiled resources before the barrier are finished. Both null means all previous tiled resource accesses are complete before any subsequent tiled resource access can proceed.

An app can pass a view reference, a resource, or null for each parameter. Views are allowed not only for convenience but also to allow the app to scope the barrier effect to a relevant portion of a resource.

For more info about tiled resources, see Tiled resources.

dn280507 void ID3D11DeviceContext2::TiledResourceBarrier([In, Optional] ID3D11DeviceChild* pTiledResourceOrViewAccessBeforeBarrier,[In, Optional] ID3D11DeviceChild* pTiledResourceOrViewAccessAfterBarrier) ID3D11DeviceContext2::TiledResourceBarrier

Allows apps to determine when either a capture or profiling request is enabled.

Returns TRUE if capture or profiling is enabled and otherwise.

Returns TRUE if the capture tool is present and capturing or the app is being profiled such that SetMarkerInt or BeginEventInt will be logged to ETW. Otherwise, it returns . Apps can use this to turn off self-throttling mechanisms in order to accurately capture what is currently being seen as app output. Apps can also avoid generating event markers and the associated overhead it may entail when there is no benefit to do so.

If apps detect that capture is being performed, they can prevent the Direct3D debugging tools, such as Microsoft Visual Studio?2013, from capturing them. The purpose of the flag prior to Windows?8.1 was to allow the Direct3D runtime to prevent debugging tools from capturing apps.

dn280504 BOOL ID3D11DeviceContext2::IsAnnotationEnabled() ID3D11DeviceContext2::IsAnnotationEnabled

Allows applications to annotate graphics commands.

An optional string that will be logged to ETW when ETW logging is active. If ?#d? appears in the string, it will be replaced by the value of the Data parameter similar to the way printf works.

A signed data value that will be logged to ETW when ETW logging is active.

SetMarkerInt allows applications to annotate graphics commands, in order to provide more context to what the GPU is executing. When ETW logging or a support tool is enabled, an additional marker is correlated between the CPU and GPU timelines. The pLabel and Data value are logged to ETW. When the appropriate ETW logging is not enabled, this method does nothing.

dn280506 void ID3D11DeviceContext2::SetMarkerInt([In] const wchar_t* pLabel,[In] int Data) ID3D11DeviceContext2::SetMarkerInt

Allows applications to annotate the beginning of a range of graphics commands.

An optional string that will be logged to ETW when ETW logging is active. If ?#d? appears in the string, it will be replaced by the value of the Data parameter similar to the way printf works.

A signed data value that will be logged to ETW when ETW logging is active.

BeginEventInt allows applications to annotate the beginning of a range of graphics commands, in order to provide more context to what the GPU is executing. When ETW logging (or a supported tool) is enabled, an additional marker is correlated between the CPU and GPU timelines. The pLabel and Data value are logged to ETW. When the appropriate ETW logging is not enabled, this method does nothing.

dn280499 void ID3D11DeviceContext2::BeginEventInt([In] const wchar_t* pLabel,[In] int Data) ID3D11DeviceContext2::BeginEventInt

Allows applications to annotate the end of a range of graphics commands.

EndEvent allows applications to annotate the end of a range of graphics commands, in order to provide more context to what the GPU is executing. When the appropriate ETW logging is not enabled, this method does nothing. When ETW logging is enabled, an additional marker is correlated between the CPU and GPU timelines.

dn280502 void ID3D11DeviceContext2::EndEvent() ID3D11DeviceContext2::EndEvent

The device context interface represents a device context; it is used to render commands. adds new methods to those in .

dn912875 ID3D11DeviceContext3 ID3D11DeviceContext3
Initializes a new deferred context instance of class. 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 or sets whether hardware protection is enabled.

mt158224 GetHardwareProtectionState / SetHardwareProtectionState GetHardwareProtectionState void ID3D11DeviceContext3::GetHardwareProtectionState([Out] BOOL* pHwProtectionEnable)

Sends queued-up commands in the command buffer to the graphics processing unit (GPU), with a specified context type and an optional event handle to create an event query.

A that specifies the context in which a query occurs, such as a 3D command queue, 3D compute queue, 3D copy queue, video, or image.

An optional event handle. When specified, this method creates an event query.

Flush1 operates asynchronously, therefore it can return either before or after the GPU finishes executing the queued graphics commands, which will eventually complete. To create an event query, you can call with the value value. To determine when the GPU is finished processing the graphics commands, you can then use that event query in a call to .

Flush1 has parameters. For more information, see , which doesn't have parameters.

dn912876 void ID3D11DeviceContext3::Flush1([In] D3D11_CONTEXT_TYPE ContextType,[In, Optional] void* hEvent) ID3D11DeviceContext3::Flush1

Sets the hardware protection state.

Specifies whether to enable hardware protection.

mt158225 void ID3D11DeviceContext3::SetHardwareProtectionState([In] BOOL HwProtectionEnable) ID3D11DeviceContext3::SetHardwareProtectionState

Gets whether hardware protection is enabled.

After this method returns, points to a that indicates whether hardware protection is enabled.

mt158224 void ID3D11DeviceContext3::GetHardwareProtectionState([Out] BOOL* pHwProtectionEnable) ID3D11DeviceContext3::GetHardwareProtectionState

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. Gets or sets the feature flags that indicates which debug features are on or off. The feature flags. 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 or sets the number of milliseconds to sleep after is called.

Value is set with .

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.

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

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 .

?

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 and 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.?
(0x8)When you call 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 .
(0x10)When you call 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 .

?

The behavior of the and 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.

(0x40)Disables the following default debugging behavior.

?

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

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

The following flag is supported by the Direct3D 11.2 runtime.

(0x80)Disables the following default debugging behavior.

?

By default (that is, without 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 .

If 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 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.

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.

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.

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 .

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.

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.

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.

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.

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.

ff728740 HRESULT ID3D11Debug::ValidateContextForDispatch([In] ID3D11DeviceContext* pContext) ID3D11Debug::ValidateContextForDispatch

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.

The device context interface represents a device context; it is used to render commands. adds new methods to those in .

hh404598 ID3D11Fence ID3D11Fence
Constructs a new The device with which to associate the state object. The initial value for the fence. A combination of FenceFlags values that are combined by using a bitwise OR operation. The resulting value specifies options for the fence. 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. No documentation. GetCompletedValue GetCompletedValue unsigned longlong ID3D11Fence::GetCompletedValue() No documentation. No documentation. No documentation. No documentation. No documentation. HRESULT ID3D11Fence::CreateSharedHandle([In, Optional] const SECURITY_ATTRIBUTES* pAttributes,[In] unsigned int dwAccess,[In, Optional] const wchar_t* lpName,[Out] void** pHandle) ID3D11Fence::CreateSharedHandle No documentation. No documentation. unsigned longlong ID3D11Fence::GetCompletedValue() ID3D11Fence::GetCompletedValue No documentation. No documentation. No documentation. No documentation. HRESULT ID3D11Fence::SetEventOnCompletion([In] unsigned longlong Value,[In] void* hEvent) ID3D11Fence::SetEventOnCompletion

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

Specifies the type of Microsoft Direct3D authenticated channel.

hh447599 D3D11_AUTHENTICATED_CHANNEL_TYPE D3D11_AUTHENTICATED_CHANNEL_TYPE

Direct3D?11 channel. This channel provides communication with the Direct3D runtime.

hh447599 D3D11_AUTHENTICATED_CHANNEL_D3D11 D3D11_AUTHENTICATED_CHANNEL_D3D11

Software driver channel. This channel provides communication with a driver that implements content protection mechanisms in software.

hh447599 D3D11_AUTHENTICATED_CHANNEL_DRIVER_SOFTWARE D3D11_AUTHENTICATED_CHANNEL_DRIVER_SOFTWARE

Hardware driver channel. This channel provides communication with a driver that implements content protection mechanisms in the GPU hardware.

hh447599 D3D11_AUTHENTICATED_CHANNEL_DRIVER_HARDWARE D3D11_AUTHENTICATED_CHANNEL_DRIVER_HARDWARE

Specifies the type of process that is identified in the structure.

hh447606 D3D11_AUTHENTICATED_PROCESS_IDENTIFIER_TYPE D3D11_AUTHENTICATED_PROCESS_IDENTIFIER_TYPE
No documentation. hh447606 D3D11_PROCESSIDTYPE_UNKNOWN D3D11_PROCESSIDTYPE_UNKNOWN No documentation. hh447606 D3D11_PROCESSIDTYPE_DWM D3D11_PROCESSIDTYPE_DWM No documentation. hh447606 D3D11_PROCESSIDTYPE_HANDLE D3D11_PROCESSIDTYPE_HANDLE

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 . CheckFeatureSupport fills members of a 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 . CheckFeatureSupport fills members of a 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

Set this flag to indicate that a 2D texture is used to receive output from the decoder API. The common way to create resources for a decoder output is by calling the method to create an array of 2D textures. However, you cannot use texture arrays that are created with this flag in calls to .

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476085 D3D11_BIND_DECODER D3D11_BIND_DECODER

Set this flag to indicate that a 2D texture is used to receive input from the video encoder API. The common way to create resources for a video encoder is by calling the method to create an array of 2D textures. However, you cannot use texture arrays that are created with this flag in calls to .

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476085 D3D11_BIND_VIDEO_ENCODER D3D11_BIND_VIDEO_ENCODER
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

Blend factors, which modulate values for the pixel shader and render target.

Blend operations are specified in a blend description.

ff476086 D3D11_BLEND D3D11_BLEND

The blend factor is (0, 0, 0, 0). No pre-blend operation.

ff476086 D3D11_BLEND_ZERO D3D11_BLEND_ZERO

The blend factor is (1, 1, 1, 1). No pre-blend operation.

ff476086 D3D11_BLEND_ONE D3D11_BLEND_ONE

The blend factor is (R?, G?, B?, A?), that is color data (RGB) from a pixel shader. No pre-blend operation.

ff476086 D3D11_BLEND_SRC_COLOR D3D11_BLEND_SRC_COLOR

The blend factor is (1 - R?, 1 - G?, 1 - B?, 1 - A?), that is color data (RGB) from a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB.

ff476086 D3D11_BLEND_INV_SRC_COLOR D3D11_BLEND_INV_SRC_COLOR

The blend factor is (A?, A?, A?, A?), that is alpha data (A) from a pixel shader. No pre-blend operation.

ff476086 D3D11_BLEND_SRC_ALPHA D3D11_BLEND_SRC_ALPHA

The blend factor is ( 1 - A?, 1 - A?, 1 - A?, 1 - A?), that is alpha data (A) from a pixel shader. The pre-blend operation inverts the data, generating 1 - A.

ff476086 D3D11_BLEND_INV_SRC_ALPHA D3D11_BLEND_INV_SRC_ALPHA

The blend factor is (Ad Ad Ad Ad), that is alpha data from a render target. No pre-blend operation.

ff476086 D3D11_BLEND_DEST_ALPHA D3D11_BLEND_DEST_ALPHA

The blend factor is (1 - Ad 1 - Ad 1 - Ad 1 - Ad), that is alpha data from a render target. The pre-blend operation inverts the data, generating 1 - A.

ff476086 D3D11_BLEND_INV_DEST_ALPHA D3D11_BLEND_INV_DEST_ALPHA

The blend factor is (Rd, Gd, Bd, Ad), that is color data from a render target. No pre-blend operation.

ff476086 D3D11_BLEND_DEST_COLOR D3D11_BLEND_DEST_COLOR

The blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad), that is color data from a render target. The pre-blend operation inverts the data, generating 1 - RGB.

ff476086 D3D11_BLEND_INV_DEST_COLOR D3D11_BLEND_INV_DEST_COLOR

The blend factor is (f, f, f, 1); where f = min(A?, 1 - Ad). The pre-blend operation clamps the data to 1 or less.

ff476086 D3D11_BLEND_SRC_ALPHA_SAT D3D11_BLEND_SRC_ALPHA_SAT

The blend factor is the blend factor set with . No pre-blend operation.

ff476086 D3D11_BLEND_BLEND_FACTOR D3D11_BLEND_BLEND_FACTOR

The blend factor is the blend factor set with . The pre-blend operation inverts the blend factor, generating 1 - blend_factor.

ff476086 D3D11_BLEND_INV_BLEND_FACTOR D3D11_BLEND_INV_BLEND_FACTOR

The blend factor is data sources both as color data output by a pixel shader. There is no pre-blend operation. This blend factor supports dual-source color blending.

ff476086 D3D11_BLEND_SRC1_COLOR D3D11_BLEND_SRC1_COLOR

The blend factor is data sources both as color data output by a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB. This blend factor supports dual-source color blending.

ff476086 D3D11_BLEND_INV_SRC1_COLOR D3D11_BLEND_INV_SRC1_COLOR

The blend factor is data sources as alpha data output by a pixel shader. There is no pre-blend operation. This blend factor supports dual-source color blending.

ff476086 D3D11_BLEND_SRC1_ALPHA D3D11_BLEND_SRC1_ALPHA

The blend factor is data sources as alpha data output by a pixel shader. The pre-blend operation inverts the data, generating 1 - A. This blend factor supports dual-source color blending.

ff476086 D3D11_BLEND_INV_SRC1_ALPHA D3D11_BLEND_INV_SRC1_ALPHA

Specifies the type of I/O bus that is used by the graphics adapter.

hh447628 D3D11_BUS_TYPE D3D11_BUS_TYPE

Indicates a type of bus other than the types listed here.

hh447628 D3D11_BUS_TYPE_OTHER D3D11_BUS_TYPE_OTHER

PCI bus.

hh447628 D3D11_BUS_TYPE_PCI D3D11_BUS_TYPE_PCI

PCI-X bus.

hh447628 D3D11_BUS_TYPE_PCIX D3D11_BUS_TYPE_PCIX

PCI Express bus.

hh447628 D3D11_BUS_TYPE_PCIEXPRESS D3D11_BUS_TYPE_PCIEXPRESS

Accelerated Graphics Port (AGP) bus.

hh447628 D3D11_BUS_TYPE_AGP D3D11_BUS_TYPE_AGP

The implementation for the graphics adapter is in a motherboard chipset's north bridge. This flag implies that data never goes over an expansion bus (such as PCI or AGP) when it is transferred from main memory to the graphics adapter.

hh447628 D3D11_BUS_IMPL_MODIFIER_INSIDE_OF_CHIPSET D3D11_BUS_IMPL_MODIFIER_INSIDE_OF_CHIPSET

Indicates that the graphics adapter is connected to a motherboard chipset's north bridge by tracks on the motherboard, and all of the graphics adapter's chips are soldered to the motherboard. This flag implies that data never goes over an expansion bus (such as PCI or AGP) when it is transferred from main memory to the graphics adapter.

hh447628 D3D11_BUS_IMPL_MODIFIER_TRACKS_ON_MOTHER_BOARD_TO_CHIP D3D11_BUS_IMPL_MODIFIER_TRACKS_ON_MOTHER_BOARD_TO_CHIP

The graphics adapter is connected to a motherboard chipset's north bridge by tracks on the motherboard, and all of the graphics adapter's chips are connected through sockets to the motherboard.

hh447628 D3D11_BUS_IMPL_MODIFIER_TRACKS_ON_MOTHER_BOARD_TO_SOCKET D3D11_BUS_IMPL_MODIFIER_TRACKS_ON_MOTHER_BOARD_TO_SOCKET

The graphics adapter is connected to the motherboard through a daughterboard connector.

hh447628 D3D11_BUS_IMPL_MODIFIER_DAUGHTER_BOARD_CONNECTOR D3D11_BUS_IMPL_MODIFIER_DAUGHTER_BOARD_CONNECTOR

The graphics adapter is connected to the motherboard through a daughterboard connector, and the graphics adapter is inside an enclosure that is not user accessible.

hh447628 D3D11_BUS_IMPL_MODIFIER_DAUGHTER_BOARD_CONNECTOR_INSIDE_OF_NUAE D3D11_BUS_IMPL_MODIFIER_DAUGHTER_BOARD_CONNECTOR_INSIDE_OF_NUAE

One of the D3D11_BUS_IMPL_MODIFIER_Xxx flags is set.

hh447628 D3D11_BUS_IMPL_MODIFIER_NON_STANDARD D3D11_BUS_IMPL_MODIFIER_NON_STANDARD

Identifies how to check multisample quality levels.

dn280374 D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG

Indicates to check the multisample quality levels of a tiled resource.

dn280374 D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_TILED_RESOURCE D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_TILED_RESOURCE
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 No documentation. ff476135 D3D11_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP D3D11_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP No documentation. ff476135 D3D11_FORMAT_SUPPORT2_TILED D3D11_FORMAT_SUPPORT2_TILED No documentation. ff476135 D3D11_FORMAT_SUPPORT2_SHAREABLE D3D11_FORMAT_SUPPORT2_SHAREABLE No documentation. ff476135 D3D11_FORMAT_SUPPORT2_MULTIPLANE_OVERLAY D3D11_FORMAT_SUPPORT2_MULTIPLANE_OVERLAY None. None None

Identifies whether conservative rasterization is on or off.

dn859360 D3D11_CONSERVATIVE_RASTERIZATION_MODE D3D11_CONSERVATIVE_RASTERIZATION_MODE

Conservative rasterization is off.

dn859360 D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF

Conservative rasterization is on.

dn859360 D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON

Specifies if the hardware and driver support conservative rasterization and at what tier level.

dn859364 D3D11_CONSERVATIVE_RASTERIZATION_TIER D3D11_CONSERVATIVE_RASTERIZATION_TIER

Conservative rasterization isn't supported.

dn859364 D3D11_CONSERVATIVE_RASTERIZATION_NOT_SUPPORTED D3D11_CONSERVATIVE_RASTERIZATION_NOT_SUPPORTED

Tier_1 conservative rasterization is supported.

dn859364 D3D11_CONSERVATIVE_RASTERIZATION_TIER_1 D3D11_CONSERVATIVE_RASTERIZATION_TIER_1

Tier_2 conservative rasterization is supported.

dn859364 D3D11_CONSERVATIVE_RASTERIZATION_TIER_2 D3D11_CONSERVATIVE_RASTERIZATION_TIER_2

Tier_3 conservative rasterization is supported.

dn859364 D3D11_CONSERVATIVE_RASTERIZATION_TIER_3 D3D11_CONSERVATIVE_RASTERIZATION_TIER_3

Contains flags that describe content-protection capabilities.

hh447629 D3D11_CONTENT_PROTECTION_CAPS D3D11_CONTENT_PROTECTION_CAPS

The content protection is implemented in software by the driver.

hh447629 D3D11_CONTENT_PROTECTION_CAPS_SOFTWARE D3D11_CONTENT_PROTECTION_CAPS_SOFTWARE

The content protection is implemented in hardware by the GPU.

hh447629 D3D11_CONTENT_PROTECTION_CAPS_HARDWARE D3D11_CONTENT_PROTECTION_CAPS_HARDWARE

Content protection is always applied to a protected surface, regardless of whether the application explicitly enables protection.

hh447629 D3D11_CONTENT_PROTECTION_CAPS_PROTECTION_ALWAYS_ON D3D11_CONTENT_PROTECTION_CAPS_PROTECTION_ALWAYS_ON

The driver can use partially encrypted buffers. If this capability is not present, the entire buffer must be either encrypted or clear.

hh447629 D3D11_CONTENT_PROTECTION_CAPS_PARTIAL_DECRYPTION D3D11_CONTENT_PROTECTION_CAPS_PARTIAL_DECRYPTION

The driver can encrypt data using a separate content key that is encrypted using the session key.

hh447629 D3D11_CONTENT_PROTECTION_CAPS_CONTENT_KEY D3D11_CONTENT_PROTECTION_CAPS_CONTENT_KEY

The driver can refresh the session key without renegotiating the key.

hh447629 D3D11_CONTENT_PROTECTION_CAPS_FRESHEN_SESSION_KEY D3D11_CONTENT_PROTECTION_CAPS_FRESHEN_SESSION_KEY

The driver can read back encrypted data from a protected surface. For more information, see .

hh447629 D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK

The driver requires a separate key to read encrypted data from a protected surface.

hh447629 D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK_KEY D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK_KEY

If the encryption type is D3DCRYPTOTYPE_AES128_CTR, the application must use a sequential count in the structure.

hh447629 D3D11_CONTENT_PROTECTION_CAPS_SEQUENTIAL_CTR_IV D3D11_CONTENT_PROTECTION_CAPS_SEQUENTIAL_CTR_IV

The driver supports encrypted slice data, but does not support any other encrypted data in the compressed buffer. The caller should not encrypt any data within the buffer other than the slice data.

Note??The driver should only report this flag for the specific profiles that have this limitation. ?
hh447629 D3D11_CONTENT_PROTECTION_CAPS_ENCRYPT_SLICEDATA_ONLY D3D11_CONTENT_PROTECTION_CAPS_ENCRYPT_SLICEDATA_ONLY

The driver can copy encrypted data from one resource to another, decrypting the data as part of the process.

hh447629 D3D11_CONTENT_PROTECTION_CAPS_DECRYPTION_BLT D3D11_CONTENT_PROTECTION_CAPS_DECRYPTION_BLT

The hardware supports the protection of specific resources. This means that:

  • The contents of a protected allocation can never be read by the CPU.
  • The hardware can ensure a protected resource cannot be copied to an unprotected resource.

Note??This enumeration value is supported starting with Windows?10.

hh447629 D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_PROTECT_UNCOMPRESSED D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_PROTECT_UNCOMPRESSED

Physical pages of a protected resource can be evicted and potentially paged to disk in low memory conditions without losing the contents of the resource when paged back in.

Note??This enumeration value is supported starting with Windows?10.

hh447629 D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_PROTECTED_MEMORY_PAGEABLE D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_PROTECTED_MEMORY_PAGEABLE

The hardware supports an automatic teardown mechanism that could trigger hardware keys or protected content to become lost in some conditions. The application can register to be notified when these events occur.

Note??This enumeration value is supported starting with Windows?10.

hh447629 D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_TEARDOWN D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_TEARDOWN

The secure environment is tightly coupled with the GPU and an should be used for communication between the user mode DRM component and the secure execution environment.

Note??This enumeration value is supported starting with Windows?10.

hh447629 D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_DRM_COMMUNICATION D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_DRM_COMMUNICATION

Specifies the context in which a query occurs.

This enum is used by the following:

  • structure
  • A CD3D11_QUERY_DESC1 constructor.
  • method
dn859366 D3D11_CONTEXT_TYPE D3D11_CONTEXT_TYPE

The query can occur in all contexts.

dn859366 D3D11_CONTEXT_TYPE_ALL D3D11_CONTEXT_TYPE_ALL

The query occurs in the context of a 3D command queue.

dn859366 D3D11_CONTEXT_TYPE_3D D3D11_CONTEXT_TYPE_3D

The query occurs in the context of a 3D compute queue.

dn859366 D3D11_CONTEXT_TYPE_COMPUTE D3D11_CONTEXT_TYPE_COMPUTE

The query occurs in the context of a 3D copy queue.

dn859366 D3D11_CONTEXT_TYPE_COPY D3D11_CONTEXT_TYPE_COPY

The query occurs in the context of video.

dn859366 D3D11_CONTEXT_TYPE_VIDEO D3D11_CONTEXT_TYPE_VIDEO
Note??This enumeration is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?

Specifies how to handle the existing contents of a resource during a copy or update operation of a region within that resource.

hh404451 D3D11_COPY_FLAGS D3D11_COPY_FLAGS

The existing contents of the resource cannot be overwritten.

hh404451 D3D11_COPY_NO_OVERWRITE D3D11_COPY_NO_OVERWRITE

The existing contents of the resource are undefined and can be discarded.

hh404451 D3D11_COPY_DISCARD D3D11_COPY_DISCARD
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

Describes flags that are used to create a device context state object () with the method.

hh404432 D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG
No documentation. hh404432 D3D11_1_CREATE_DEVICE_CONTEXT_STATE_SINGLETHREADED D3D11_1_CREATE_DEVICE_CONTEXT_STATE_SINGLETHREADED None. None None

Represents the status of an interface.

dn894114 D3D11_CRYPTO_SESSION_STATUS D3D11_CRYPTO_SESSION_STATUS
No documentation. dn894114 D3D11_CRYPTO_SESSION_STATUS_OK D3D11_CRYPTO_SESSION_STATUS_OK No documentation. dn894114 D3D11_CRYPTO_SESSION_STATUS_KEY_LOST D3D11_CRYPTO_SESSION_STATUS_KEY_LOST No documentation. dn894114 D3D11_CRYPTO_SESSION_STATUS_KEY_AND_CONTENT_LOST D3D11_CRYPTO_SESSION_STATUS_KEY_AND_CONTENT_LOST

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 No documentation. D3D11_DEBUG_FEATURE_ALWAYS_DISCARD_OFFERED_RESOURCE D3D11_DEBUG_FEATURE_ALWAYS_DISCARD_OFFERED_RESOURCE No documentation. D3D11_DEBUG_FEATURE_NEVER_DISCARD_OFFERED_RESOURCE D3D11_DEBUG_FEATURE_NEVER_DISCARD_OFFERED_RESOURCE No documentation. D3D11_DEBUG_FEATURE_AVOID_BEHAVIOR_CHANGING_DEBUG_AIDS D3D11_DEBUG_FEATURE_AVOID_BEHAVIOR_CHANGING_DEBUG_AIDS No documentation. D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION

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, using fast clear if possible, then place the resource in a compressed state.

ff476099 D3D11_CLEAR_DEPTH D3D11_CLEAR_DEPTH

Clear the stencil buffer, using fast clear if possible, then place the resource in a compressed state.

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 D3D11CreateDeviceAndSwapChain.

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

Creates a device that supports BGRA formats ( and ). All 10level9 and higher hardware with WDDM 1.1+ drivers support BGRA formats.

Note??Required for Direct2D interoperability with Direct3D resources. ?
ff476107 D3D11_CREATE_DEVICE_BGRA_SUPPORT D3D11_CREATE_DEVICE_BGRA_SUPPORT

Causes the device and driver to keep information that you can use for shader debugging. The exact impact from this flag will vary from driver to driver.

To use this flag, you must have D3D11_1SDKLayers.dll installed; otherwise, device creation fails. The created device supports the debug layer. To get D3D11_1SDKLayers.dll, install the SDK for Windows?8.

If you use this flag and the current driver does not support shader debugging, device creation fails. Shader debugging requires a driver that is implemented to the WDDM for Windows?8 (WDDM 1.2).

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476107 D3D11_CREATE_DEVICE_DEBUGGABLE D3D11_CREATE_DEVICE_DEBUGGABLE

Causes the Direct3D runtime to ignore registry settings that turn on the debug layer. You can turn on the debug layer by using the DirectX Control Panel that was included as part of the DirectX SDK. We shipped the last version of the DirectX SDK in June 2010; you can download it from the Microsoft Download Center. You can set this flag in your app, typically in release builds only, to prevent end users from using the DirectX Control Panel to monitor how the app uses Direct3D.

Note??You can also set this flag in your app to prevent Direct3D debugging tools, such as Visual Studio Ultimate?2012, from hooking your app. ?

Windows?8.1:??This flag doesn't prevent Visual Studio?2013 and later running on Windows?8.1 and later from hooking your app; instead use . This flag still prevents Visual Studio?2013 and later running on Windows?8 and earlier from hooking your app.

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476107 D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY

Use this flag if the device will produce GPU workloads that take more than two seconds to complete, and you want the operating system to allow them to successfully finish. If this flag is not set, the operating system performs timeout detection and recovery when it detects a GPU packet that took more than two seconds to execute. If this flag is set, the operating system allows such a long running packet to execute without resetting the GPU. We recommend not to set this flag if your device needs to be highly responsive so that the operating system can detect and recover from GPU timeouts. We recommend to set this flag if your device needs to perform time consuming background tasks such as compute, image recognition, and video encoding to allow such tasks to successfully finish.

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476107 D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT

Forces the creation of the Direct3D device to fail if the display driver is not implemented to the WDDM for Windows?8 (WDDM 1.2). When the display driver is not implemented to WDDM 1.2, only a Direct3D device that is created with feature level 9.1, 9.2, or 9.3 supports video; therefore, if this flag is set, the runtime creates the Direct3D device only for feature level 9.1, 9.2, or 9.3. We recommend not to specify this flag for applications that want to favor Direct3D capability over video. If feature level 10 and higher is available, the runtime will use that feature level regardless of video support.

If this flag is set, device creation on the Basic Render Device (BRD) will succeed regardless of the BRD's missing support for video decode. This is because the Media Foundation video stack operates in software mode on BRD. In this situation, if you force the video stack to create the Direct3D device twice (create the device once with this flag, next discover BRD, then again create the device without the flag), you actually degrade performance.

If you attempt to create a Direct3D device with driver type , , or , device creation fails at any feature level because none of the associated drivers provide video capability. If you attempt to create a Direct3D device with driver type , device creation succeeds to allow software fallback for video.

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476107 D3D11_CREATE_DEVICE_VIDEO_SUPPORT D3D11_CREATE_DEVICE_VIDEO_SUPPORT
None. None None

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 .

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. Refer to .

ff476124 D3D11_FEATURE_THREADING D3D11_FEATURE_THREADING

Supports the use of the double-precision shaders in HLSL. Refer to .

ff476124 D3D11_FEATURE_DOUBLES D3D11_FEATURE_DOUBLES

Supports the formats in . Refer to .

ff476124 D3D11_FEATURE_FORMAT_SUPPORT D3D11_FEATURE_FORMAT_SUPPORT

Supports the formats in . Refer to .

ff476124 D3D11_FEATURE_FORMAT_SUPPORT2 D3D11_FEATURE_FORMAT_SUPPORT2

Supports compute shaders and raw and structured buffers. Refer to .

ff476124 D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS

Supports Direct3D 11.1 feature options. Refer to .

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476124 D3D11_FEATURE_D3D11_OPTIONS D3D11_FEATURE_D3D11_OPTIONS

Supports specific adapter architecture. Refer to .

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476124 D3D11_FEATURE_ARCHITECTURE_INFO D3D11_FEATURE_ARCHITECTURE_INFO

Supports Direct3D?9 feature options. Refer to .

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476124 D3D11_FEATURE_D3D9_OPTIONS D3D11_FEATURE_D3D9_OPTIONS

Supports minimum precision of shaders. For more info about HLSL minimum precision, see using HLSL minimum precision. Refer to .

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476124 D3D11_FEATURE_SHADER_MIN_PRECISION_SUPPORT D3D11_FEATURE_SHADER_MIN_PRECISION_SUPPORT

Supports Direct3D?9 shadowing feature. Refer to .

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476124 D3D11_FEATURE_D3D9_SHADOW_SUPPORT D3D11_FEATURE_D3D9_SHADOW_SUPPORT

Supports Direct3D 11.2 feature options. Refer to .

Direct3D 11:??This value is not supported until Direct3D 11.2.

ff476124 D3D11_FEATURE_D3D11_OPTIONS1 D3D11_FEATURE_D3D11_OPTIONS1

Supports Direct3D 11.2 instancing options. Refer to .

Direct3D 11:??This value is not supported until Direct3D 11.2.

ff476124 D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT

Supports Direct3D 11.2 marker options. Refer to .

Direct3D 11:??This value is not supported until Direct3D 11.2.

ff476124 D3D11_FEATURE_MARKER_SUPPORT D3D11_FEATURE_MARKER_SUPPORT

Supports Direct3D?9 feature options, which includes the Direct3D?9 shadowing feature and instancing support. Refer to .

Direct3D 11:??This value is not supported until Direct3D 11.2.

ff476124 D3D11_FEATURE_D3D9_OPTIONS1 D3D11_FEATURE_D3D9_OPTIONS1

Supports Direct3D 11.3 conservative rasterization feature options. Refer to .

Direct3D 11:??This value is not supported until Direct3D 11.3.

ff476124 D3D11_FEATURE_D3D11_OPTIONS2 D3D11_FEATURE_D3D11_OPTIONS2

Supports Direct3D 11.4 conservative rasterization feature options. Refer to .

Direct3D 11:??This value is not supported until Direct3D 11.4.

ff476124 D3D11_FEATURE_D3D11_OPTIONS3 D3D11_FEATURE_D3D11_OPTIONS3

Supports GPU virtual addresses. Refer to .

ff476124 D3D11_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT D3D11_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT

Supports a single boolean for NV12 shared textures. Refer to .

Direct3D 11:??This value is not supported until Direct3D 11.4.

ff476124 D3D11_FEATURE_D3D11_OPTIONS4 D3D11_FEATURE_D3D11_OPTIONS4
No documentation. ff476124 D3D11_FEATURE_SHADER_CACHE D3D11_FEATURE_SHADER_CACHE

Device context options.

This enumeration is used by .

ff476114 D3D11_FENCE_FLAG D3D11_FENCE_FLAG

The device context is an immediate context.

ff476114 D3D11_FENCE_FLAG_NONE D3D11_FENCE_FLAG_NONE

The device context is a deferred context.

ff476114 D3D11_FENCE_FLAG_SHARED D3D11_FENCE_FLAG_SHARED
No documentation. ff476114 D3D11_FENCE_FLAG_SHARED_CROSS_ADAPTER D3D11_FENCE_FLAG_SHARED_CROSS_ADAPTER

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

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MINIMUM_MIN_MAG_MIP_POINT D3D11_FILTER_MINIMUM_MIN_MAG_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR D3D11_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT D3D11_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR D3D11_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT D3D11_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR D3D11_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MINIMUM_ANISOTROPIC D3D11_FILTER_MINIMUM_ANISOTROPIC

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_POINT D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR D3D11_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT D3D11_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR

Fetch the same set of texels as and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the structure.

ff476132 D3D11_FILTER_MAXIMUM_ANISOTROPIC D3D11_FILTER_MAXIMUM_ANISOTROPIC

Specifies the type of sampler filter reduction.

This enum is used by the structure.

dn912870 D3D11_FILTER_REDUCTION_TYPE D3D11_FILTER_REDUCTION_TYPE

Indicates standard (default) filter reduction.

dn912870 D3D11_FILTER_REDUCTION_TYPE_STANDARD D3D11_FILTER_REDUCTION_TYPE_STANDARD

Indicates a comparison filter reduction.

dn912870 D3D11_FILTER_REDUCTION_TYPE_COMPARISON D3D11_FILTER_REDUCTION_TYPE_COMPARISON

Indicates minimum filter reduction.

dn912870 D3D11_FILTER_REDUCTION_TYPE_MINIMUM D3D11_FILTER_REDUCTION_TYPE_MINIMUM

Indicates maximum filter reduction.

dn912870 D3D11_FILTER_REDUCTION_TYPE_MAXIMUM D3D11_FILTER_REDUCTION_TYPE_MAXIMUM

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 No documentation. ff476134 D3D11_FORMAT_SUPPORT_DECODER_OUTPUT D3D11_FORMAT_SUPPORT_DECODER_OUTPUT No documentation. ff476134 D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_OUTPUT D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_OUTPUT No documentation. ff476134 D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_INPUT D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_INPUT No documentation. ff476134 D3D11_FORMAT_SUPPORT_VIDEO_ENCODER D3D11_FORMAT_SUPPORT_VIDEO_ENCODER None. None None

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
Note??This enumeration is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?

Specifies logical operations to configure for a render target.

hh404484 D3D11_LOGIC_OP D3D11_LOGIC_OP

Clears the render target.

hh404484 D3D11_LOGIC_OP_CLEAR D3D11_LOGIC_OP_CLEAR

Sets the render target.

hh404484 D3D11_LOGIC_OP_SET D3D11_LOGIC_OP_SET

Copys the render target.

hh404484 D3D11_LOGIC_OP_COPY D3D11_LOGIC_OP_COPY

Performs an inverted-copy of the render target.

hh404484 D3D11_LOGIC_OP_COPY_INVERTED D3D11_LOGIC_OP_COPY_INVERTED

No operation is performed on the render target.

hh404484 D3D11_LOGIC_OP_NOOP D3D11_LOGIC_OP_NOOP

Inverts the render target.

hh404484 D3D11_LOGIC_OP_INVERT D3D11_LOGIC_OP_INVERT

Performs a logical AND operation on the render target.

hh404484 D3D11_LOGIC_OP_AND D3D11_LOGIC_OP_AND

Performs a logical NAND operation on the render target.

hh404484 D3D11_LOGIC_OP_NAND D3D11_LOGIC_OP_NAND

Performs a logical OR operation on the render target.

hh404484 D3D11_LOGIC_OP_OR D3D11_LOGIC_OP_OR

Performs a logical NOR operation on the render target.

hh404484 D3D11_LOGIC_OP_NOR D3D11_LOGIC_OP_NOR

Performs a logical XOR operation on the render target.

hh404484 D3D11_LOGIC_OP_XOR D3D11_LOGIC_OP_XOR

Performs a logical equal operation on the render target.

hh404484 D3D11_LOGIC_OP_EQUIV D3D11_LOGIC_OP_EQUIV

Performs a logical AND and reverse operation on the render target.

hh404484 D3D11_LOGIC_OP_AND_REVERSE D3D11_LOGIC_OP_AND_REVERSE

Performs a logical AND and invert operation on the render target.

hh404484 D3D11_LOGIC_OP_AND_INVERTED D3D11_LOGIC_OP_AND_INVERTED

Performs a logical OR and reverse operation on the render target.

hh404484 D3D11_LOGIC_OP_OR_REVERSE D3D11_LOGIC_OP_OR_REVERSE

Performs a logical OR and invert operation on the render target.

hh404484 D3D11_LOGIC_OP_OR_INVERTED D3D11_LOGIC_OP_OR_INVERTED

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 . CheckFeatureSupport fills members of a 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 No documentation. ff476185 D3D11_MESSAGE_CATEGORY_SHADER D3D11_MESSAGE_CATEGORY_SHADER No documentation. D3D11_MESSAGE_ID D3D11_MESSAGE_ID No documentation. D3D11_MESSAGE_ID_UNKNOWN D3D11_MESSAGE_ID_UNKNOWN No documentation. D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_HAZARD No documentation. D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_HAZARD D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_HAZARD No documentation. D3D11_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_HAZARD D3D11_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_HAZARD No documentation. D3D11_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_HAZARD No documentation. D3D11_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_HAZARD D3D11_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_HAZARD No documentation. D3D11_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_HAZARD No documentation. D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD No documentation. D3D11_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_HAZARD No documentation. D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD No documentation. D3D11_MESSAGE_ID_DEVICE_SOSETTARGETS_HAZARD D3D11_MESSAGE_ID_DEVICE_SOSETTARGETS_HAZARD No documentation. D3D11_MESSAGE_ID_STRING_FROM_APPLICATION D3D11_MESSAGE_ID_STRING_FROM_APPLICATION No documentation. D3D11_MESSAGE_ID_CORRUPTED_THIS D3D11_MESSAGE_ID_CORRUPTED_THIS No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER1 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER1 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER2 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER2 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER3 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER3 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER4 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER4 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER5 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER5 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER6 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER6 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER7 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER7 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER8 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER8 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER9 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER9 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER10 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER10 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER11 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER11 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER12 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER12 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER13 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER13 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER14 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER14 No documentation. D3D11_MESSAGE_ID_CORRUPTED_PARAMETER15 D3D11_MESSAGE_ID_CORRUPTED_PARAMETER15 No documentation. D3D11_MESSAGE_ID_CORRUPTED_MULTITHREADING D3D11_MESSAGE_ID_CORRUPTED_MULTITHREADING No documentation. D3D11_MESSAGE_ID_MESSAGE_REPORTING_OUTOFMEMORY D3D11_MESSAGE_ID_MESSAGE_REPORTING_OUTOFMEMORY No documentation. D3D11_MESSAGE_ID_IASETINPUTLAYOUT_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_IASETINPUTLAYOUT_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_IASETINDEXBUFFER_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_IASETINDEXBUFFER_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_VSSETSHADER_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_VSSETSHADER_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_VSSETSHADERRESOURCES_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_VSSETSHADERRESOURCES_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_VSSETSAMPLERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_VSSETSAMPLERS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_GSSETSHADER_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_GSSETSHADER_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_GSSETSHADERRESOURCES_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_GSSETSHADERRESOURCES_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_GSSETSAMPLERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_GSSETSAMPLERS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_SOSETTARGETS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_SOSETTARGETS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_PSSETSHADER_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_PSSETSHADER_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_PSSETSHADERRESOURCES_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_PSSETSHADERRESOURCES_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_PSSETSAMPLERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_PSSETSAMPLERS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_RSSETSTATE_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_RSSETSTATE_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_OMSETBLENDSTATE_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_OMSETBLENDSTATE_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_OMSETDEPTHSTENCILSTATE_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_OMSETDEPTHSTENCILSTATE_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_OMSETRENDERTARGETS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_OMSETRENDERTARGETS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_SETPREDICATION_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_SETPREDICATION_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_GETPRIVATEDATA_MOREDATA D3D11_MESSAGE_ID_GETPRIVATEDATA_MOREDATA No documentation. D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDFREEDATA D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDFREEDATA No documentation. D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDIUNKNOWN D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDIUNKNOWN No documentation. D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDFLAGS D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDFLAGS No documentation. D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS No documentation. D3D11_MESSAGE_ID_SETPRIVATEDATA_OUTOFMEMORY D3D11_MESSAGE_ID_SETPRIVATEDATA_OUTOFMEMORY No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDFORMAT No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDSAMPLES D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDSAMPLES No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDUSAGE D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDUSAGE No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDBINDFLAGS D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDBINDFLAGS No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDCPUACCESSFLAGS No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDMISCFLAGS D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDMISCFLAGS No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDCPUACCESSFLAGS No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDBINDFLAGS D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDBINDFLAGS No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDINITIALDATA D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDINITIALDATA No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDDIMENSIONS No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDMIPLEVELS D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDMIPLEVELS No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDMISCFLAGS D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDMISCFLAGS No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDARG_RETURN No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEBUFFER_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_NULLDESC D3D11_MESSAGE_ID_CREATEBUFFER_NULLDESC No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDCONSTANTBUFFERBINDINGS D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDCONSTANTBUFFERBINDINGS No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_LARGEALLOCATION D3D11_MESSAGE_ID_CREATEBUFFER_LARGEALLOCATION No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDFORMAT No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_UNSUPPORTEDFORMAT D3D11_MESSAGE_ID_CREATETEXTURE1D_UNSUPPORTEDFORMAT No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDSAMPLES D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDSAMPLES No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDUSAGE D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDUSAGE No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDBINDFLAGS D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDBINDFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDCPUACCESSFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDMISCFLAGS D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDMISCFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDCPUACCESSFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDBINDFLAGS D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDBINDFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDINITIALDATA D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDINITIALDATA No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDDIMENSIONS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDMIPLEVELS D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDMIPLEVELS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDMISCFLAGS D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDMISCFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDARG_RETURN No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATETEXTURE1D_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_NULLDESC D3D11_MESSAGE_ID_CREATETEXTURE1D_NULLDESC No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_LARGEALLOCATION D3D11_MESSAGE_ID_CREATETEXTURE1D_LARGEALLOCATION No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDFORMAT No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_UNSUPPORTEDFORMAT D3D11_MESSAGE_ID_CREATETEXTURE2D_UNSUPPORTEDFORMAT No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDSAMPLES D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDSAMPLES No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDUSAGE D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDUSAGE No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDBINDFLAGS D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDBINDFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDCPUACCESSFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDMISCFLAGS D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDMISCFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDCPUACCESSFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDBINDFLAGS D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDBINDFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDINITIALDATA D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDINITIALDATA No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDDIMENSIONS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDMIPLEVELS D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDMIPLEVELS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDMISCFLAGS D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDMISCFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDARG_RETURN No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATETEXTURE2D_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_NULLDESC D3D11_MESSAGE_ID_CREATETEXTURE2D_NULLDESC No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_LARGEALLOCATION D3D11_MESSAGE_ID_CREATETEXTURE2D_LARGEALLOCATION No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDFORMAT No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_UNSUPPORTEDFORMAT D3D11_MESSAGE_ID_CREATETEXTURE3D_UNSUPPORTEDFORMAT No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDSAMPLES D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDSAMPLES No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDUSAGE D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDUSAGE No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDBINDFLAGS D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDBINDFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDCPUACCESSFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDMISCFLAGS D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDMISCFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDCPUACCESSFLAGS D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDCPUACCESSFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDBINDFLAGS D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDBINDFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDINITIALDATA D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDINITIALDATA No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDDIMENSIONS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDMIPLEVELS D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDMIPLEVELS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDMISCFLAGS D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDMISCFLAGS No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDARG_RETURN No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATETEXTURE3D_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_NULLDESC D3D11_MESSAGE_ID_CREATETEXTURE3D_NULLDESC No documentation. D3D11_MESSAGE_ID_CREATETEXTURE3D_LARGEALLOCATION D3D11_MESSAGE_ID_CREATETEXTURE3D_LARGEALLOCATION No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_UNRECOGNIZEDFORMAT No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDESC D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDESC No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFORMAT D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFORMAT No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDRESOURCE D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDRESOURCE No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_TOOMANYOBJECTS No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDARG_RETURN No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_UNRECOGNIZEDFORMAT No documentation. D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_UNSUPPORTEDFORMAT D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_UNSUPPORTEDFORMAT No documentation. D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDESC D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDESC No documentation. D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDFORMAT D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDFORMAT No documentation. D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDIMENSIONS No documentation. D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDRESOURCE D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDRESOURCE No documentation. D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_TOOMANYOBJECTS No documentation. D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDARG_RETURN No documentation. D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_UNRECOGNIZEDFORMAT No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDESC D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDESC No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFORMAT D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFORMAT No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDIMENSIONS No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDRESOURCE D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDRESOURCE No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_TOOMANYOBJECTS No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDARG_RETURN No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_OUTOFMEMORY No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TOOMANYELEMENTS D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TOOMANYELEMENTS No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDFORMAT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDFORMAT No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INCOMPATIBLEFORMAT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INCOMPATIBLEFORMAT No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOT No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDINPUTSLOTCLASS D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDINPUTSLOTCLASS No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_STEPRATESLOTCLASSMISMATCH D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_STEPRATESLOTCLASSMISMATCH No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOTCLASSCHANGE D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOTCLASSCHANGE No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSTEPRATECHANGE D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSTEPRATECHANGE No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDALIGNMENT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDALIGNMENT No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_DUPLICATESEMANTIC D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_DUPLICATESEMANTIC No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_NULLSEMANTIC D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_NULLSEMANTIC No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_MISSINGELEMENT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_MISSINGELEMENT No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_NULLDESC D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_NULLDESC No documentation. D3D11_MESSAGE_ID_CREATEVERTEXSHADER_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEVERTEXSHADER_OUTOFMEMORY No documentation. D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERBYTECODE No documentation. D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERTYPE No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_OUTOFMEMORY No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERBYTECODE No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERTYPE No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTOFMEMORY No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERBYTECODE No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERTYPE No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMENTRIES D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMENTRIES No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSTREAMSTRIDEUNUSED D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSTREAMSTRIDEUNUSED No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDDECL D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDDECL No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_EXPECTEDDECL D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_EXPECTEDDECL No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSLOT0EXPECTED D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSLOT0EXPECTED No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSLOT D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSLOT No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_ONLYONEELEMENTPERSLOT D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_ONLYONEELEMENTPERSLOT No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCOMPONENTCOUNT D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCOMPONENTCOUNT No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTARTCOMPONENTANDCOMPONENTCOUNT D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTARTCOMPONENTANDCOMPONENTCOUNT No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDGAPDEFINITION D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDGAPDEFINITION No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_REPEATEDOUTPUT D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_REPEATEDOUTPUT No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSTREAMSTRIDE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSTREAMSTRIDE No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGSEMANTIC D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGSEMANTIC No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MASKMISMATCH D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MASKMISMATCH No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_CANTHAVEONLYGAPS D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_CANTHAVEONLYGAPS No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DECLTOOCOMPLEX D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DECLTOOCOMPLEX No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGOUTPUTSIGNATURE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGOUTPUTSIGNATURE No documentation. D3D11_MESSAGE_ID_CREATEPIXELSHADER_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEPIXELSHADER_OUTOFMEMORY No documentation. D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERBYTECODE No documentation. D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERTYPE No documentation. D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFILLMODE D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFILLMODE No documentation. D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDCULLMODE D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDCULLMODE No documentation. D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDDEPTHBIASCLAMP D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDDEPTHBIASCLAMP No documentation. D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDSLOPESCALEDDEPTHBIAS D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDSLOPESCALEDDEPTHBIAS No documentation. D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_TOOMANYOBJECTS No documentation. D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_NULLDESC D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_NULLDESC No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHWRITEMASK D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHWRITEMASK No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHFUNC D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHFUNC No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFAILOP D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFAILOP No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILZFAILOP D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILZFAILOP No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILPASSOP D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILPASSOP No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFUNC D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFUNC No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFAILOP D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFAILOP No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILZFAILOP D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILZFAILOP No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILPASSOP D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILPASSOP No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFUNC D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFUNC No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_TOOMANYOBJECTS No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_NULLDESC D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_NULLDESC No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLEND D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLEND No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLEND D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLEND No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOP D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOP No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLENDALPHA D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLENDALPHA No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLENDALPHA D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLENDALPHA No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOPALPHA D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOPALPHA No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDRENDERTARGETWRITEMASK D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDRENDERTARGETWRITEMASK No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATEBLENDSTATE_TOOMANYOBJECTS No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_NULLDESC D3D11_MESSAGE_ID_CREATEBLENDSTATE_NULLDESC No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDFILTER D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDFILTER No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSU D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSU No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSV D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSV No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSW D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSW No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMIPLODBIAS D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMIPLODBIAS No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXANISOTROPY D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXANISOTROPY No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDCOMPARISONFUNC D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDCOMPARISONFUNC No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMINLOD D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMINLOD No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXLOD D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXLOD No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATESAMPLERSTATE_TOOMANYOBJECTS No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NULLDESC D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NULLDESC No documentation. D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDQUERY D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDQUERY No documentation. D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDMISCFLAGS D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDMISCFLAGS No documentation. D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_UNEXPECTEDMISCFLAG D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_UNEXPECTEDMISCFLAG No documentation. D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_NULLDESC D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_NULLDESC No documentation. D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNRECOGNIZED D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNRECOGNIZED No documentation. D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNDEFINED D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNDEFINED No documentation. D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_INVALIDBUFFER No documentation. D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_OFFSET_TOO_LARGE D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_OFFSET_TOO_LARGE No documentation. D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_IASETINDEXBUFFER_INVALIDBUFFER D3D11_MESSAGE_ID_IASETINDEXBUFFER_INVALIDBUFFER No documentation. D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_FORMAT_INVALID D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_FORMAT_INVALID No documentation. D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_TOO_LARGE D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_TOO_LARGE No documentation. D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_UNALIGNED No documentation. D3D11_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_INVALIDBUFFER No documentation. D3D11_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_VSSETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_VSSETSAMPLERS_SAMPLERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_INVALIDBUFFER No documentation. D3D11_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_GSSETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_GSSETSAMPLERS_SAMPLERS_EMPTY No documentation. D3D11_MESSAGE_ID_SOSETTARGETS_INVALIDBUFFER D3D11_MESSAGE_ID_SOSETTARGETS_INVALIDBUFFER No documentation. D3D11_MESSAGE_ID_DEVICE_SOSETTARGETS_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_SOSETTARGETS_OFFSET_UNALIGNED No documentation. D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_INVALIDBUFFER No documentation. D3D11_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_PSSETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_PSSETSAMPLERS_SAMPLERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_INVALIDVIEWPORT D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_INVALIDVIEWPORT No documentation. D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_INVALIDSCISSOR D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_INVALIDSCISSOR No documentation. D3D11_MESSAGE_ID_CLEARRENDERTARGETVIEW_DENORMFLUSH D3D11_MESSAGE_ID_CLEARRENDERTARGETVIEW_DENORMFLUSH No documentation. D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DENORMFLUSH D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DENORMFLUSH No documentation. D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_INVALID D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_INVALID No documentation. D3D11_MESSAGE_ID_DEVICE_IAGETVERTEXBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_IAGETVERTEXBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_VSGETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_VSGETSHADERRESOURCES_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_VSGETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_VSGETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_VSGETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_VSGETSAMPLERS_SAMPLERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_GSGETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_GSGETSHADERRESOURCES_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_GSGETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_GSGETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_GSGETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_GSGETSAMPLERS_SAMPLERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_SOGETTARGETS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_SOGETTARGETS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_PSGETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_PSGETSHADERRESOURCES_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_PSGETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_PSGETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_PSGETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_PSGETSAMPLERS_SAMPLERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_RSGETVIEWPORTS_VIEWPORTS_EMPTY D3D11_MESSAGE_ID_DEVICE_RSGETVIEWPORTS_VIEWPORTS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_RSGETSCISSORRECTS_RECTS_EMPTY D3D11_MESSAGE_ID_DEVICE_RSGETSCISSORRECTS_RECTS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_GENERATEMIPS_RESOURCE_INVALID D3D11_MESSAGE_ID_DEVICE_GENERATEMIPS_RESOURCE_INVALID No documentation. D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSUBRESOURCE D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSUBRESOURCE No documentation. D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESUBRESOURCE D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESUBRESOURCE No documentation. D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCEBOX D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCEBOX No documentation. D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCE D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCE No documentation. D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSTATE D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSTATE No documentation. D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESTATE D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESTATE No documentation. D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCE D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCE No documentation. D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDDESTINATIONSTATE D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDDESTINATIONSTATE No documentation. D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCESTATE D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCESTATE No documentation. D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSUBRESOURCE D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSUBRESOURCE No documentation. D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONBOX D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONBOX No documentation. D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSTATE D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSTATE No documentation. D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_INVALID D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_INVALID No documentation. D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_SUBRESOURCE_INVALID D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_SUBRESOURCE_INVALID No documentation. D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_INVALID D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_INVALID No documentation. D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_SUBRESOURCE_INVALID D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_SUBRESOURCE_INVALID No documentation. D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_FORMAT_INVALID D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_FORMAT_INVALID No documentation. D3D11_MESSAGE_ID_BUFFER_MAP_INVALIDMAPTYPE D3D11_MESSAGE_ID_BUFFER_MAP_INVALIDMAPTYPE No documentation. D3D11_MESSAGE_ID_BUFFER_MAP_INVALIDFLAGS D3D11_MESSAGE_ID_BUFFER_MAP_INVALIDFLAGS No documentation. D3D11_MESSAGE_ID_BUFFER_MAP_ALREADYMAPPED D3D11_MESSAGE_ID_BUFFER_MAP_ALREADYMAPPED No documentation. D3D11_MESSAGE_ID_BUFFER_MAP_DEVICEREMOVED_RETURN D3D11_MESSAGE_ID_BUFFER_MAP_DEVICEREMOVED_RETURN No documentation. D3D11_MESSAGE_ID_BUFFER_UNMAP_NOTMAPPED D3D11_MESSAGE_ID_BUFFER_UNMAP_NOTMAPPED No documentation. D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDMAPTYPE D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDMAPTYPE No documentation. D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDSUBRESOURCE No documentation. D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDFLAGS D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDFLAGS No documentation. D3D11_MESSAGE_ID_TEXTURE1D_MAP_ALREADYMAPPED D3D11_MESSAGE_ID_TEXTURE1D_MAP_ALREADYMAPPED No documentation. D3D11_MESSAGE_ID_TEXTURE1D_MAP_DEVICEREMOVED_RETURN D3D11_MESSAGE_ID_TEXTURE1D_MAP_DEVICEREMOVED_RETURN No documentation. D3D11_MESSAGE_ID_TEXTURE1D_UNMAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_TEXTURE1D_UNMAP_INVALIDSUBRESOURCE No documentation. D3D11_MESSAGE_ID_TEXTURE1D_UNMAP_NOTMAPPED D3D11_MESSAGE_ID_TEXTURE1D_UNMAP_NOTMAPPED No documentation. D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDMAPTYPE D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDMAPTYPE No documentation. D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDSUBRESOURCE No documentation. D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDFLAGS D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDFLAGS No documentation. D3D11_MESSAGE_ID_TEXTURE2D_MAP_ALREADYMAPPED D3D11_MESSAGE_ID_TEXTURE2D_MAP_ALREADYMAPPED No documentation. D3D11_MESSAGE_ID_TEXTURE2D_MAP_DEVICEREMOVED_RETURN D3D11_MESSAGE_ID_TEXTURE2D_MAP_DEVICEREMOVED_RETURN No documentation. D3D11_MESSAGE_ID_TEXTURE2D_UNMAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_TEXTURE2D_UNMAP_INVALIDSUBRESOURCE No documentation. D3D11_MESSAGE_ID_TEXTURE2D_UNMAP_NOTMAPPED D3D11_MESSAGE_ID_TEXTURE2D_UNMAP_NOTMAPPED No documentation. D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDMAPTYPE D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDMAPTYPE No documentation. D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDSUBRESOURCE No documentation. D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDFLAGS D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDFLAGS No documentation. D3D11_MESSAGE_ID_TEXTURE3D_MAP_ALREADYMAPPED D3D11_MESSAGE_ID_TEXTURE3D_MAP_ALREADYMAPPED No documentation. D3D11_MESSAGE_ID_TEXTURE3D_MAP_DEVICEREMOVED_RETURN D3D11_MESSAGE_ID_TEXTURE3D_MAP_DEVICEREMOVED_RETURN No documentation. D3D11_MESSAGE_ID_TEXTURE3D_UNMAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_TEXTURE3D_UNMAP_INVALIDSUBRESOURCE No documentation. D3D11_MESSAGE_ID_TEXTURE3D_UNMAP_NOTMAPPED D3D11_MESSAGE_ID_TEXTURE3D_UNMAP_NOTMAPPED No documentation. D3D11_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_DEPRECATED D3D11_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_DEPRECATED No documentation. D3D11_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_FORMAT_DEPRECATED D3D11_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_FORMAT_DEPRECATED No documentation. D3D11_MESSAGE_ID_SETEXCEPTIONMODE_UNRECOGNIZEDFLAGS D3D11_MESSAGE_ID_SETEXCEPTIONMODE_UNRECOGNIZEDFLAGS No documentation. D3D11_MESSAGE_ID_SETEXCEPTIONMODE_INVALIDARG_RETURN D3D11_MESSAGE_ID_SETEXCEPTIONMODE_INVALIDARG_RETURN No documentation. D3D11_MESSAGE_ID_SETEXCEPTIONMODE_DEVICEREMOVED_RETURN D3D11_MESSAGE_ID_SETEXCEPTIONMODE_DEVICEREMOVED_RETURN No documentation. D3D11_MESSAGE_ID_REF_SIMULATING_INFINITELY_FAST_HARDWARE D3D11_MESSAGE_ID_REF_SIMULATING_INFINITELY_FAST_HARDWARE No documentation. D3D11_MESSAGE_ID_REF_THREADING_MODE D3D11_MESSAGE_ID_REF_THREADING_MODE No documentation. D3D11_MESSAGE_ID_REF_UMDRIVER_EXCEPTION D3D11_MESSAGE_ID_REF_UMDRIVER_EXCEPTION No documentation. D3D11_MESSAGE_ID_REF_KMDRIVER_EXCEPTION D3D11_MESSAGE_ID_REF_KMDRIVER_EXCEPTION No documentation. D3D11_MESSAGE_ID_REF_HARDWARE_EXCEPTION D3D11_MESSAGE_ID_REF_HARDWARE_EXCEPTION No documentation. D3D11_MESSAGE_ID_REF_ACCESSING_INDEXABLE_TEMP_OUT_OF_RANGE D3D11_MESSAGE_ID_REF_ACCESSING_INDEXABLE_TEMP_OUT_OF_RANGE No documentation. D3D11_MESSAGE_ID_REF_PROBLEM_PARSING_SHADER D3D11_MESSAGE_ID_REF_PROBLEM_PARSING_SHADER No documentation. D3D11_MESSAGE_ID_REF_OUT_OF_MEMORY D3D11_MESSAGE_ID_REF_OUT_OF_MEMORY No documentation. D3D11_MESSAGE_ID_REF_INFO D3D11_MESSAGE_ID_REF_INFO No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEXPOS_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEXPOS_OVERFLOW No documentation. D3D11_MESSAGE_ID_DEVICE_DRAWINDEXED_INDEXPOS_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAWINDEXED_INDEXPOS_OVERFLOW No documentation. D3D11_MESSAGE_ID_DEVICE_DRAWINSTANCED_VERTEXPOS_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAWINSTANCED_VERTEXPOS_OVERFLOW No documentation. D3D11_MESSAGE_ID_DEVICE_DRAWINSTANCED_INSTANCEPOS_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAWINSTANCED_INSTANCEPOS_OVERFLOW No documentation. D3D11_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INSTANCEPOS_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INSTANCEPOS_OVERFLOW No documentation. D3D11_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INDEXPOS_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INDEXPOS_OVERFLOW No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_SHADER_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_SHADER_NOT_SET No documentation. D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND No documentation. D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERINDEX D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERINDEX No documentation. D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_COMPONENTTYPE D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_COMPONENTTYPE No documentation. D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERMASK D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERMASK No documentation. D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SYSTEMVALUE D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SYSTEMVALUE No documentation. D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_NOT_SET No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_INPUTLAYOUT_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_INPUTLAYOUT_NOT_SET No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_NOT_SET No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_NOT_SET No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_VIEW_DIMENSION_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_VIEW_DIMENSION_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_STRIDE_TOO_SMALL D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_STRIDE_TOO_SMALL No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_NOT_SET No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_FORMAT_INVALID D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_FORMAT_INVALID No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_TOO_SMALL D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_TOO_SMALL No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_GS_INPUT_PRIMITIVE_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_GS_INPUT_PRIMITIVE_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_RETURN_TYPE_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_RETURN_TYPE_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_POSITION_NOT_PRESENT D3D11_MESSAGE_ID_DEVICE_DRAW_POSITION_NOT_PRESENT No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_NOT_SET No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_BOUND_RESOURCE_MAPPED D3D11_MESSAGE_ID_DEVICE_DRAW_BOUND_RESOURCE_MAPPED No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_PRIMITIVETOPOLOGY D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_PRIMITIVETOPOLOGY No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_OFFSET_UNALIGNED No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_STRIDE_UNALIGNED D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_STRIDE_UNALIGNED No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_OFFSET_UNALIGNED No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_OFFSET_UNALIGNED No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_LD_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_LD_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_C_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_C_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_MULTISAMPLE_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_MULTISAMPLE_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_SO_TARGETS_BOUND_WITHOUT_SOURCE D3D11_MESSAGE_ID_DEVICE_DRAW_SO_TARGETS_BOUND_WITHOUT_SOURCE No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_SO_STRIDE_LARGER_THAN_BUFFER D3D11_MESSAGE_ID_DEVICE_DRAW_SO_STRIDE_LARGER_THAN_BUFFER No documentation. 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. 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. D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_AT_FAULT D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_AT_FAULT No documentation. D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT No documentation. D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT No documentation. D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN No documentation. D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_VIEWPORT_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_VIEWPORT_NOT_SET No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC No documentation. D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_DENORMFLUSH D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_DENORMFLUSH No documentation. D3D11_MESSAGE_ID_OMSETRENDERTARGETS_INVALIDVIEW D3D11_MESSAGE_ID_OMSETRENDERTARGETS_INVALIDVIEW No documentation. D3D11_MESSAGE_ID_DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS D3D11_MESSAGE_ID_DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_MISMATCH No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH No documentation. D3D11_MESSAGE_ID_BLENDSTATE_GETDESC_LEGACY D3D11_MESSAGE_ID_BLENDSTATE_GETDESC_LEGACY No documentation. D3D11_MESSAGE_ID_SHADERRESOURCEVIEW_GETDESC_LEGACY D3D11_MESSAGE_ID_SHADERRESOURCEVIEW_GETDESC_LEGACY No documentation. D3D11_MESSAGE_ID_CREATEQUERY_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEQUERY_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATEPREDICATE_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEPREDICATE_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATECOUNTER_OUTOFRANGE_COUNTER D3D11_MESSAGE_ID_CREATECOUNTER_OUTOFRANGE_COUNTER No documentation. D3D11_MESSAGE_ID_CREATECOUNTER_SIMULTANEOUS_ACTIVE_COUNTERS_EXHAUSTED D3D11_MESSAGE_ID_CREATECOUNTER_SIMULTANEOUS_ACTIVE_COUNTERS_EXHAUSTED No documentation. D3D11_MESSAGE_ID_CREATECOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER D3D11_MESSAGE_ID_CREATECOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER No documentation. D3D11_MESSAGE_ID_CREATECOUNTER_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATECOUNTER_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATECOUNTER_NONEXCLUSIVE_RETURN D3D11_MESSAGE_ID_CREATECOUNTER_NONEXCLUSIVE_RETURN No documentation. D3D11_MESSAGE_ID_CREATECOUNTER_NULLDESC D3D11_MESSAGE_ID_CREATECOUNTER_NULLDESC No documentation. D3D11_MESSAGE_ID_CHECKCOUNTER_OUTOFRANGE_COUNTER D3D11_MESSAGE_ID_CHECKCOUNTER_OUTOFRANGE_COUNTER No documentation. D3D11_MESSAGE_ID_CHECKCOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER D3D11_MESSAGE_ID_CHECKCOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER No documentation. D3D11_MESSAGE_ID_SETPREDICATION_INVALID_PREDICATE_STATE D3D11_MESSAGE_ID_SETPREDICATION_INVALID_PREDICATE_STATE No documentation. D3D11_MESSAGE_ID_QUERY_BEGIN_UNSUPPORTED D3D11_MESSAGE_ID_QUERY_BEGIN_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_PREDICATE_BEGIN_DURING_PREDICATION D3D11_MESSAGE_ID_PREDICATE_BEGIN_DURING_PREDICATION No documentation. D3D11_MESSAGE_ID_QUERY_BEGIN_DUPLICATE D3D11_MESSAGE_ID_QUERY_BEGIN_DUPLICATE No documentation. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS No documentation. D3D11_MESSAGE_ID_PREDICATE_END_DURING_PREDICATION D3D11_MESSAGE_ID_PREDICATE_END_DURING_PREDICATION No documentation. D3D11_MESSAGE_ID_QUERY_END_ABANDONING_PREVIOUS_RESULTS D3D11_MESSAGE_ID_QUERY_END_ABANDONING_PREVIOUS_RESULTS No documentation. D3D11_MESSAGE_ID_QUERY_END_WITHOUT_BEGIN D3D11_MESSAGE_ID_QUERY_END_WITHOUT_BEGIN No documentation. D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_DATASIZE D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_DATASIZE No documentation. D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_FLAGS D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_FLAGS No documentation. D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_CALL D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_CALL No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN No documentation. D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE No documentation. D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH No documentation. D3D11_MESSAGE_ID_LIVE_OBJECT_SUMMARY D3D11_MESSAGE_ID_LIVE_OBJECT_SUMMARY No documentation. D3D11_MESSAGE_ID_LIVE_BUFFER D3D11_MESSAGE_ID_LIVE_BUFFER No documentation. D3D11_MESSAGE_ID_LIVE_TEXTURE1D D3D11_MESSAGE_ID_LIVE_TEXTURE1D No documentation. D3D11_MESSAGE_ID_LIVE_TEXTURE2D D3D11_MESSAGE_ID_LIVE_TEXTURE2D No documentation. D3D11_MESSAGE_ID_LIVE_TEXTURE3D D3D11_MESSAGE_ID_LIVE_TEXTURE3D No documentation. D3D11_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW D3D11_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW No documentation. D3D11_MESSAGE_ID_LIVE_RENDERTARGETVIEW D3D11_MESSAGE_ID_LIVE_RENDERTARGETVIEW No documentation. D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW No documentation. D3D11_MESSAGE_ID_LIVE_VERTEXSHADER D3D11_MESSAGE_ID_LIVE_VERTEXSHADER No documentation. D3D11_MESSAGE_ID_LIVE_GEOMETRYSHADER D3D11_MESSAGE_ID_LIVE_GEOMETRYSHADER No documentation. D3D11_MESSAGE_ID_LIVE_PIXELSHADER D3D11_MESSAGE_ID_LIVE_PIXELSHADER No documentation. D3D11_MESSAGE_ID_LIVE_INPUTLAYOUT D3D11_MESSAGE_ID_LIVE_INPUTLAYOUT No documentation. D3D11_MESSAGE_ID_LIVE_SAMPLER D3D11_MESSAGE_ID_LIVE_SAMPLER No documentation. D3D11_MESSAGE_ID_LIVE_BLENDSTATE D3D11_MESSAGE_ID_LIVE_BLENDSTATE No documentation. D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE No documentation. D3D11_MESSAGE_ID_LIVE_RASTERIZERSTATE D3D11_MESSAGE_ID_LIVE_RASTERIZERSTATE No documentation. D3D11_MESSAGE_ID_LIVE_QUERY D3D11_MESSAGE_ID_LIVE_QUERY No documentation. D3D11_MESSAGE_ID_LIVE_PREDICATE D3D11_MESSAGE_ID_LIVE_PREDICATE No documentation. D3D11_MESSAGE_ID_LIVE_COUNTER D3D11_MESSAGE_ID_LIVE_COUNTER No documentation. D3D11_MESSAGE_ID_LIVE_DEVICE D3D11_MESSAGE_ID_LIVE_DEVICE No documentation. D3D11_MESSAGE_ID_LIVE_SWAPCHAIN D3D11_MESSAGE_ID_LIVE_SWAPCHAIN No documentation. D3D11_MESSAGE_ID_D3D10_MESSAGES_END D3D11_MESSAGE_ID_D3D10_MESSAGES_END No documentation. D3D11_MESSAGE_ID_D3D10L9_MESSAGES_START D3D11_MESSAGE_ID_D3D10L9_MESSAGES_START No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_STENCIL_NO_TWO_SIDED D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_STENCIL_NO_TWO_SIDED No documentation. D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_DepthBiasClamp_NOT_SUPPORTED D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_DepthBiasClamp_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NO_COMPARISON_SUPPORT D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NO_COMPARISON_SUPPORT No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_EXCESSIVE_ANISOTROPY D3D11_MESSAGE_ID_CREATESAMPLERSTATE_EXCESSIVE_ANISOTROPY No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_OUT_OF_RANGE D3D11_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_OUT_OF_RANGE No documentation. D3D11_MESSAGE_ID_VSSETSAMPLERS_NOT_SUPPORTED D3D11_MESSAGE_ID_VSSETSAMPLERS_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_VSSETSAMPLERS_TOO_MANY_SAMPLERS D3D11_MESSAGE_ID_VSSETSAMPLERS_TOO_MANY_SAMPLERS No documentation. D3D11_MESSAGE_ID_PSSETSAMPLERS_TOO_MANY_SAMPLERS D3D11_MESSAGE_ID_PSSETSAMPLERS_TOO_MANY_SAMPLERS No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_NO_ARRAYS D3D11_MESSAGE_ID_CREATERESOURCE_NO_ARRAYS No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_NO_VB_AND_IB_BIND D3D11_MESSAGE_ID_CREATERESOURCE_NO_VB_AND_IB_BIND No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_NO_TEXTURE_1D D3D11_MESSAGE_ID_CREATERESOURCE_NO_TEXTURE_1D No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_DIMENSION_OUT_OF_RANGE D3D11_MESSAGE_ID_CREATERESOURCE_DIMENSION_OUT_OF_RANGE No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_SHADER_RESOURCE D3D11_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_SHADER_RESOURCE No documentation. D3D11_MESSAGE_ID_OMSETRENDERTARGETS_TOO_MANY_RENDER_TARGETS D3D11_MESSAGE_ID_OMSETRENDERTARGETS_TOO_MANY_RENDER_TARGETS No documentation. D3D11_MESSAGE_ID_OMSETRENDERTARGETS_NO_DIFFERING_BIT_DEPTHS D3D11_MESSAGE_ID_OMSETRENDERTARGETS_NO_DIFFERING_BIT_DEPTHS No documentation. D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_BAD_BUFFER_INDEX D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_BAD_BUFFER_INDEX No documentation. D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_TOO_MANY_VIEWPORTS D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_TOO_MANY_VIEWPORTS No documentation. D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_ADJACENCY_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_ADJACENCY_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_TOO_MANY_SCISSORS D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_TOO_MANY_SCISSORS No documentation. D3D11_MESSAGE_ID_COPYRESOURCE_ONLY_TEXTURE_2D_WITHIN_GPU_MEMORY D3D11_MESSAGE_ID_COPYRESOURCE_ONLY_TEXTURE_2D_WITHIN_GPU_MEMORY No documentation. D3D11_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_3D_READBACK D3D11_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_3D_READBACK No documentation. D3D11_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_ONLY_READBACK D3D11_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_ONLY_READBACK No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_UNSUPPORTED_FORMAT D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_UNSUPPORTED_FORMAT No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_ALPHA_TO_COVERAGE D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_ALPHA_TO_COVERAGE No documentation. D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_DepthClipEnable_MUST_BE_TRUE D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_DepthClipEnable_MUST_BE_TRUE No documentation. D3D11_MESSAGE_ID_DRAWINDEXED_STARTINDEXLOCATION_MUST_BE_POSITIVE D3D11_MESSAGE_ID_DRAWINDEXED_STARTINDEXLOCATION_MUST_BE_POSITIVE No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_MUST_USE_LOWEST_LOD D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_MUST_USE_LOWEST_LOD No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_MINLOD_MUST_NOT_BE_FRACTIONAL D3D11_MESSAGE_ID_CREATESAMPLERSTATE_MINLOD_MUST_NOT_BE_FRACTIONAL No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_MAXLOD_MUST_BE_FLT_MAX D3D11_MESSAGE_ID_CREATESAMPLERSTATE_MAXLOD_MUST_BE_FLT_MAX No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_FIRSTARRAYSLICE_MUST_BE_ZERO D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_FIRSTARRAYSLICE_MUST_BE_ZERO No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_CUBES_MUST_HAVE_6_SIDES D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_CUBES_MUST_HAVE_6_SIDES No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_RENDER_TARGET D3D11_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_RENDER_TARGET No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_NO_DWORD_INDEX_BUFFER D3D11_MESSAGE_ID_CREATERESOURCE_NO_DWORD_INDEX_BUFFER No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_MSAA_PRECLUDES_SHADER_RESOURCE D3D11_MESSAGE_ID_CREATERESOURCE_MSAA_PRECLUDES_SHADER_RESOURCE No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_PRESENTATION_PRECLUDES_SHADER_RESOURCE D3D11_MESSAGE_ID_CREATERESOURCE_PRESENTATION_PRECLUDES_SHADER_RESOURCE No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_BLEND_ENABLE D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_BLEND_ENABLE No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_WRITE_MASKS D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_WRITE_MASKS No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_NO_STREAM_OUT D3D11_MESSAGE_ID_CREATERESOURCE_NO_STREAM_OUT No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_ONLY_VB_IB_FOR_BUFFERS D3D11_MESSAGE_ID_CREATERESOURCE_ONLY_VB_IB_FOR_BUFFERS No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_NO_AUTOGEN_FOR_VOLUMES D3D11_MESSAGE_ID_CREATERESOURCE_NO_AUTOGEN_FOR_VOLUMES No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_DXGI_FORMAT_R8G8B8A8_CANNOT_BE_SHARED D3D11_MESSAGE_ID_CREATERESOURCE_DXGI_FORMAT_R8G8B8A8_CANNOT_BE_SHARED No documentation. D3D11_MESSAGE_ID_VSSHADERRESOURCES_NOT_SUPPORTED D3D11_MESSAGE_ID_VSSHADERRESOURCES_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_GEOMETRY_SHADER_NOT_SUPPORTED D3D11_MESSAGE_ID_GEOMETRY_SHADER_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_STREAM_OUT_NOT_SUPPORTED D3D11_MESSAGE_ID_STREAM_OUT_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_TEXT_FILTER_NOT_SUPPORTED D3D11_MESSAGE_ID_TEXT_FILTER_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_SEPARATE_ALPHA_BLEND D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_SEPARATE_ALPHA_BLEND No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_MRT_BLEND D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_MRT_BLEND No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_OPERATION_NOT_SUPPORTED D3D11_MESSAGE_ID_CREATEBLENDSTATE_OPERATION_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NO_MIRRORONCE D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NO_MIRRORONCE No documentation. D3D11_MESSAGE_ID_DRAWINSTANCED_NOT_SUPPORTED D3D11_MESSAGE_ID_DRAWINSTANCED_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_DRAWINDEXEDINSTANCED_NOT_SUPPORTED_BELOW_9_3 D3D11_MESSAGE_ID_DRAWINDEXEDINSTANCED_NOT_SUPPORTED_BELOW_9_3 No documentation. D3D11_MESSAGE_ID_DRAWINDEXED_POINTLIST_UNSUPPORTED D3D11_MESSAGE_ID_DRAWINDEXED_POINTLIST_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_SETBLENDSTATE_SAMPLE_MASK_CANNOT_BE_ZERO D3D11_MESSAGE_ID_SETBLENDSTATE_SAMPLE_MASK_CANNOT_BE_ZERO No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_DIMENSION_EXCEEDS_FEATURE_LEVEL_DEFINITION D3D11_MESSAGE_ID_CREATERESOURCE_DIMENSION_EXCEEDS_FEATURE_LEVEL_DEFINITION No documentation. D3D11_MESSAGE_ID_CREATERESOURCE_ONLY_SINGLE_MIP_LEVEL_DEPTH_STENCIL_SUPPORTED D3D11_MESSAGE_ID_CREATERESOURCE_ONLY_SINGLE_MIP_LEVEL_DEPTH_STENCIL_SUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_NEGATIVESCISSOR D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_NEGATIVESCISSOR No documentation. 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. D3D11_MESSAGE_ID_CREATERESOURCE_NON_POW_2_MIPMAP D3D11_MESSAGE_ID_CREATERESOURCE_NON_POW_2_MIPMAP No documentation. D3D11_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_NOT_SUPPORTED D3D11_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_OMSETRENDERTARGETS_NO_SRGB_MRT D3D11_MESSAGE_ID_OMSETRENDERTARGETS_NO_SRGB_MRT No documentation. D3D11_MESSAGE_ID_COPYRESOURCE_NO_3D_MISMATCHED_UPDATES D3D11_MESSAGE_ID_COPYRESOURCE_NO_3D_MISMATCHED_UPDATES No documentation. D3D11_MESSAGE_ID_D3D10L9_MESSAGES_END D3D11_MESSAGE_ID_D3D10L9_MESSAGES_END No documentation. D3D11_MESSAGE_ID_D3D11_MESSAGES_START D3D11_MESSAGE_ID_D3D11_MESSAGES_START No documentation. D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFLAGS D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFLAGS No documentation. D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDCLASSLINKAGE No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDCLASSLINKAGE No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTREAMS D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTREAMS No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAMTORASTERIZER D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAMTORASTERIZER No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTREAMS D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTREAMS No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCLASSLINKAGE No documentation. D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDCLASSLINKAGE No documentation. D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALID_COMMANDLISTFLAGS D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALID_COMMANDLISTFLAGS No documentation. D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_SINGLETHREADED D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_SINGLETHREADED No documentation. D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALIDARG_RETURN No documentation. D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALID_CALL_RETURN D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALID_CALL_RETURN No documentation. D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_FINISHDISPLAYLIST_ONIMMEDIATECONTEXT D3D11_MESSAGE_ID_FINISHDISPLAYLIST_ONIMMEDIATECONTEXT No documentation. D3D11_MESSAGE_ID_FINISHDISPLAYLIST_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_FINISHDISPLAYLIST_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_FINISHDISPLAYLIST_INVALID_CALL_RETURN D3D11_MESSAGE_ID_FINISHDISPLAYLIST_INVALID_CALL_RETURN No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAM D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDENTRIES D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDENTRIES No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTRIDES D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTRIDES No documentation. D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTRIDES D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTRIDES No documentation. D3D11_MESSAGE_ID_DEVICE_HSSETSHADERRESOURCES_HAZARD D3D11_MESSAGE_ID_DEVICE_HSSETSHADERRESOURCES_HAZARD No documentation. D3D11_MESSAGE_ID_DEVICE_HSSETCONSTANTBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_HSSETCONSTANTBUFFERS_HAZARD No documentation. D3D11_MESSAGE_ID_HSSETSHADERRESOURCES_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_HSSETSHADERRESOURCES_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDCALL D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDCALL No documentation. D3D11_MESSAGE_ID_CREATEHULLSHADER_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEHULLSHADER_OUTOFMEMORY No documentation. D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERBYTECODE No documentation. D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERTYPE No documentation. D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDCLASSLINKAGE No documentation. D3D11_MESSAGE_ID_DEVICE_HSSETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_HSSETSHADERRESOURCES_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_INVALIDBUFFER No documentation. D3D11_MESSAGE_ID_DEVICE_HSSETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_HSSETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_HSSETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_HSSETSAMPLERS_SAMPLERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_HSGETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_HSGETSHADERRESOURCES_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_HSGETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_HSGETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_HSGETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_HSGETSAMPLERS_SAMPLERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_DSSETSHADERRESOURCES_HAZARD D3D11_MESSAGE_ID_DEVICE_DSSETSHADERRESOURCES_HAZARD No documentation. D3D11_MESSAGE_ID_DEVICE_DSSETCONSTANTBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_DSSETCONSTANTBUFFERS_HAZARD No documentation. D3D11_MESSAGE_ID_DSSETSHADERRESOURCES_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_DSSETSHADERRESOURCES_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCALL D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCALL No documentation. D3D11_MESSAGE_ID_CREATEDOMAINSHADER_OUTOFMEMORY D3D11_MESSAGE_ID_CREATEDOMAINSHADER_OUTOFMEMORY No documentation. D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERBYTECODE No documentation. D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERTYPE No documentation. D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCLASSLINKAGE No documentation. D3D11_MESSAGE_ID_DEVICE_DSSETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_DSSETSHADERRESOURCES_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_INVALIDBUFFER No documentation. D3D11_MESSAGE_ID_DEVICE_DSSETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_DSSETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_DSSETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_DSSETSAMPLERS_SAMPLERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_DSGETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_DSGETSHADERRESOURCES_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_DSGETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_DSGETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_DSGETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_DSGETSAMPLERS_SAMPLERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_HS_XOR_DS_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_HS_XOR_DS_MISMATCH No documentation. D3D11_MESSAGE_ID_DEFERRED_CONTEXT_REMOVAL_PROCESS_AT_FAULT D3D11_MESSAGE_ID_DEFERRED_CONTEXT_REMOVAL_PROCESS_AT_FAULT No documentation. D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_INVALID_ARG_BUFFER D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_INVALID_ARG_BUFFER No documentation. D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_UNALIGNED No documentation. D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_OVERFLOW No documentation. D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDMAPTYPE D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDMAPTYPE No documentation. D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDSUBRESOURCE No documentation. D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDFLAGS D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDFLAGS No documentation. D3D11_MESSAGE_ID_RESOURCE_MAP_ALREADYMAPPED D3D11_MESSAGE_ID_RESOURCE_MAP_ALREADYMAPPED No documentation. D3D11_MESSAGE_ID_RESOURCE_MAP_DEVICEREMOVED_RETURN D3D11_MESSAGE_ID_RESOURCE_MAP_DEVICEREMOVED_RETURN No documentation. D3D11_MESSAGE_ID_RESOURCE_MAP_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_RESOURCE_MAP_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_RESOURCE_MAP_WITHOUT_INITIAL_DISCARD D3D11_MESSAGE_ID_RESOURCE_MAP_WITHOUT_INITIAL_DISCARD No documentation. D3D11_MESSAGE_ID_RESOURCE_UNMAP_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_RESOURCE_UNMAP_INVALIDSUBRESOURCE No documentation. D3D11_MESSAGE_ID_RESOURCE_UNMAP_NOTMAPPED D3D11_MESSAGE_ID_RESOURCE_UNMAP_NOTMAPPED No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_RASTERIZING_CONTROL_POINTS D3D11_MESSAGE_ID_DEVICE_DRAW_RASTERIZING_CONTROL_POINTS No documentation. D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_SIGNATURE_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_SIGNATURE_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_HULL_SHADER_INPUT_TOPOLOGY_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_HULL_SHADER_INPUT_TOPOLOGY_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_CONTROL_POINT_COUNT_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_CONTROL_POINT_COUNT_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_TESSELLATOR_DOMAIN_MISMATCH D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_TESSELLATOR_DOMAIN_MISMATCH No documentation. D3D11_MESSAGE_ID_CREATE_CONTEXT D3D11_MESSAGE_ID_CREATE_CONTEXT No documentation. D3D11_MESSAGE_ID_LIVE_CONTEXT D3D11_MESSAGE_ID_LIVE_CONTEXT No documentation. D3D11_MESSAGE_ID_DESTROY_CONTEXT D3D11_MESSAGE_ID_DESTROY_CONTEXT No documentation. D3D11_MESSAGE_ID_CREATE_BUFFER D3D11_MESSAGE_ID_CREATE_BUFFER No documentation. D3D11_MESSAGE_ID_LIVE_BUFFER_WIN7 D3D11_MESSAGE_ID_LIVE_BUFFER_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_BUFFER D3D11_MESSAGE_ID_DESTROY_BUFFER No documentation. D3D11_MESSAGE_ID_CREATE_TEXTURE1D D3D11_MESSAGE_ID_CREATE_TEXTURE1D No documentation. D3D11_MESSAGE_ID_LIVE_TEXTURE1D_WIN7 D3D11_MESSAGE_ID_LIVE_TEXTURE1D_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_TEXTURE1D D3D11_MESSAGE_ID_DESTROY_TEXTURE1D No documentation. D3D11_MESSAGE_ID_CREATE_TEXTURE2D D3D11_MESSAGE_ID_CREATE_TEXTURE2D No documentation. D3D11_MESSAGE_ID_LIVE_TEXTURE2D_WIN7 D3D11_MESSAGE_ID_LIVE_TEXTURE2D_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_TEXTURE2D D3D11_MESSAGE_ID_DESTROY_TEXTURE2D No documentation. D3D11_MESSAGE_ID_CREATE_TEXTURE3D D3D11_MESSAGE_ID_CREATE_TEXTURE3D No documentation. D3D11_MESSAGE_ID_LIVE_TEXTURE3D_WIN7 D3D11_MESSAGE_ID_LIVE_TEXTURE3D_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_TEXTURE3D D3D11_MESSAGE_ID_DESTROY_TEXTURE3D No documentation. D3D11_MESSAGE_ID_CREATE_SHADERRESOURCEVIEW D3D11_MESSAGE_ID_CREATE_SHADERRESOURCEVIEW No documentation. D3D11_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW_WIN7 D3D11_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_SHADERRESOURCEVIEW D3D11_MESSAGE_ID_DESTROY_SHADERRESOURCEVIEW No documentation. D3D11_MESSAGE_ID_CREATE_RENDERTARGETVIEW D3D11_MESSAGE_ID_CREATE_RENDERTARGETVIEW No documentation. D3D11_MESSAGE_ID_LIVE_RENDERTARGETVIEW_WIN7 D3D11_MESSAGE_ID_LIVE_RENDERTARGETVIEW_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_RENDERTARGETVIEW D3D11_MESSAGE_ID_DESTROY_RENDERTARGETVIEW No documentation. D3D11_MESSAGE_ID_CREATE_DEPTHSTENCILVIEW D3D11_MESSAGE_ID_CREATE_DEPTHSTENCILVIEW No documentation. D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW_WIN7 D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_DEPTHSTENCILVIEW D3D11_MESSAGE_ID_DESTROY_DEPTHSTENCILVIEW No documentation. D3D11_MESSAGE_ID_CREATE_VERTEXSHADER D3D11_MESSAGE_ID_CREATE_VERTEXSHADER No documentation. D3D11_MESSAGE_ID_LIVE_VERTEXSHADER_WIN7 D3D11_MESSAGE_ID_LIVE_VERTEXSHADER_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_VERTEXSHADER D3D11_MESSAGE_ID_DESTROY_VERTEXSHADER No documentation. D3D11_MESSAGE_ID_CREATE_HULLSHADER D3D11_MESSAGE_ID_CREATE_HULLSHADER No documentation. D3D11_MESSAGE_ID_LIVE_HULLSHADER D3D11_MESSAGE_ID_LIVE_HULLSHADER No documentation. D3D11_MESSAGE_ID_DESTROY_HULLSHADER D3D11_MESSAGE_ID_DESTROY_HULLSHADER No documentation. D3D11_MESSAGE_ID_CREATE_DOMAINSHADER D3D11_MESSAGE_ID_CREATE_DOMAINSHADER No documentation. D3D11_MESSAGE_ID_LIVE_DOMAINSHADER D3D11_MESSAGE_ID_LIVE_DOMAINSHADER No documentation. D3D11_MESSAGE_ID_DESTROY_DOMAINSHADER D3D11_MESSAGE_ID_DESTROY_DOMAINSHADER No documentation. D3D11_MESSAGE_ID_CREATE_GEOMETRYSHADER D3D11_MESSAGE_ID_CREATE_GEOMETRYSHADER No documentation. D3D11_MESSAGE_ID_LIVE_GEOMETRYSHADER_WIN7 D3D11_MESSAGE_ID_LIVE_GEOMETRYSHADER_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_GEOMETRYSHADER D3D11_MESSAGE_ID_DESTROY_GEOMETRYSHADER No documentation. D3D11_MESSAGE_ID_CREATE_PIXELSHADER D3D11_MESSAGE_ID_CREATE_PIXELSHADER No documentation. D3D11_MESSAGE_ID_LIVE_PIXELSHADER_WIN7 D3D11_MESSAGE_ID_LIVE_PIXELSHADER_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_PIXELSHADER D3D11_MESSAGE_ID_DESTROY_PIXELSHADER No documentation. D3D11_MESSAGE_ID_CREATE_INPUTLAYOUT D3D11_MESSAGE_ID_CREATE_INPUTLAYOUT No documentation. D3D11_MESSAGE_ID_LIVE_INPUTLAYOUT_WIN7 D3D11_MESSAGE_ID_LIVE_INPUTLAYOUT_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_INPUTLAYOUT D3D11_MESSAGE_ID_DESTROY_INPUTLAYOUT No documentation. D3D11_MESSAGE_ID_CREATE_SAMPLER D3D11_MESSAGE_ID_CREATE_SAMPLER No documentation. D3D11_MESSAGE_ID_LIVE_SAMPLER_WIN7 D3D11_MESSAGE_ID_LIVE_SAMPLER_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_SAMPLER D3D11_MESSAGE_ID_DESTROY_SAMPLER No documentation. D3D11_MESSAGE_ID_CREATE_BLENDSTATE D3D11_MESSAGE_ID_CREATE_BLENDSTATE No documentation. D3D11_MESSAGE_ID_LIVE_BLENDSTATE_WIN7 D3D11_MESSAGE_ID_LIVE_BLENDSTATE_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_BLENDSTATE D3D11_MESSAGE_ID_DESTROY_BLENDSTATE No documentation. D3D11_MESSAGE_ID_CREATE_DEPTHSTENCILSTATE D3D11_MESSAGE_ID_CREATE_DEPTHSTENCILSTATE No documentation. D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE_WIN7 D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_DEPTHSTENCILSTATE D3D11_MESSAGE_ID_DESTROY_DEPTHSTENCILSTATE No documentation. D3D11_MESSAGE_ID_CREATE_RASTERIZERSTATE D3D11_MESSAGE_ID_CREATE_RASTERIZERSTATE No documentation. D3D11_MESSAGE_ID_LIVE_RASTERIZERSTATE_WIN7 D3D11_MESSAGE_ID_LIVE_RASTERIZERSTATE_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_RASTERIZERSTATE D3D11_MESSAGE_ID_DESTROY_RASTERIZERSTATE No documentation. D3D11_MESSAGE_ID_CREATE_QUERY D3D11_MESSAGE_ID_CREATE_QUERY No documentation. D3D11_MESSAGE_ID_LIVE_QUERY_WIN7 D3D11_MESSAGE_ID_LIVE_QUERY_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_QUERY D3D11_MESSAGE_ID_DESTROY_QUERY No documentation. D3D11_MESSAGE_ID_CREATE_PREDICATE D3D11_MESSAGE_ID_CREATE_PREDICATE No documentation. D3D11_MESSAGE_ID_LIVE_PREDICATE_WIN7 D3D11_MESSAGE_ID_LIVE_PREDICATE_WIN7 No documentation. D3D11_MESSAGE_ID_DESTROY_PREDICATE D3D11_MESSAGE_ID_DESTROY_PREDICATE No documentation. D3D11_MESSAGE_ID_CREATE_COUNTER D3D11_MESSAGE_ID_CREATE_COUNTER No documentation. D3D11_MESSAGE_ID_DESTROY_COUNTER D3D11_MESSAGE_ID_DESTROY_COUNTER No documentation. D3D11_MESSAGE_ID_CREATE_COMMANDLIST D3D11_MESSAGE_ID_CREATE_COMMANDLIST No documentation. D3D11_MESSAGE_ID_LIVE_COMMANDLIST D3D11_MESSAGE_ID_LIVE_COMMANDLIST No documentation. D3D11_MESSAGE_ID_DESTROY_COMMANDLIST D3D11_MESSAGE_ID_DESTROY_COMMANDLIST No documentation. D3D11_MESSAGE_ID_CREATE_CLASSINSTANCE D3D11_MESSAGE_ID_CREATE_CLASSINSTANCE No documentation. D3D11_MESSAGE_ID_LIVE_CLASSINSTANCE D3D11_MESSAGE_ID_LIVE_CLASSINSTANCE No documentation. D3D11_MESSAGE_ID_DESTROY_CLASSINSTANCE D3D11_MESSAGE_ID_DESTROY_CLASSINSTANCE No documentation. D3D11_MESSAGE_ID_CREATE_CLASSLINKAGE D3D11_MESSAGE_ID_CREATE_CLASSLINKAGE No documentation. D3D11_MESSAGE_ID_LIVE_CLASSLINKAGE D3D11_MESSAGE_ID_LIVE_CLASSLINKAGE No documentation. D3D11_MESSAGE_ID_DESTROY_CLASSLINKAGE D3D11_MESSAGE_ID_DESTROY_CLASSLINKAGE No documentation. D3D11_MESSAGE_ID_LIVE_DEVICE_WIN7 D3D11_MESSAGE_ID_LIVE_DEVICE_WIN7 No documentation. D3D11_MESSAGE_ID_LIVE_OBJECT_SUMMARY_WIN7 D3D11_MESSAGE_ID_LIVE_OBJECT_SUMMARY_WIN7 No documentation. D3D11_MESSAGE_ID_CREATE_COMPUTESHADER D3D11_MESSAGE_ID_CREATE_COMPUTESHADER No documentation. D3D11_MESSAGE_ID_LIVE_COMPUTESHADER D3D11_MESSAGE_ID_LIVE_COMPUTESHADER No documentation. D3D11_MESSAGE_ID_DESTROY_COMPUTESHADER D3D11_MESSAGE_ID_DESTROY_COMPUTESHADER No documentation. D3D11_MESSAGE_ID_CREATE_UNORDEREDACCESSVIEW D3D11_MESSAGE_ID_CREATE_UNORDEREDACCESSVIEW No documentation. D3D11_MESSAGE_ID_LIVE_UNORDEREDACCESSVIEW D3D11_MESSAGE_ID_LIVE_UNORDEREDACCESSVIEW No documentation. D3D11_MESSAGE_ID_DESTROY_UNORDEREDACCESSVIEW D3D11_MESSAGE_ID_DESTROY_UNORDEREDACCESSVIEW No documentation. D3D11_MESSAGE_ID_DEVICE_SETSHADER_INTERFACES_FEATURELEVEL D3D11_MESSAGE_ID_DEVICE_SETSHADER_INTERFACES_FEATURELEVEL No documentation. D3D11_MESSAGE_ID_DEVICE_SETSHADER_INTERFACE_COUNT_MISMATCH D3D11_MESSAGE_ID_DEVICE_SETSHADER_INTERFACE_COUNT_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE No documentation. D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_INDEX D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_INDEX No documentation. D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_TYPE D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_TYPE No documentation. D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_DATA D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_DATA No documentation. D3D11_MESSAGE_ID_DEVICE_SETSHADER_UNBOUND_INSTANCE_DATA D3D11_MESSAGE_ID_DEVICE_SETSHADER_UNBOUND_INSTANCE_DATA No documentation. D3D11_MESSAGE_ID_DEVICE_SETSHADER_INSTANCE_DATA_BINDINGS D3D11_MESSAGE_ID_DEVICE_SETSHADER_INSTANCE_DATA_BINDINGS No documentation. D3D11_MESSAGE_ID_DEVICE_CREATESHADER_CLASSLINKAGE_FULL D3D11_MESSAGE_ID_DEVICE_CREATESHADER_CLASSLINKAGE_FULL No documentation. D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_UNRECOGNIZED_FEATURE D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_UNRECOGNIZED_FEATURE No documentation. D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_MISMATCHED_DATA_SIZE D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_MISMATCHED_DATA_SIZE No documentation. D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_INVALIDARG_RETURN D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_INVALIDARG_RETURN No documentation. D3D11_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_HAZARD D3D11_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_HAZARD No documentation. D3D11_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_HAZARD D3D11_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_HAZARD No documentation. D3D11_MESSAGE_ID_CSSETSHADERRESOURCES_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_CSSETSHADERRESOURCES_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCALL D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCALL No documentation. D3D11_MESSAGE_ID_CREATECOMPUTESHADER_OUTOFMEMORY D3D11_MESSAGE_ID_CREATECOMPUTESHADER_OUTOFMEMORY No documentation. D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERBYTECODE D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERBYTECODE No documentation. D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERTYPE D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERTYPE No documentation. D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCLASSLINKAGE D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCLASSLINKAGE No documentation. D3D11_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_INVALIDBUFFER D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_INVALIDBUFFER No documentation. D3D11_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_CSSETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSSETSAMPLERS_SAMPLERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_CSGETSHADERRESOURCES_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSGETSHADERRESOURCES_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_CSGETCONSTANTBUFFERS_BUFFERS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSGETCONSTANTBUFFERS_BUFFERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_CSGETSAMPLERS_SAMPLERS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSGETSAMPLERS_SAMPLERS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEFLOATOPSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEFLOATOPSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEFLOATOPSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDSTRUCTURESTRIDE D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDSTRUCTURESTRIDE No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFLAGS D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFLAGS No documentation. D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDRESOURCE D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDRESOURCE No documentation. D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDESC D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDESC No documentation. D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFORMAT D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFORMAT No documentation. D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDIMENSIONS D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDIMENSIONS No documentation. D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_UNRECOGNIZEDFORMAT D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_UNRECOGNIZEDFORMAT No documentation. D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_HAZARD D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_HAZARD No documentation. D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_OVERLAPPING_OLD_SLOTS D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_OVERLAPPING_OLD_SLOTS No documentation. D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_NO_OP D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_NO_OP No documentation. D3D11_MESSAGE_ID_CSSETUNORDEREDACCESSVIEWS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_CSSETUNORDEREDACCESSVIEWS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_PSSETUNORDEREDACCESSVIEWS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_PSSETUNORDEREDACCESSVIEWS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDARG_RETURN D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDARG_RETURN No documentation. D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_TOOMANYOBJECTS No documentation. D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_HAZARD D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_HAZARD No documentation. D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEW_DENORMFLUSH D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEW_DENORMFLUSH No documentation. D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSS_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSS_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_DEVICE_CSGETUNORDEREDACCESSS_VIEWS_EMPTY D3D11_MESSAGE_ID_DEVICE_CSGETUNORDEREDACCESSS_VIEWS_EMPTY No documentation. D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFLAGS D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFLAGS No documentation. D3D11_MESSAGE_ID_CREATESHADERRESESOURCEVIEW_TOOMANYOBJECTS D3D11_MESSAGE_ID_CREATESHADERRESESOURCEVIEW_TOOMANYOBJECTS No documentation. D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_INVALID_ARG_BUFFER D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_INVALID_ARG_BUFFER No documentation. D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_UNALIGNED D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_UNALIGNED No documentation. D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_OVERFLOW No documentation. D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDCONTEXT D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDCONTEXT No documentation. D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDRESOURCE D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDRESOURCE No documentation. D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDMINLOD D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDMINLOD No documentation. D3D11_MESSAGE_ID_DEVICE_GETRESOURCEMINLOD_INVALIDCONTEXT D3D11_MESSAGE_ID_DEVICE_GETRESOURCEMINLOD_INVALIDCONTEXT No documentation. D3D11_MESSAGE_ID_DEVICE_GETRESOURCEMINLOD_INVALIDRESOURCE D3D11_MESSAGE_ID_DEVICE_GETRESOURCEMINLOD_INVALIDRESOURCE No documentation. D3D11_MESSAGE_ID_OMSETDEPTHSTENCIL_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_OMSETDEPTHSTENCIL_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DEPTH_READONLY D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DEPTH_READONLY No documentation. D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_STENCIL_READONLY D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_STENCIL_READONLY No documentation. D3D11_MESSAGE_ID_CHECKFEATURESUPPORT_FORMAT_DEPRECATED D3D11_MESSAGE_ID_CHECKFEATURESUPPORT_FORMAT_DEPRECATED No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RETURN_TYPE_MISMATCH D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RETURN_TYPE_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_UNORDEREDACCESSVIEW_RENDERTARGETVIEW_OVERLAP D3D11_MESSAGE_ID_DEVICE_DRAW_UNORDEREDACCESSVIEW_RENDERTARGETVIEW_OVERLAP No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_DIMENSION_MISMATCH D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_DIMENSION_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_APPEND_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_APPEND_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMICS_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMICS_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_STRUCTURE_STRIDE_MISMATCH D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_STRUCTURE_STRIDE_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_BUFFER_TYPE_MISMATCH D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_BUFFER_TYPE_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RAW_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RAW_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_LD_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_LD_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_STORE_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_STORE_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_ADD_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_ADD_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_BITWISE_OPS_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_BITWISE_OPS_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_CMPSTORE_CMPEXCHANGE_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_CMPSTORE_CMPEXCHANGE_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_EXCHANGE_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_EXCHANGE_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_SIGNED_MINMAX_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_SIGNED_MINMAX_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_UNSIGNED_MINMAX_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_UNSIGNED_MINMAX_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_DISPATCH_BOUND_RESOURCE_MAPPED D3D11_MESSAGE_ID_DEVICE_DISPATCH_BOUND_RESOURCE_MAPPED No documentation. D3D11_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_OVERFLOW D3D11_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_OVERFLOW No documentation. D3D11_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_ZERO D3D11_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_ZERO No documentation. D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_STRUCTURE_STRIDE_MISMATCH D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_STRUCTURE_STRIDE_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_BUFFER_TYPE_MISMATCH D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_BUFFER_TYPE_MISMATCH No documentation. D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_RAW_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_RAW_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_DISPATCH_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DISPATCH_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDOFFSET D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDOFFSET No documentation. D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_LARGEOFFSET D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_LARGEOFFSET No documentation. D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDDESTINATIONSTATE D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDDESTINATIONSTATE No documentation. D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDSOURCESTATE D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDSOURCESTATE No documentation. D3D11_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_NOT_SUPPORTED D3D11_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDVIEW D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDVIEW No documentation. D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDOFFSET D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDOFFSET No documentation. D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_TOOMANYVIEWS D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_TOOMANYVIEWS No documentation. D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_INVALIDFORMAT D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_INVALIDFORMAT No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_COUNTER_UNSUPPORTED D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_COUNTER_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_REF_WARNING D3D11_MESSAGE_ID_REF_WARNING No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_PIXEL_SHADER_WITHOUT_RTV_OR_DSV D3D11_MESSAGE_ID_DEVICE_DRAW_PIXEL_SHADER_WITHOUT_RTV_OR_DSV No documentation. D3D11_MESSAGE_ID_SHADER_ABORT D3D11_MESSAGE_ID_SHADER_ABORT No documentation. D3D11_MESSAGE_ID_SHADER_MESSAGE D3D11_MESSAGE_ID_SHADER_MESSAGE No documentation. D3D11_MESSAGE_ID_SHADER_ERROR D3D11_MESSAGE_ID_SHADER_ERROR No documentation. D3D11_MESSAGE_ID_OFFERRESOURCES_INVALIDRESOURCE D3D11_MESSAGE_ID_OFFERRESOURCES_INVALIDRESOURCE No documentation. D3D11_MESSAGE_ID_HSSETSAMPLERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_HSSETSAMPLERS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_DSSETSAMPLERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_DSSETSAMPLERS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_CSSETSAMPLERS_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_CSSETSAMPLERS_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_HSSETSHADER_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_HSSETSHADER_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_DSSETSHADER_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_DSSETSHADER_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_CSSETSHADER_UNBINDDELETINGOBJECT D3D11_MESSAGE_ID_CSSETSHADER_UNBINDDELETINGOBJECT No documentation. D3D11_MESSAGE_ID_ENQUEUESETEVENT_INVALIDARG_RETURN D3D11_MESSAGE_ID_ENQUEUESETEVENT_INVALIDARG_RETURN No documentation. D3D11_MESSAGE_ID_ENQUEUESETEVENT_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_ENQUEUESETEVENT_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_ENQUEUESETEVENT_ACCESSDENIED_RETURN D3D11_MESSAGE_ID_ENQUEUESETEVENT_ACCESSDENIED_RETURN No documentation. D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_NUMUAVS_INVALIDRANGE D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_NUMUAVS_INVALIDRANGE No documentation. D3D11_MESSAGE_ID_USE_OF_ZERO_REFCOUNT_OBJECT D3D11_MESSAGE_ID_USE_OF_ZERO_REFCOUNT_OBJECT No documentation. D3D11_MESSAGE_ID_D3D11_MESSAGES_END D3D11_MESSAGE_ID_D3D11_MESSAGES_END No documentation. D3D11_MESSAGE_ID_D3D11_1_MESSAGES_START D3D11_MESSAGE_ID_D3D11_1_MESSAGES_START No documentation. D3D11_MESSAGE_ID_CREATE_VIDEODECODER D3D11_MESSAGE_ID_CREATE_VIDEODECODER No documentation. D3D11_MESSAGE_ID_CREATE_VIDEOPROCESSORENUM D3D11_MESSAGE_ID_CREATE_VIDEOPROCESSORENUM No documentation. D3D11_MESSAGE_ID_CREATE_VIDEOPROCESSOR D3D11_MESSAGE_ID_CREATE_VIDEOPROCESSOR No documentation. D3D11_MESSAGE_ID_CREATE_DECODEROUTPUTVIEW D3D11_MESSAGE_ID_CREATE_DECODEROUTPUTVIEW No documentation. D3D11_MESSAGE_ID_CREATE_PROCESSORINPUTVIEW D3D11_MESSAGE_ID_CREATE_PROCESSORINPUTVIEW No documentation. D3D11_MESSAGE_ID_CREATE_PROCESSOROUTPUTVIEW D3D11_MESSAGE_ID_CREATE_PROCESSOROUTPUTVIEW No documentation. D3D11_MESSAGE_ID_CREATE_DEVICECONTEXTSTATE D3D11_MESSAGE_ID_CREATE_DEVICECONTEXTSTATE No documentation. D3D11_MESSAGE_ID_LIVE_VIDEODECODER D3D11_MESSAGE_ID_LIVE_VIDEODECODER No documentation. D3D11_MESSAGE_ID_LIVE_VIDEOPROCESSORENUM D3D11_MESSAGE_ID_LIVE_VIDEOPROCESSORENUM No documentation. D3D11_MESSAGE_ID_LIVE_VIDEOPROCESSOR D3D11_MESSAGE_ID_LIVE_VIDEOPROCESSOR No documentation. D3D11_MESSAGE_ID_LIVE_DECODEROUTPUTVIEW D3D11_MESSAGE_ID_LIVE_DECODEROUTPUTVIEW No documentation. D3D11_MESSAGE_ID_LIVE_PROCESSORINPUTVIEW D3D11_MESSAGE_ID_LIVE_PROCESSORINPUTVIEW No documentation. D3D11_MESSAGE_ID_LIVE_PROCESSOROUTPUTVIEW D3D11_MESSAGE_ID_LIVE_PROCESSOROUTPUTVIEW No documentation. D3D11_MESSAGE_ID_LIVE_DEVICECONTEXTSTATE D3D11_MESSAGE_ID_LIVE_DEVICECONTEXTSTATE No documentation. D3D11_MESSAGE_ID_DESTROY_VIDEODECODER D3D11_MESSAGE_ID_DESTROY_VIDEODECODER No documentation. D3D11_MESSAGE_ID_DESTROY_VIDEOPROCESSORENUM D3D11_MESSAGE_ID_DESTROY_VIDEOPROCESSORENUM No documentation. D3D11_MESSAGE_ID_DESTROY_VIDEOPROCESSOR D3D11_MESSAGE_ID_DESTROY_VIDEOPROCESSOR No documentation. D3D11_MESSAGE_ID_DESTROY_DECODEROUTPUTVIEW D3D11_MESSAGE_ID_DESTROY_DECODEROUTPUTVIEW No documentation. D3D11_MESSAGE_ID_DESTROY_PROCESSORINPUTVIEW D3D11_MESSAGE_ID_DESTROY_PROCESSORINPUTVIEW No documentation. D3D11_MESSAGE_ID_DESTROY_PROCESSOROUTPUTVIEW D3D11_MESSAGE_ID_DESTROY_PROCESSOROUTPUTVIEW No documentation. D3D11_MESSAGE_ID_DESTROY_DEVICECONTEXTSTATE D3D11_MESSAGE_ID_DESTROY_DEVICECONTEXTSTATE No documentation. D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_INVALIDFLAGS D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_INVALIDFLAGS No documentation. D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_INVALIDFEATURELEVEL D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_INVALIDFEATURELEVEL No documentation. D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_FEATURELEVELS_NOT_SUPPORTED D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_FEATURELEVELS_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_INVALIDREFIID D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_INVALIDREFIID No documentation. D3D11_MESSAGE_ID_DEVICE_DISCARDVIEW_INVALIDVIEW D3D11_MESSAGE_ID_DEVICE_DISCARDVIEW_INVALIDVIEW No documentation. D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION1_INVALIDCOPYFLAGS D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION1_INVALIDCOPYFLAGS No documentation. D3D11_MESSAGE_ID_UPDATESUBRESOURCE1_INVALIDCOPYFLAGS D3D11_MESSAGE_ID_UPDATESUBRESOURCE1_INVALIDCOPYFLAGS No documentation. D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFORCEDSAMPLECOUNT D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFORCEDSAMPLECOUNT No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODER_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEVIDEODECODER_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODER_NULLPARAM D3D11_MESSAGE_ID_CREATEVIDEODECODER_NULLPARAM No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODER_INVALIDFORMAT D3D11_MESSAGE_ID_CREATEVIDEODECODER_INVALIDFORMAT No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODER_ZEROWIDTHHEIGHT D3D11_MESSAGE_ID_CREATEVIDEODECODER_ZEROWIDTHHEIGHT No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODER_DRIVER_INVALIDBUFFERSIZE D3D11_MESSAGE_ID_CREATEVIDEODECODER_DRIVER_INVALIDBUFFERSIZE No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODER_DRIVER_INVALIDBUFFERUSAGE D3D11_MESSAGE_ID_CREATEVIDEODECODER_DRIVER_INVALIDBUFFERUSAGE No documentation. D3D11_MESSAGE_ID_GETVIDEODECODERPROFILECOUNT_OUTOFMEMORY D3D11_MESSAGE_ID_GETVIDEODECODERPROFILECOUNT_OUTOFMEMORY No documentation. D3D11_MESSAGE_ID_GETVIDEODECODERPROFILE_NULLPARAM D3D11_MESSAGE_ID_GETVIDEODECODERPROFILE_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETVIDEODECODERPROFILE_INVALIDINDEX D3D11_MESSAGE_ID_GETVIDEODECODERPROFILE_INVALIDINDEX No documentation. D3D11_MESSAGE_ID_GETVIDEODECODERPROFILE_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_GETVIDEODECODERPROFILE_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CHECKVIDEODECODERFORMAT_NULLPARAM D3D11_MESSAGE_ID_CHECKVIDEODECODERFORMAT_NULLPARAM No documentation. D3D11_MESSAGE_ID_CHECKVIDEODECODERFORMAT_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CHECKVIDEODECODERFORMAT_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_GETVIDEODECODERCONFIGCOUNT_NULLPARAM D3D11_MESSAGE_ID_GETVIDEODECODERCONFIGCOUNT_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETVIDEODECODERCONFIGCOUNT_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_GETVIDEODECODERCONFIGCOUNT_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_GETVIDEODECODERCONFIG_NULLPARAM D3D11_MESSAGE_ID_GETVIDEODECODERCONFIG_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETVIDEODECODERCONFIG_INVALIDINDEX D3D11_MESSAGE_ID_GETVIDEODECODERCONFIG_INVALIDINDEX No documentation. D3D11_MESSAGE_ID_GETVIDEODECODERCONFIG_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_GETVIDEODECODERCONFIG_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_GETDECODERCREATIONPARAMS_NULLPARAM D3D11_MESSAGE_ID_GETDECODERCREATIONPARAMS_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETDECODERDRIVERHANDLE_NULLPARAM D3D11_MESSAGE_ID_GETDECODERDRIVERHANDLE_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETDECODERBUFFER_NULLPARAM D3D11_MESSAGE_ID_GETDECODERBUFFER_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETDECODERBUFFER_INVALIDBUFFER D3D11_MESSAGE_ID_GETDECODERBUFFER_INVALIDBUFFER No documentation. D3D11_MESSAGE_ID_GETDECODERBUFFER_INVALIDTYPE D3D11_MESSAGE_ID_GETDECODERBUFFER_INVALIDTYPE No documentation. D3D11_MESSAGE_ID_GETDECODERBUFFER_LOCKED D3D11_MESSAGE_ID_GETDECODERBUFFER_LOCKED No documentation. D3D11_MESSAGE_ID_RELEASEDECODERBUFFER_NULLPARAM D3D11_MESSAGE_ID_RELEASEDECODERBUFFER_NULLPARAM No documentation. D3D11_MESSAGE_ID_RELEASEDECODERBUFFER_INVALIDTYPE D3D11_MESSAGE_ID_RELEASEDECODERBUFFER_INVALIDTYPE No documentation. D3D11_MESSAGE_ID_RELEASEDECODERBUFFER_NOTLOCKED D3D11_MESSAGE_ID_RELEASEDECODERBUFFER_NOTLOCKED No documentation. D3D11_MESSAGE_ID_DECODERBEGINFRAME_NULLPARAM D3D11_MESSAGE_ID_DECODERBEGINFRAME_NULLPARAM No documentation. D3D11_MESSAGE_ID_DECODERBEGINFRAME_HAZARD D3D11_MESSAGE_ID_DECODERBEGINFRAME_HAZARD No documentation. D3D11_MESSAGE_ID_DECODERENDFRAME_NULLPARAM D3D11_MESSAGE_ID_DECODERENDFRAME_NULLPARAM No documentation. D3D11_MESSAGE_ID_SUBMITDECODERBUFFERS_NULLPARAM D3D11_MESSAGE_ID_SUBMITDECODERBUFFERS_NULLPARAM No documentation. D3D11_MESSAGE_ID_SUBMITDECODERBUFFERS_INVALIDTYPE D3D11_MESSAGE_ID_SUBMITDECODERBUFFERS_INVALIDTYPE No documentation. D3D11_MESSAGE_ID_DECODEREXTENSION_NULLPARAM D3D11_MESSAGE_ID_DECODEREXTENSION_NULLPARAM No documentation. D3D11_MESSAGE_ID_DECODEREXTENSION_INVALIDRESOURCE D3D11_MESSAGE_ID_DECODEREXTENSION_INVALIDRESOURCE No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_NULLPARAM D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_NULLPARAM No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDFRAMEFORMAT D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDFRAMEFORMAT No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDUSAGE D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDUSAGE No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDINPUTFRAMERATE D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDINPUTFRAMERATE No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDOUTPUTFRAMERATE D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDOUTPUTFRAMERATE No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDWIDTHHEIGHT D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDWIDTHHEIGHT No documentation. D3D11_MESSAGE_ID_GETVIDEOPROCESSORCONTENTDESC_NULLPARAM D3D11_MESSAGE_ID_GETVIDEOPROCESSORCONTENTDESC_NULLPARAM No documentation. D3D11_MESSAGE_ID_CHECKVIDEOPROCESSORFORMAT_NULLPARAM D3D11_MESSAGE_ID_CHECKVIDEOPROCESSORFORMAT_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETVIDEOPROCESSORCAPS_NULLPARAM D3D11_MESSAGE_ID_GETVIDEOPROCESSORCAPS_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETVIDEOPROCESSORRATECONVERSIONCAPS_NULLPARAM D3D11_MESSAGE_ID_GETVIDEOPROCESSORRATECONVERSIONCAPS_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETVIDEOPROCESSORRATECONVERSIONCAPS_INVALIDINDEX D3D11_MESSAGE_ID_GETVIDEOPROCESSORRATECONVERSIONCAPS_INVALIDINDEX No documentation. D3D11_MESSAGE_ID_GETVIDEOPROCESSORCUSTOMRATE_NULLPARAM D3D11_MESSAGE_ID_GETVIDEOPROCESSORCUSTOMRATE_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETVIDEOPROCESSORCUSTOMRATE_INVALIDINDEX D3D11_MESSAGE_ID_GETVIDEOPROCESSORCUSTOMRATE_INVALIDINDEX No documentation. D3D11_MESSAGE_ID_GETVIDEOPROCESSORFILTERRANGE_NULLPARAM D3D11_MESSAGE_ID_GETVIDEOPROCESSORFILTERRANGE_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETVIDEOPROCESSORFILTERRANGE_UNSUPPORTED D3D11_MESSAGE_ID_GETVIDEOPROCESSORFILTERRANGE_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOR_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOR_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOR_NULLPARAM D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOR_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTTARGETRECT_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTTARGETRECT_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTBACKGROUNDCOLOR_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTBACKGROUNDCOLOR_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTBACKGROUNDCOLOR_INVALIDALPHA D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTBACKGROUNDCOLOR_INVALIDALPHA No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCOLORSPACE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCOLORSPACE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_UNSUPPORTED D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_INVALIDFILLMODE D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_INVALIDFILLMODE No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCONSTRICTION_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCONSTRICTION_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSTEREOMODE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSTEREOMODE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSTEREOMODE_UNSUPPORTED D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSTEREOMODE_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTEXTENSION_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTEXTENSION_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTTARGETRECT_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTTARGETRECT_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTBACKGROUNDCOLOR_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTBACKGROUNDCOLOR_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCOLORSPACE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCOLORSPACE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTALPHAFILLMODE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTALPHAFILLMODE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCONSTRICTION_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCONSTRICTION_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCONSTRICTION_UNSUPPORTED D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCONSTRICTION_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCONSTRICTION_INVALIDSIZE D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCONSTRICTION_INVALIDSIZE No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTSTEREOMODE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTSTEREOMODE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTEXTENSION_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTEXTENSION_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFRAMEFORMAT_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFRAMEFORMAT_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFRAMEFORMAT_INVALIDFORMAT D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFRAMEFORMAT_INVALIDFORMAT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFRAMEFORMAT_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFRAMEFORMAT_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_INVALIDRATE D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_INVALIDRATE No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_INVALIDFLAG D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_INVALIDFLAG No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSOURCERECT_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSOURCERECT_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSOURCERECT_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSOURCERECT_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSOURCERECT_INVALIDRECT D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSOURCERECT_INVALIDRECT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMDESTRECT_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMDESTRECT_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMDESTRECT_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMDESTRECT_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMDESTRECT_INVALIDRECT D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMDESTRECT_INVALIDRECT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_INVALIDALPHA D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_INVALIDALPHA No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_INVALIDCOUNT D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_INVALIDCOUNT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_INVALIDALPHA D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_INVALIDALPHA No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_INVALIDRATIO D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_INVALIDRATIO No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_INVALIDRANGE D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_INVALIDRANGE No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_UNSUPPORTED D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_UNSUPPORTED D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_FLIPUNSUPPORTED D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_FLIPUNSUPPORTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_MONOOFFSETUNSUPPORTED D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_MONOOFFSETUNSUPPORTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_FORMATUNSUPPORTED D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_FORMATUNSUPPORTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_INVALIDFORMAT D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_INVALIDFORMAT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMAUTOPROCESSINGMODE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMAUTOPROCESSINGMODE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMAUTOPROCESSINGMODE_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMAUTOPROCESSINGMODE_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_INVALIDFILTER D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_INVALIDFILTER No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_UNSUPPORTED D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_INVALIDLEVEL D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_INVALIDLEVEL No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMEXTENSION_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMEXTENSION_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMEXTENSION_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMEXTENSION_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFRAMEFORMAT_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFRAMEFORMAT_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMOUTPUTRATE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMOUTPUTRATE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSOURCERECT_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSOURCERECT_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMDESTRECT_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMDESTRECT_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMALPHA_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMALPHA_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPALETTE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPALETTE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPIXELASPECTRATIO_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPIXELASPECTRATIO_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMLUMAKEY_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMLUMAKEY_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSTEREOFORMAT_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSTEREOFORMAT_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMAUTOPROCESSINGMODE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMAUTOPROCESSINGMODE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFILTER_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFILTER_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMEXTENSION_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMEXTENSION_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMEXTENSION_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMEXTENSION_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDSTREAMCOUNT D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDSTREAMCOUNT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_TARGETRECT D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_TARGETRECT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDOUTPUT D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDOUTPUT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDPASTFRAMES D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDPASTFRAMES No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDFUTUREFRAMES D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDFUTUREFRAMES No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDSOURCERECT D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDSOURCERECT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDDESTRECT D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDDESTRECT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDINPUTRESOURCE D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDINPUTRESOURCE No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDARRAYSIZE D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDARRAYSIZE No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDARRAY D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDARRAY No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_RIGHTEXPECTED D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_RIGHTEXPECTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_RIGHTNOTEXPECTED D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_RIGHTNOTEXPECTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_STEREONOTENABLED D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_STEREONOTENABLED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDRIGHTRESOURCE D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDRIGHTRESOURCE No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_NOSTEREOSTREAMS D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_NOSTEREOSTREAMS No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INPUTHAZARD D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INPUTHAZARD No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_OUTPUTHAZARD D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_OUTPUTHAZARD No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_NULLPARAM D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_NULLPARAM No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDTYPE D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDTYPE No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDBIND D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDBIND No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_UNSUPPORTEDFORMAT D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_UNSUPPORTEDFORMAT No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDMIP D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDMIP No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_UNSUPPORTEMIP D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_UNSUPPORTEMIP No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDARRAYSIZE D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDARRAYSIZE No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDARRAY D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDARRAY No documentation. D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDDIMENSION D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDDIMENSION No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_NULLPARAM D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_NULLPARAM No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDTYPE D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDTYPE No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDBIND D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDBIND No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMISC D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMISC No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDUSAGE D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDUSAGE No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDFORMAT D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDFORMAT No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDFOURCC D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDFOURCC No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMIP D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMIP No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_UNSUPPORTEDMIP D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_UNSUPPORTEDMIP No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDARRAYSIZE D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDARRAYSIZE No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDARRAY D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDARRAY No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDDIMENSION D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDDIMENSION No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_NULLPARAM D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_NULLPARAM No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDTYPE D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDTYPE No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDBIND D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDBIND No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDFORMAT D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDFORMAT No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDMIP D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDMIP No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_UNSUPPORTEDMIP D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_UNSUPPORTEDMIP No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_UNSUPPORTEDARRAY D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_UNSUPPORTEDARRAY No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDARRAY D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDARRAY No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDDIMENSION D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDDIMENSION No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_FORCED_SAMPLE_COUNT D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_FORCED_SAMPLE_COUNT No documentation. D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDLOGICOPS D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDLOGICOPS No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDARRAYWITHDECODER D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDARRAYWITHDECODER No documentation. D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDARRAYWITHDECODER D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDARRAYWITHDECODER No documentation. D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDARRAYWITHDECODER D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDARRAYWITHDECODER No documentation. D3D11_MESSAGE_ID_DEVICE_LOCKEDOUT_INTERFACE D3D11_MESSAGE_ID_DEVICE_LOCKEDOUT_INTERFACE No documentation. D3D11_MESSAGE_ID_REF_WARNING_ATOMIC_INCONSISTENT D3D11_MESSAGE_ID_REF_WARNING_ATOMIC_INCONSISTENT No documentation. D3D11_MESSAGE_ID_REF_WARNING_READING_UNINITIALIZED_RESOURCE D3D11_MESSAGE_ID_REF_WARNING_READING_UNINITIALIZED_RESOURCE No documentation. D3D11_MESSAGE_ID_REF_WARNING_RAW_HAZARD D3D11_MESSAGE_ID_REF_WARNING_RAW_HAZARD No documentation. D3D11_MESSAGE_ID_REF_WARNING_WAR_HAZARD D3D11_MESSAGE_ID_REF_WARNING_WAR_HAZARD No documentation. D3D11_MESSAGE_ID_REF_WARNING_WAW_HAZARD D3D11_MESSAGE_ID_REF_WARNING_WAW_HAZARD No documentation. D3D11_MESSAGE_ID_CREATECRYPTOSESSION_NULLPARAM D3D11_MESSAGE_ID_CREATECRYPTOSESSION_NULLPARAM No documentation. D3D11_MESSAGE_ID_CREATECRYPTOSESSION_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATECRYPTOSESSION_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_GETCRYPTOTYPE_NULLPARAM D3D11_MESSAGE_ID_GETCRYPTOTYPE_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETDECODERPROFILE_NULLPARAM D3D11_MESSAGE_ID_GETDECODERPROFILE_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETCRYPTOSESSIONCERTIFICATESIZE_NULLPARAM D3D11_MESSAGE_ID_GETCRYPTOSESSIONCERTIFICATESIZE_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETCRYPTOSESSIONCERTIFICATE_NULLPARAM D3D11_MESSAGE_ID_GETCRYPTOSESSIONCERTIFICATE_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETCRYPTOSESSIONCERTIFICATE_WRONGSIZE D3D11_MESSAGE_ID_GETCRYPTOSESSIONCERTIFICATE_WRONGSIZE No documentation. D3D11_MESSAGE_ID_GETCRYPTOSESSIONHANDLE_WRONGSIZE D3D11_MESSAGE_ID_GETCRYPTOSESSIONHANDLE_WRONGSIZE No documentation. D3D11_MESSAGE_ID_NEGOTIATECRPYTOSESSIONKEYEXCHANGE_NULLPARAM D3D11_MESSAGE_ID_NEGOTIATECRPYTOSESSIONKEYEXCHANGE_NULLPARAM No documentation. D3D11_MESSAGE_ID_ENCRYPTIONBLT_UNSUPPORTED D3D11_MESSAGE_ID_ENCRYPTIONBLT_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_ENCRYPTIONBLT_NULLPARAM D3D11_MESSAGE_ID_ENCRYPTIONBLT_NULLPARAM No documentation. D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_WRONGDEVICE D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_WRONGDEVICE No documentation. D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_WRONGDEVICE D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_WRONGDEVICE No documentation. D3D11_MESSAGE_ID_ENCRYPTIONBLT_FORMAT_MISMATCH D3D11_MESSAGE_ID_ENCRYPTIONBLT_FORMAT_MISMATCH No documentation. D3D11_MESSAGE_ID_ENCRYPTIONBLT_SIZE_MISMATCH D3D11_MESSAGE_ID_ENCRYPTIONBLT_SIZE_MISMATCH No documentation. D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_MULTISAMPLED D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_MULTISAMPLED No documentation. D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_NOT_STAGING D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_NOT_STAGING No documentation. D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_MAPPED D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_MAPPED No documentation. D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_MAPPED D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_MAPPED No documentation. D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_OFFERED D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_OFFERED No documentation. D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_OFFERED D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_OFFERED No documentation. D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_CONTENT_UNDEFINED D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_CONTENT_UNDEFINED No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_UNSUPPORTED D3D11_MESSAGE_ID_DECRYPTIONBLT_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_NULLPARAM D3D11_MESSAGE_ID_DECRYPTIONBLT_NULLPARAM No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_WRONGDEVICE D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_WRONGDEVICE No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_WRONGDEVICE D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_WRONGDEVICE No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_FORMAT_MISMATCH D3D11_MESSAGE_ID_DECRYPTIONBLT_FORMAT_MISMATCH No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_SIZE_MISMATCH D3D11_MESSAGE_ID_DECRYPTIONBLT_SIZE_MISMATCH No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_MULTISAMPLED D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_MULTISAMPLED No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_NOT_STAGING D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_NOT_STAGING No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_NOT_RENDER_TARGET D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_NOT_RENDER_TARGET No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_MAPPED D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_MAPPED No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_MAPPED D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_MAPPED No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_OFFERED D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_OFFERED No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_OFFERED D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_OFFERED No documentation. D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_CONTENT_UNDEFINED D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_CONTENT_UNDEFINED No documentation. D3D11_MESSAGE_ID_STARTSESSIONKEYREFRESH_NULLPARAM D3D11_MESSAGE_ID_STARTSESSIONKEYREFRESH_NULLPARAM No documentation. D3D11_MESSAGE_ID_STARTSESSIONKEYREFRESH_INVALIDSIZE D3D11_MESSAGE_ID_STARTSESSIONKEYREFRESH_INVALIDSIZE No documentation. D3D11_MESSAGE_ID_FINISHSESSIONKEYREFRESH_NULLPARAM D3D11_MESSAGE_ID_FINISHSESSIONKEYREFRESH_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETENCRYPTIONBLTKEY_NULLPARAM D3D11_MESSAGE_ID_GETENCRYPTIONBLTKEY_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETENCRYPTIONBLTKEY_INVALIDSIZE D3D11_MESSAGE_ID_GETENCRYPTIONBLTKEY_INVALIDSIZE No documentation. D3D11_MESSAGE_ID_GETCONTENTPROTECTIONCAPS_NULLPARAM D3D11_MESSAGE_ID_GETCONTENTPROTECTIONCAPS_NULLPARAM No documentation. D3D11_MESSAGE_ID_CHECKCRYPTOKEYEXCHANGE_NULLPARAM D3D11_MESSAGE_ID_CHECKCRYPTOKEYEXCHANGE_NULLPARAM No documentation. D3D11_MESSAGE_ID_CHECKCRYPTOKEYEXCHANGE_INVALIDINDEX D3D11_MESSAGE_ID_CHECKCRYPTOKEYEXCHANGE_INVALIDINDEX No documentation. D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_NULLPARAM D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_NULLPARAM No documentation. D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_UNSUPPORTED D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_INVALIDTYPE D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_INVALIDTYPE No documentation. D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_OUTOFMEMORY_RETURN D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_OUTOFMEMORY_RETURN No documentation. D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATESIZE_INVALIDCHANNEL D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATESIZE_INVALIDCHANNEL No documentation. D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATESIZE_NULLPARAM D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATESIZE_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATE_INVALIDCHANNEL D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATE_INVALIDCHANNEL No documentation. D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATE_NULLPARAM D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATE_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATE_WRONGSIZE D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATE_WRONGSIZE No documentation. D3D11_MESSAGE_ID_NEGOTIATEAUTHENTICATEDCHANNELKEYEXCHANGE_INVALIDCHANNEL D3D11_MESSAGE_ID_NEGOTIATEAUTHENTICATEDCHANNELKEYEXCHANGE_INVALIDCHANNEL No documentation. D3D11_MESSAGE_ID_NEGOTIATEAUTHENTICATEDCHANNELKEYEXCHANGE_NULLPARAM D3D11_MESSAGE_ID_NEGOTIATEAUTHENTICATEDCHANNELKEYEXCHANGE_NULLPARAM No documentation. D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_NULLPARAM D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_NULLPARAM No documentation. D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_WRONGCHANNEL D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_WRONGCHANNEL No documentation. D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_UNSUPPORTEDQUERY D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_UNSUPPORTEDQUERY No documentation. D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_WRONGSIZE D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_WRONGSIZE No documentation. D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_INVALIDPROCESSINDEX D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_INVALIDPROCESSINDEX No documentation. D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_NULLPARAM D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_NULLPARAM No documentation. D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_WRONGCHANNEL D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_WRONGCHANNEL No documentation. D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_UNSUPPORTEDCONFIGURE D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_UNSUPPORTEDCONFIGURE No documentation. D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_WRONGSIZE D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_WRONGSIZE No documentation. D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_INVALIDPROCESSIDTYPE D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_INVALIDPROCESSIDTYPE No documentation. D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT No documentation. D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT No documentation. D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT No documentation. D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT No documentation. D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT No documentation. D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT No documentation. D3D11_MESSAGE_ID_NEGOTIATECRPYTOSESSIONKEYEXCHANGE_INVALIDSIZE D3D11_MESSAGE_ID_NEGOTIATECRPYTOSESSIONKEYEXCHANGE_INVALIDSIZE No documentation. D3D11_MESSAGE_ID_NEGOTIATEAUTHENTICATEDCHANNELKEYEXCHANGE_INVALIDSIZE D3D11_MESSAGE_ID_NEGOTIATEAUTHENTICATEDCHANNELKEYEXCHANGE_INVALIDSIZE No documentation. D3D11_MESSAGE_ID_OFFERRESOURCES_INVALIDPRIORITY D3D11_MESSAGE_ID_OFFERRESOURCES_INVALIDPRIORITY No documentation. D3D11_MESSAGE_ID_GETCRYPTOSESSIONHANDLE_OUTOFMEMORY D3D11_MESSAGE_ID_GETCRYPTOSESSIONHANDLE_OUTOFMEMORY No documentation. D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_NULLPARAM D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_NULLPARAM No documentation. D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_INVALIDTYPE D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_INVALIDTYPE No documentation. D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_INVALIDBIND D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_INVALIDBIND No documentation. D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_INVALIDARRAY D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_INVALIDARRAY No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_INVALID D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_INVALID No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_UNSUPPORTED D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMROTATION_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMROTATION_NULLPARAM No documentation. D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDVIEW D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDVIEW No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEEXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_SHADEREXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_SHADEREXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEEXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_SHADEREXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_SHADEREXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEEXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_SHADEREXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_SHADEREXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEEXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_SHADEREXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_SHADEREXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEEXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_SHADEREXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_SHADEREXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEEXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_SHADEREXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_SHADEREXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEEXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEEXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_SHADEREXTENSIONSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_SHADEREXTENSIONSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_MINPRECISION D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_MINPRECISION No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_UNSUPPORTED D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_UNSUPPORTED D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_UAVSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_UAVSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_UAVSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_UAVSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_UAVSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_UAVSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_UAVSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_UAVSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UAVSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UAVSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_UAVSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_UAVSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_UAVSNOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_UAVSNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_INVALIDOFFSET D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_INVALIDOFFSET No documentation. D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_TOOMANYVIEWS D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_TOOMANYVIEWS No documentation. D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_NOTSUPPORTED D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_NOTSUPPORTED No documentation. D3D11_MESSAGE_ID_SWAPDEVICECONTEXTSTATE_NOTSUPPORTED D3D11_MESSAGE_ID_SWAPDEVICECONTEXTSTATE_NOTSUPPORTED No documentation. D3D11_MESSAGE_ID_UPDATESUBRESOURCE_PREFERUPDATESUBRESOURCE1 D3D11_MESSAGE_ID_UPDATESUBRESOURCE_PREFERUPDATESUBRESOURCE1 No documentation. D3D11_MESSAGE_ID_GETDC_INACCESSIBLE D3D11_MESSAGE_ID_GETDC_INACCESSIBLE No documentation. D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDRECT D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDRECT No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLE_MASK_IGNORED_ON_FL9 D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLE_MASK_IGNORED_ON_FL9 No documentation. D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE1_NOT_SUPPORTED D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE1_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BY_NAME_NOT_SUPPORTED D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BY_NAME_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_ENQUEUESETEVENT_NOT_SUPPORTED D3D11_MESSAGE_ID_ENQUEUESETEVENT_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_OFFERRELEASE_NOT_SUPPORTED D3D11_MESSAGE_ID_OFFERRELEASE_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_OFFERRESOURCES_INACCESSIBLE D3D11_MESSAGE_ID_OFFERRESOURCES_INACCESSIBLE No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMSAA D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMSAA No documentation. D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDMSAA D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDMSAA No documentation. D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDSOURCERECT D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDSOURCERECT No documentation. D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_EMPTYRECT D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_EMPTYRECT No documentation. D3D11_MESSAGE_ID_UPDATESUBRESOURCE_EMPTYDESTBOX D3D11_MESSAGE_ID_UPDATESUBRESOURCE_EMPTYDESTBOX No documentation. D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_EMPTYSOURCEBOX D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_EMPTYSOURCEBOX No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_LOGIC_OPS D3D11_MESSAGE_ID_DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_LOGIC_OPS No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_DEPTHSTENCILVIEW_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_DEPTHSTENCILVIEW_NOT_SET No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET_DUE_TO_FLIP_PRESENT D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET_DUE_TO_FLIP_PRESENT No documentation. D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET_DUE_TO_FLIP_PRESENT D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET_DUE_TO_FLIP_PRESENT No documentation. D3D11_MESSAGE_ID_GETDATAFORNEWHARDWAREKEY_NULLPARAM D3D11_MESSAGE_ID_GETDATAFORNEWHARDWAREKEY_NULLPARAM No documentation. D3D11_MESSAGE_ID_CHECKCRYPTOSESSIONSTATUS_NULLPARAM D3D11_MESSAGE_ID_CHECKCRYPTOSESSIONSTATUS_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETCRYPTOSESSIONPRIVATEDATASIZE_NULLPARAM D3D11_MESSAGE_ID_GETCRYPTOSESSIONPRIVATEDATASIZE_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETVIDEODECODERCAPS_NULLPARAM D3D11_MESSAGE_ID_GETVIDEODECODERCAPS_NULLPARAM No documentation. D3D11_MESSAGE_ID_GETVIDEODECODERCAPS_ZEROWIDTHHEIGHT D3D11_MESSAGE_ID_GETVIDEODECODERCAPS_ZEROWIDTHHEIGHT No documentation. D3D11_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_NULLPARAM D3D11_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_NULLPARAM No documentation. D3D11_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE D3D11_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE No documentation. D3D11_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT D3D11_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT No documentation. D3D11_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_NULLPARAM D3D11_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_UNSUPPORTED D3D11_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_NULLPARAM D3D11_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_UNSUPPORTED D3D11_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_CHECKVIDEOPROCESSORFORMATCONVERSION_NULLPARAM D3D11_MESSAGE_ID_CHECKVIDEOPROCESSORFORMATCONVERSION_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCOLORSPACE1_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCOLORSPACE1_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCOLORSPACE1_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCOLORSPACE1_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_UNSUPPORTED D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_UNSUPPORTED No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE1_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE1_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMMIRROR_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMMIRROR_NULLPARAM No documentation. D3D11_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_NULLPARAM D3D11_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_NULLPARAM No documentation. D3D11_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE D3D11_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE No documentation. D3D11_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT D3D11_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSHADERUSAGE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSHADERUSAGE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTSHADERUSAGE_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTSHADERUSAGE_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSTREAMCOUNT D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSTREAMCOUNT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_TARGETRECT D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_TARGETRECT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSOURCERECT D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSOURCERECT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDDESTRECT D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDDESTRECT No documentation. D3D11_MESSAGE_ID_GETCRYPTOSESSIONPRIVATEDATASIZE_INVALID_KEY_EXCHANGE_TYPE D3D11_MESSAGE_ID_GETCRYPTOSESSIONPRIVATEDATASIZE_INVALID_KEY_EXCHANGE_TYPE No documentation. D3D11_MESSAGE_ID_D3D11_1_MESSAGES_END D3D11_MESSAGE_ID_D3D11_1_MESSAGES_END No documentation. D3D11_MESSAGE_ID_D3D11_2_MESSAGES_START D3D11_MESSAGE_ID_D3D11_2_MESSAGES_START No documentation. D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDUSAGE D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDUSAGE No documentation. D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDUSAGE D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDUSAGE No documentation. D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDUSAGE D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDUSAGE No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_STEPRATE_NOT_1 D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_STEPRATE_NOT_1 No documentation. D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_INSTANCING_NOT_SUPPORTED D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_INSTANCING_NOT_SUPPORTED No documentation. D3D11_MESSAGE_ID_UPDATETILEMAPPINGS_INVALID_PARAMETER D3D11_MESSAGE_ID_UPDATETILEMAPPINGS_INVALID_PARAMETER No documentation. D3D11_MESSAGE_ID_COPYTILEMAPPINGS_INVALID_PARAMETER D3D11_MESSAGE_ID_COPYTILEMAPPINGS_INVALID_PARAMETER No documentation. D3D11_MESSAGE_ID_COPYTILES_INVALID_PARAMETER D3D11_MESSAGE_ID_COPYTILES_INVALID_PARAMETER No documentation. D3D11_MESSAGE_ID_UPDATETILES_INVALID_PARAMETER D3D11_MESSAGE_ID_UPDATETILES_INVALID_PARAMETER No documentation. D3D11_MESSAGE_ID_RESIZETILEPOOL_INVALID_PARAMETER D3D11_MESSAGE_ID_RESIZETILEPOOL_INVALID_PARAMETER No documentation. D3D11_MESSAGE_ID_TILEDRESOURCEBARRIER_INVALID_PARAMETER D3D11_MESSAGE_ID_TILEDRESOURCEBARRIER_INVALID_PARAMETER No documentation. D3D11_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_WARNING D3D11_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_WARNING No documentation. D3D11_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_ERROR D3D11_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_ERROR No documentation. D3D11_MESSAGE_ID_DIRTY_TILE_MAPPING_ACCESS D3D11_MESSAGE_ID_DIRTY_TILE_MAPPING_ACCESS No documentation. D3D11_MESSAGE_ID_DUPLICATE_TILE_MAPPINGS_IN_COVERED_AREA D3D11_MESSAGE_ID_DUPLICATE_TILE_MAPPINGS_IN_COVERED_AREA No documentation. D3D11_MESSAGE_ID_TILE_MAPPINGS_IN_COVERED_AREA_DUPLICATED_OUTSIDE D3D11_MESSAGE_ID_TILE_MAPPINGS_IN_COVERED_AREA_DUPLICATED_OUTSIDE No documentation. D3D11_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INCOMPATIBLE_RESOURCES D3D11_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INCOMPATIBLE_RESOURCES No documentation. D3D11_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INPUT_AND_OUTPUT D3D11_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INPUT_AND_OUTPUT No documentation. D3D11_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_INVALIDFLAGS D3D11_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_INVALIDFLAGS No documentation. D3D11_MESSAGE_ID_GETRESOURCETILING_NONTILED_RESOURCE D3D11_MESSAGE_ID_GETRESOURCETILING_NONTILED_RESOURCE No documentation. D3D11_MESSAGE_ID_RESIZETILEPOOL_SHRINK_WITH_MAPPINGS_STILL_DEFINED_PAST_END D3D11_MESSAGE_ID_RESIZETILEPOOL_SHRINK_WITH_MAPPINGS_STILL_DEFINED_PAST_END No documentation. D3D11_MESSAGE_ID_NEED_TO_CALL_TILEDRESOURCEBARRIER D3D11_MESSAGE_ID_NEED_TO_CALL_TILEDRESOURCEBARRIER No documentation. D3D11_MESSAGE_ID_CREATEDEVICE_INVALIDARGS D3D11_MESSAGE_ID_CREATEDEVICE_INVALIDARGS No documentation. D3D11_MESSAGE_ID_CREATEDEVICE_WARNING D3D11_MESSAGE_ID_CREATEDEVICE_WARNING No documentation. D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWUINT_HAZARD D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWUINT_HAZARD No documentation. D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_HAZARD D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_HAZARD No documentation. D3D11_MESSAGE_ID_TILED_RESOURCE_TIER_1_BUFFER_TEXTURE_MISMATCH D3D11_MESSAGE_ID_TILED_RESOURCE_TIER_1_BUFFER_TEXTURE_MISMATCH No documentation. D3D11_MESSAGE_ID_CREATE_CRYPTOSESSION D3D11_MESSAGE_ID_CREATE_CRYPTOSESSION No documentation. D3D11_MESSAGE_ID_CREATE_AUTHENTICATEDCHANNEL D3D11_MESSAGE_ID_CREATE_AUTHENTICATEDCHANNEL No documentation. D3D11_MESSAGE_ID_LIVE_CRYPTOSESSION D3D11_MESSAGE_ID_LIVE_CRYPTOSESSION No documentation. D3D11_MESSAGE_ID_LIVE_AUTHENTICATEDCHANNEL D3D11_MESSAGE_ID_LIVE_AUTHENTICATEDCHANNEL No documentation. D3D11_MESSAGE_ID_DESTROY_CRYPTOSESSION D3D11_MESSAGE_ID_DESTROY_CRYPTOSESSION No documentation. D3D11_MESSAGE_ID_DESTROY_AUTHENTICATEDCHANNEL D3D11_MESSAGE_ID_DESTROY_AUTHENTICATEDCHANNEL No documentation. D3D11_MESSAGE_ID_D3D11_2_MESSAGES_END D3D11_MESSAGE_ID_D3D11_2_MESSAGES_END No documentation. D3D11_MESSAGE_ID_D3D11_3_MESSAGES_START D3D11_MESSAGE_ID_D3D11_3_MESSAGES_START No documentation. D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALID_CONSERVATIVERASTERMODE D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALID_CONSERVATIVERASTERMODE No documentation. D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_SYSTEMVALUE D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_SYSTEMVALUE No documentation. D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDCONTEXTTYPE D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDCONTEXTTYPE No documentation. D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_DECODENOTSUPPORTED D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_DECODENOTSUPPORTED No documentation. D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_ENCODENOTSUPPORTED D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_ENCODENOTSUPPORTED No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDPLANEINDEX D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDPLANEINDEX No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDVIDEOPLANEINDEX D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDVIDEOPLANEINDEX No documentation. D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_AMBIGUOUSVIDEOPLANEINDEX D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_AMBIGUOUSVIDEOPLANEINDEX No documentation. D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDPLANEINDEX D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDPLANEINDEX No documentation. D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDVIDEOPLANEINDEX D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDVIDEOPLANEINDEX No documentation. D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_AMBIGUOUSVIDEOPLANEINDEX D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_AMBIGUOUSVIDEOPLANEINDEX No documentation. D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDPLANEINDEX D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDPLANEINDEX No documentation. D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDVIDEOPLANEINDEX D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDVIDEOPLANEINDEX No documentation. D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_AMBIGUOUSVIDEOPLANEINDEX D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_AMBIGUOUSVIDEOPLANEINDEX No documentation. D3D11_MESSAGE_ID_JPEGDECODE_INVALIDSCANDATAOFFSET D3D11_MESSAGE_ID_JPEGDECODE_INVALIDSCANDATAOFFSET No documentation. D3D11_MESSAGE_ID_JPEGDECODE_NOTSUPPORTED D3D11_MESSAGE_ID_JPEGDECODE_NOTSUPPORTED No documentation. D3D11_MESSAGE_ID_JPEGDECODE_DIMENSIONSTOOLARGE D3D11_MESSAGE_ID_JPEGDECODE_DIMENSIONSTOOLARGE No documentation. D3D11_MESSAGE_ID_JPEGDECODE_INVALIDCOMPONENTS D3D11_MESSAGE_ID_JPEGDECODE_INVALIDCOMPONENTS No documentation. D3D11_MESSAGE_ID_JPEGDECODE_DESTINATIONNOT2D D3D11_MESSAGE_ID_JPEGDECODE_DESTINATIONNOT2D No documentation. D3D11_MESSAGE_ID_JPEGDECODE_TILEDRESOURCESUNSUPPORTED D3D11_MESSAGE_ID_JPEGDECODE_TILEDRESOURCESUNSUPPORTED No documentation. D3D11_MESSAGE_ID_JPEGDECODE_GUARDRECTSUNSUPPORTED D3D11_MESSAGE_ID_JPEGDECODE_GUARDRECTSUNSUPPORTED No documentation. D3D11_MESSAGE_ID_JPEGDECODE_FORMATUNSUPPORTED D3D11_MESSAGE_ID_JPEGDECODE_FORMATUNSUPPORTED No documentation. D3D11_MESSAGE_ID_JPEGDECODE_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_JPEGDECODE_INVALIDSUBRESOURCE No documentation. D3D11_MESSAGE_ID_JPEGDECODE_INVALIDMIPLEVEL D3D11_MESSAGE_ID_JPEGDECODE_INVALIDMIPLEVEL No documentation. D3D11_MESSAGE_ID_JPEGDECODE_EMPTYDESTBOX D3D11_MESSAGE_ID_JPEGDECODE_EMPTYDESTBOX No documentation. D3D11_MESSAGE_ID_JPEGDECODE_DESTBOXNOT2D D3D11_MESSAGE_ID_JPEGDECODE_DESTBOXNOT2D No documentation. D3D11_MESSAGE_ID_JPEGDECODE_DESTBOXNOTSUB D3D11_MESSAGE_ID_JPEGDECODE_DESTBOXNOTSUB No documentation. D3D11_MESSAGE_ID_JPEGDECODE_DESTBOXESINTERSECT D3D11_MESSAGE_ID_JPEGDECODE_DESTBOXESINTERSECT No documentation. D3D11_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEMISMATCH D3D11_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEMISMATCH No documentation. D3D11_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEMISMATCH D3D11_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEMISMATCH No documentation. D3D11_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEODD D3D11_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEODD No documentation. D3D11_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEODD D3D11_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEODD No documentation. D3D11_MESSAGE_ID_JPEGDECODE_OUTPUTDIMENSIONSTOOLARGE D3D11_MESSAGE_ID_JPEGDECODE_OUTPUTDIMENSIONSTOOLARGE No documentation. D3D11_MESSAGE_ID_JPEGDECODE_NONPOW2SCALEUNSUPPORTED D3D11_MESSAGE_ID_JPEGDECODE_NONPOW2SCALEUNSUPPORTED No documentation. D3D11_MESSAGE_ID_JPEGDECODE_FRACTIONALDOWNSCALETOLARGE D3D11_MESSAGE_ID_JPEGDECODE_FRACTIONALDOWNSCALETOLARGE No documentation. D3D11_MESSAGE_ID_JPEGDECODE_CHROMASIZEMISMATCH D3D11_MESSAGE_ID_JPEGDECODE_CHROMASIZEMISMATCH No documentation. D3D11_MESSAGE_ID_JPEGDECODE_LUMACHROMASIZEMISMATCH D3D11_MESSAGE_ID_JPEGDECODE_LUMACHROMASIZEMISMATCH No documentation. D3D11_MESSAGE_ID_JPEGDECODE_INVALIDNUMDESTINATIONS D3D11_MESSAGE_ID_JPEGDECODE_INVALIDNUMDESTINATIONS No documentation. D3D11_MESSAGE_ID_JPEGDECODE_SUBBOXUNSUPPORTED D3D11_MESSAGE_ID_JPEGDECODE_SUBBOXUNSUPPORTED No documentation. D3D11_MESSAGE_ID_JPEGDECODE_1DESTUNSUPPORTEDFORMAT D3D11_MESSAGE_ID_JPEGDECODE_1DESTUNSUPPORTEDFORMAT No documentation. D3D11_MESSAGE_ID_JPEGDECODE_3DESTUNSUPPORTEDFORMAT D3D11_MESSAGE_ID_JPEGDECODE_3DESTUNSUPPORTEDFORMAT No documentation. D3D11_MESSAGE_ID_JPEGDECODE_SCALEUNSUPPORTED D3D11_MESSAGE_ID_JPEGDECODE_SCALEUNSUPPORTED No documentation. D3D11_MESSAGE_ID_JPEGDECODE_INVALIDSOURCESIZE D3D11_MESSAGE_ID_JPEGDECODE_INVALIDSOURCESIZE No documentation. D3D11_MESSAGE_ID_JPEGDECODE_INVALIDCOPYFLAGS D3D11_MESSAGE_ID_JPEGDECODE_INVALIDCOPYFLAGS No documentation. D3D11_MESSAGE_ID_JPEGDECODE_HAZARD D3D11_MESSAGE_ID_JPEGDECODE_HAZARD No documentation. D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERUSAGE D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERUSAGE No documentation. D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERMISCFLAGS D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERMISCFLAGS No documentation. D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDDSTTEXTUREUSAGE D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDDSTTEXTUREUSAGE No documentation. D3D11_MESSAGE_ID_JPEGDECODE_BACKBUFFERNOTSUPPORTED D3D11_MESSAGE_ID_JPEGDECODE_BACKBUFFERNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPRTEDCOPYFLAGS D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPRTEDCOPYFLAGS No documentation. D3D11_MESSAGE_ID_JPEGENCODE_NOTSUPPORTED D3D11_MESSAGE_ID_JPEGENCODE_NOTSUPPORTED No documentation. D3D11_MESSAGE_ID_JPEGENCODE_INVALIDSCANDATAOFFSET D3D11_MESSAGE_ID_JPEGENCODE_INVALIDSCANDATAOFFSET No documentation. D3D11_MESSAGE_ID_JPEGENCODE_INVALIDCOMPONENTS D3D11_MESSAGE_ID_JPEGENCODE_INVALIDCOMPONENTS No documentation. D3D11_MESSAGE_ID_JPEGENCODE_SOURCENOT2D D3D11_MESSAGE_ID_JPEGENCODE_SOURCENOT2D No documentation. D3D11_MESSAGE_ID_JPEGENCODE_TILEDRESOURCESUNSUPPORTED D3D11_MESSAGE_ID_JPEGENCODE_TILEDRESOURCESUNSUPPORTED No documentation. D3D11_MESSAGE_ID_JPEGENCODE_GUARDRECTSUNSUPPORTED D3D11_MESSAGE_ID_JPEGENCODE_GUARDRECTSUNSUPPORTED No documentation. D3D11_MESSAGE_ID_JPEGENCODE_XSUBSAMPLEMISMATCH D3D11_MESSAGE_ID_JPEGENCODE_XSUBSAMPLEMISMATCH No documentation. D3D11_MESSAGE_ID_JPEGENCODE_YSUBSAMPLEMISMATCH D3D11_MESSAGE_ID_JPEGENCODE_YSUBSAMPLEMISMATCH No documentation. D3D11_MESSAGE_ID_JPEGENCODE_FORMATUNSUPPORTED D3D11_MESSAGE_ID_JPEGENCODE_FORMATUNSUPPORTED No documentation. D3D11_MESSAGE_ID_JPEGENCODE_INVALIDSUBRESOURCE D3D11_MESSAGE_ID_JPEGENCODE_INVALIDSUBRESOURCE No documentation. D3D11_MESSAGE_ID_JPEGENCODE_INVALIDMIPLEVEL D3D11_MESSAGE_ID_JPEGENCODE_INVALIDMIPLEVEL No documentation. D3D11_MESSAGE_ID_JPEGENCODE_DIMENSIONSTOOLARGE D3D11_MESSAGE_ID_JPEGENCODE_DIMENSIONSTOOLARGE No documentation. D3D11_MESSAGE_ID_JPEGENCODE_HAZARD D3D11_MESSAGE_ID_JPEGENCODE_HAZARD No documentation. D3D11_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERUSAGE D3D11_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERUSAGE No documentation. D3D11_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERMISCFLAGS D3D11_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERMISCFLAGS No documentation. D3D11_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDSRCTEXTUREUSAGE D3D11_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDSRCTEXTUREUSAGE No documentation. D3D11_MESSAGE_ID_JPEGENCODE_BACKBUFFERNOTSUPPORTED D3D11_MESSAGE_ID_JPEGENCODE_BACKBUFFERNOTSUPPORTED No documentation. D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_UNSUPPORTEDCONTEXTTTYPEFORQUERY D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_UNSUPPORTEDCONTEXTTTYPEFORQUERY No documentation. D3D11_MESSAGE_ID_FLUSH1_INVALIDCONTEXTTYPE D3D11_MESSAGE_ID_FLUSH1_INVALIDCONTEXTTYPE No documentation. D3D11_MESSAGE_ID_DEVICE_SETHARDWAREPROTECTION_INVALIDCONTEXT D3D11_MESSAGE_ID_DEVICE_SETHARDWAREPROTECTION_INVALIDCONTEXT No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTHDRMETADATA_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTHDRMETADATA_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTHDRMETADATA_INVALIDSIZE D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTHDRMETADATA_INVALIDSIZE No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTHDRMETADATA_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTHDRMETADATA_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTHDRMETADATA_INVALIDSIZE D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTHDRMETADATA_INVALIDSIZE No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMHDRMETADATA_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMHDRMETADATA_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMHDRMETADATA_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMHDRMETADATA_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMHDRMETADATA_INVALIDSIZE D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMHDRMETADATA_INVALIDSIZE No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMHDRMETADATA_NULLPARAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMHDRMETADATA_NULLPARAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMHDRMETADATA_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMHDRMETADATA_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMHDRMETADATA_INVALIDSIZE D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMHDRMETADATA_INVALIDSIZE No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFRAMEFORMAT_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFRAMEFORMAT_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMOUTPUTRATE_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMOUTPUTRATE_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSOURCERECT_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSOURCERECT_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMDESTRECT_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMDESTRECT_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMALPHA_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMALPHA_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPALETTE_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPALETTE_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPIXELASPECTRATIO_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPIXELASPECTRATIO_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMLUMAKEY_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMLUMAKEY_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSTEREOFORMAT_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSTEREOFORMAT_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMAUTOPROCESSINGMODE_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMAUTOPROCESSINGMODE_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFILTER_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFILTER_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMROTATION_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMROTATION_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE1_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE1_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMMIRROR_INVALIDSTREAM D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMMIRROR_INVALIDSTREAM No documentation. D3D11_MESSAGE_ID_CREATE_FENCE D3D11_MESSAGE_ID_CREATE_FENCE No documentation. D3D11_MESSAGE_ID_LIVE_FENCE D3D11_MESSAGE_ID_LIVE_FENCE No documentation. D3D11_MESSAGE_ID_DESTROY_FENCE D3D11_MESSAGE_ID_DESTROY_FENCE No documentation. D3D11_MESSAGE_ID_D3D11_3_MESSAGES_END D3D11_MESSAGE_ID_D3D11_3_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

Defines a message other than corruption, error, warning, or information.

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476187 D3D11_MESSAGE_SEVERITY_MESSAGE D3D11_MESSAGE_SEVERITY_MESSAGE

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

Do not use this enumeration constant. It is for internal use only.

ff476205 D3D11_RLDO_IGNORE_INTERNAL D3D11_RLDO_IGNORE_INTERNAL
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 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

Set this flag to enable the use of NT HANDLE values when you create a shared resource. By enabling this flag, you deprecate the use of existing HANDLE values.

When you use this flag, you must combine it with the flag by using a bitwise OR operation. The resulting value specifies a new shared resource type that directs the runtime to use NT HANDLE values for the shared resource. The runtime then must confirm that the shared resource works on all hardware at the specified feature level.

Without this flag set, the runtime does not strictly validate shared resource parameters (that is, formats, flags, usage, and so on). When the runtime does not validate shared resource parameters, behavior of much of the Direct3D API might be undefined and might vary from driver to driver.

Direct3D 11 and earlier:??This value is not supported until Direct3D 11.1.

ff476203 D3D11_RESOURCE_MISC_SHARED_NTHANDLE D3D11_RESOURCE_MISC_SHARED_NTHANDLE

Set this flag to indicate that the resource might contain protected content; therefore, the operating system should use the resource only when the driver and hardware support content protection. If the driver and hardware do not support content protection and you try to create a resource with this flag, the resource creation fails.

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476203 D3D11_RESOURCE_MISC_RESTRICTED_CONTENT D3D11_RESOURCE_MISC_RESTRICTED_CONTENT

Set this flag to indicate that the operating system restricts access to the shared surface. You can use this flag together with the flag and only when you create a shared surface. The process that creates the shared resource can always open the shared resource.

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476203 D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE

Set this flag to indicate that the driver restricts access to the shared surface. You can use this flag in conjunction with the flag and only when you create a shared surface. The process that creates the shared resource can always open the shared resource.

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476203 D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE_DRIVER D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE_DRIVER

Set this flag to indicate that the resource is guarded. Such a resource is returned by the (DirectComposition) and (Windows Runtime) APIs. For these APIs, you provide a region of interest (ROI) on a surface to update. This surface isn't compatible with multiple render targets (MRT).

A guarded resource automatically restricts all writes to the region that is related to one of the preceding APIs. Additionally, the resource enforces access to the ROI with these restrictions:

  • Copy operations from the resource by using or are restricted to only copy from the ROI.
  • When a guarded resource is set as a render target, it must be the only target.

Direct3D 11:??This value is not supported until Direct3D 11.1.

ff476203 D3D11_RESOURCE_MISC_GUARDED D3D11_RESOURCE_MISC_GUARDED

Set this flag to indicate that the resource is a tile pool.

Direct3D 11:??This value is not supported until Direct3D 11.2.

ff476203 D3D11_RESOURCE_MISC_TILE_POOL D3D11_RESOURCE_MISC_TILE_POOL

Set this flag to indicate that the resource is a tiled resource.

Direct3D 11:??This value is not supported until Direct3D 11.2.

ff476203 D3D11_RESOURCE_MISC_TILED D3D11_RESOURCE_MISC_TILED

Set this flag to indicate that the resource should be created such that it will be protected by the hardware. Resource creation will fail if hardware content protection is not supported.

This flag has the following restrictions:

  • This flag cannot be used with the following values:
  • This flag cannot be used with the following values.
  • No CPU access flags can be specified.
Note??

Creating a texture using this flag does not automatically guarantee that hardware protection will be enabled for the underlying allocation. Some implementations require that the DRM components are first initialized prior to any guarantees of protection.

?

Note?? This enumeration value is supported starting with Windows?10.

ff476203 D3D11_RESOURCE_MISC_HW_PROTECTED D3D11_RESOURCE_MISC_HW_PROTECTED
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 D3DPOOL). 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

Describes the level of support for shader caching in the current graphics driver.

This enum is used by the D3D_FEATURE_DATA_SHADER_CACHE structure.

mt492476 D3D11_SHADER_CACHE_SUPPORT_FLAGS D3D11_SHADER_CACHE_SUPPORT_FLAGS

Indicates that the driver does not support shader caching.

mt492476 D3D11_SHADER_CACHE_SUPPORT_NONE D3D11_SHADER_CACHE_SUPPORT_NONE

Indicates that the driver supports an OS-managed shader cache that stores compiled shaders in memory during the current run of the application.

mt492476 D3D11_SHADER_CACHE_SUPPORT_AUTOMATIC_INPROC_CACHE D3D11_SHADER_CACHE_SUPPORT_AUTOMATIC_INPROC_CACHE

Indicates that the driver supports an OS-managed shader cache that stores compiled shaders on disk to accelerate future runs of the application.

mt492476 D3D11_SHADER_CACHE_SUPPORT_AUTOMATIC_DISK_CACHE D3D11_SHADER_CACHE_SUPPORT_AUTOMATIC_DISK_CACHE
Note??This enumeration is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?

Values that specify minimum precision levels at shader stages.

hh404495 D3D11_SHADER_MIN_PRECISION_SUPPORT D3D11_SHADER_MIN_PRECISION_SUPPORT

Minimum precision level is 10-bit.

hh404495 D3D11_SHADER_MIN_PRECISION_10_BIT D3D11_SHADER_MIN_PRECISION_10_BIT

Minimum precision level is 16-bit.

hh404495 D3D11_SHADER_MIN_PRECISION_16_BIT D3D11_SHADER_MIN_PRECISION_16_BIT

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

Options that specify how to perform shader debug tracking.

This enumeration is used by the following methods:

Note?? This API requires the Windows Software Development Kit (SDK) for Windows?8.?
hh404501 D3D11_SHADER_TRACKING_OPTION D3D11_SHADER_TRACKING_OPTION

No debug tracking is performed.

hh404501 D3D11_SHADER_TRACKING_OPTION_IGNORE D3D11_SHADER_TRACKING_OPTION_IGNORE

Track the reading of uninitialized data.

hh404501 D3D11_SHADER_TRACKING_OPTION_TRACK_UNINITIALIZED D3D11_SHADER_TRACKING_OPTION_TRACK_UNINITIALIZED

Track read-after-write hazards.

hh404501 D3D11_SHADER_TRACKING_OPTION_TRACK_RAW D3D11_SHADER_TRACKING_OPTION_TRACK_RAW

Track write-after-read hazards.

hh404501 D3D11_SHADER_TRACKING_OPTION_TRACK_WAR D3D11_SHADER_TRACKING_OPTION_TRACK_WAR

Track write-after-write hazards.

hh404501 D3D11_SHADER_TRACKING_OPTION_TRACK_WAW D3D11_SHADER_TRACKING_OPTION_TRACK_WAW

Track that hazards are allowed in which data is written but the value does not change.

hh404501 D3D11_SHADER_TRACKING_OPTION_ALLOW_SAME D3D11_SHADER_TRACKING_OPTION_ALLOW_SAME

Track that only one type of atomic operation is used on an address.

hh404501 D3D11_SHADER_TRACKING_OPTION_TRACK_ATOMIC_CONSISTENCY D3D11_SHADER_TRACKING_OPTION_TRACK_ATOMIC_CONSISTENCY

Track read-after-write hazards across thread groups.

hh404501 D3D11_SHADER_TRACKING_OPTION_TRACK_RAW_ACROSS_THREADGROUPS D3D11_SHADER_TRACKING_OPTION_TRACK_RAW_ACROSS_THREADGROUPS

Track write-after-read hazards across thread groups.

hh404501 D3D11_SHADER_TRACKING_OPTION_TRACK_WAR_ACROSS_THREADGROUPS D3D11_SHADER_TRACKING_OPTION_TRACK_WAR_ACROSS_THREADGROUPS

Track write-after-write hazards across thread groups.

hh404501 D3D11_SHADER_TRACKING_OPTION_TRACK_WAW_ACROSS_THREADGROUPS D3D11_SHADER_TRACKING_OPTION_TRACK_WAW_ACROSS_THREADGROUPS

Track that only one type of atomic operation is used on an address across thread groups.

hh404501 D3D11_SHADER_TRACKING_OPTION_TRACK_ATOMIC_CONSISTENCY_ACROSS_THREADGROUPS D3D11_SHADER_TRACKING_OPTION_TRACK_ATOMIC_CONSISTENCY_ACROSS_THREADGROUPS

Track hazards that are specific to unordered access views (UAVs).

hh404501 D3D11_SHADER_TRACKING_OPTION_UAV_SPECIFIC_FLAGS D3D11_SHADER_TRACKING_OPTION_UAV_SPECIFIC_FLAGS

Track all hazards.

hh404501 D3D11_SHADER_TRACKING_OPTION_ALL_HAZARDS D3D11_SHADER_TRACKING_OPTION_ALL_HAZARDS

Track all hazards and track that hazards are allowed in which data is written but the value does not change.

hh404501 D3D11_SHADER_TRACKING_OPTION_ALL_HAZARDS_ALLOWING_SAME D3D11_SHADER_TRACKING_OPTION_ALL_HAZARDS_ALLOWING_SAME

All of the preceding tracking options are set except .

hh404501 D3D11_SHADER_TRACKING_OPTION_ALL_OPTIONS D3D11_SHADER_TRACKING_OPTION_ALL_OPTIONS

Indicates which resource types to track.

The or method tracks a specific type of resource.

Note??This API requires the Windows Software Development Kit (SDK) for Windows?8.?
hh404503 D3D11_SHADER_TRACKING_RESOURCE_TYPE D3D11_SHADER_TRACKING_RESOURCE_TYPE

No resource types are tracked.

hh404503 D3D11_SHADER_TRACKING_RESOURCE_TYPE_NONE D3D11_SHADER_TRACKING_RESOURCE_TYPE_NONE

Track device memory that is created with unordered access view (UAV) bind flags.

hh404503 D3D11_SHADER_TRACKING_RESOURCE_TYPE_UAV_DEVICEMEMORY D3D11_SHADER_TRACKING_RESOURCE_TYPE_UAV_DEVICEMEMORY

Track device memory that is created without UAV bind flags.

hh404503 D3D11_SHADER_TRACKING_RESOURCE_TYPE_NON_UAV_DEVICEMEMORY D3D11_SHADER_TRACKING_RESOURCE_TYPE_NON_UAV_DEVICEMEMORY

Track all device memory.

hh404503 D3D11_SHADER_TRACKING_RESOURCE_TYPE_ALL_DEVICEMEMORY D3D11_SHADER_TRACKING_RESOURCE_TYPE_ALL_DEVICEMEMORY

Track all shaders that use group shared memory.

hh404503 D3D11_SHADER_TRACKING_RESOURCE_TYPE_GROUPSHARED_MEMORY D3D11_SHADER_TRACKING_RESOURCE_TYPE_GROUPSHARED_MEMORY

Track all device memory except device memory that is created without UAV bind flags.

hh404503 D3D11_SHADER_TRACKING_RESOURCE_TYPE_ALL_SHARED_MEMORY D3D11_SHADER_TRACKING_RESOURCE_TYPE_ALL_SHARED_MEMORY

Track all device memory except device memory that is created with UAV bind flags.

hh404503 D3D11_SHADER_TRACKING_RESOURCE_TYPE_GROUPSHARED_NON_UAV D3D11_SHADER_TRACKING_RESOURCE_TYPE_GROUPSHARED_NON_UAV

Track all memory on the device.

hh404503 D3D11_SHADER_TRACKING_RESOURCE_TYPE_ALL D3D11_SHADER_TRACKING_RESOURCE_TYPE_ALL

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

Specifies texture layout options.

This enumeration controls the swizzle pattern of default textures and enable map support on default textures. Callers must query to ensure that each option is supported.

The standard swizzle formats applies within each page-sized chunk, and pages are laid out in linear order with respect to one another. A 16-bit interleave pattern defines the conversion from pre-swizzled intra-page location to the post-swizzled location.

To demonstrate, consider the 32bpp swizzle format above. This is represented by the following interleave masks, where bits on the left are most-significant.

UINT xBytesMask = 1010 1010 1000 1111 UINT yMask = 0101 0101 0111 0000

To compute the swizzled address, the following code could be used (where the _pdep_u32 instruction is supported):

UINT swizzledOffset = resourceBaseOffset + _pdep_u32(xOffset, xBytesMask) + _pdep_u32(yOffset, yBytesMask);
dn899168 D3D11_TEXTURE_LAYOUT D3D11_TEXTURE_LAYOUT

The texture layout is undefined, and is selected by the driver.

dn899168 D3D11_TEXTURE_LAYOUT_UNDEFINED D3D11_TEXTURE_LAYOUT_UNDEFINED

Data for the texture is stored in row major (sometimes called pitch-linear) order.

dn899168 D3D11_TEXTURE_LAYOUT_ROW_MAJOR D3D11_TEXTURE_LAYOUT_ROW_MAJOR

A default texture uses the standardized swizzle pattern.

dn899168 D3D11_TEXTURE_LAYOUT_64K_STANDARD_SWIZZLE D3D11_TEXTURE_LAYOUT_64K_STANDARD_SWIZZLE

Identifies how to copy a tile.

dn280439 D3D11_TILE_COPY_FLAG D3D11_TILE_COPY_FLAG

Indicates that the GPU isn't currently referencing any of the portions of destination memory being written.

dn280439 D3D11_TILE_COPY_NO_OVERWRITE D3D11_TILE_COPY_NO_OVERWRITE

Indicates that the operation involves copying a linear buffer to a swizzled tiled resource. This means to copy tile data from the specified buffer location, reading tiles sequentially, to the specified tile region (in x,y,z order if the region is a box), swizzling to optimal hardware memory layout as needed. In this call, you specify the source data with the pBuffer parameter and the destination with the pTiledResource parameter.

dn280439 D3D11_TILE_COPY_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE D3D11_TILE_COPY_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE

Indicates that the operation involves copying a swizzled tiled resource to a linear buffer. This means to copy tile data from the tile region, reading tiles sequentially (in x,y,z order if the region is a box), to the specified buffer location, deswizzling to linear memory layout as needed. In this call, you specify the source data with the pTiledResource parameter and the destination with the pBuffer parameter.

dn280439 D3D11_TILE_COPY_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER D3D11_TILE_COPY_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER
None. None None

Indicates the tier level at which tiled resources are supported.

dn280435 D3D11_TILED_RESOURCES_TIER D3D11_TILED_RESOURCES_TIER

Tiled resources are not supported.

dn280435 D3D11_TILED_RESOURCES_NOT_SUPPORTED D3D11_TILED_RESOURCES_NOT_SUPPORTED

Tier_1 tiled resources are supported.

The device supports calls to CreateTexture2D and so on with the flag.

The device supports calls to CreateBuffer with the flag.

If you access tiles (read or write) that are null-mapped, you get undefined behavior, which includes device-removed. Apps can map all tiles to a single "default" tile to avoid this condition.

dn280435 D3D11_TILED_RESOURCES_TIER_1 D3D11_TILED_RESOURCES_TIER_1

Tier_2 tiled resources are supported.

Superset of Tier_1 functionality, which includes this additional support:

  • On Tier_1, if the size of a texture mipmap level is an integer multiple of the standard tile shape for its format, it is guaranteed to be nonpacked. On Tier_2, this guarantee is expanded to include mipmap levels whose size is at least one standard tile shape. For more info, see .
  • Shader instructions are available for clamping level-of-detail (LOD) and for obtaining status about the shader operation. For info about one of these shader instructions, see Sample(S,float,int,float,uint).
  • Reading from null-mapped tiles treat that sampled value as zero. Writes to null-mapped tiles are discarded.
dn280435 D3D11_TILED_RESOURCES_TIER_2 D3D11_TILED_RESOURCES_TIER_2

Tier_3 tiled resources are supported.

Superset of Tier_2 functionality, Tier 3 is essentially Tier 2 but with the additional support of Texture3D for Tiled Resources.

dn280435 D3D11_TILED_RESOURCES_TIER_3 D3D11_TILED_RESOURCES_TIER_3

Identifies how to perform a tile-mapping operation.

dn280440 D3D11_TILE_MAPPING_FLAG D3D11_TILE_MAPPING_FLAG

Indicates that no overwriting of tiles occurs in the tile-mapping operation.

dn280440 D3D11_TILE_MAPPING_NO_OVERWRITE D3D11_TILE_MAPPING_NO_OVERWRITE
None. None None

Specifies a range of tile mappings to use with .

dn280441 D3D11_TILE_RANGE_FLAG D3D11_TILE_RANGE_FLAG
No documentation. dn280441 D3D11_TILE_RANGE_NULL D3D11_TILE_RANGE_NULL No documentation. dn280441 D3D11_TILE_RANGE_SKIP D3D11_TILE_RANGE_SKIP No documentation. dn280441 D3D11_TILE_RANGE_REUSE_SINGLE_TILE D3D11_TILE_RANGE_REUSE_SINGLE_TILE None. None None

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

Specifies how to access a resource that is used in a video decoding output view.

This enumeration is used with the structure.

hh447636 D3D11_VDOV_DIMENSION D3D11_VDOV_DIMENSION

Not a valid value.

hh447636 D3D11_VDOV_DIMENSION_UNKNOWN D3D11_VDOV_DIMENSION_UNKNOWN

The resource will be accessed as a 2D texture.

hh447636 D3D11_VDOV_DIMENSION_TEXTURE2D D3D11_VDOV_DIMENSION_TEXTURE2D

Specifies a type of compressed buffer for decoding.

hh447642 D3D11_VIDEO_DECODER_BUFFER_TYPE D3D11_VIDEO_DECODER_BUFFER_TYPE

Picture decoding parameter buffer.

hh447642 D3D11_VIDEO_DECODER_BUFFER_PICTURE_PARAMETERS D3D11_VIDEO_DECODER_BUFFER_PICTURE_PARAMETERS

Macroblock control command buffer.

hh447642 D3D11_VIDEO_DECODER_BUFFER_MACROBLOCK_CONTROL D3D11_VIDEO_DECODER_BUFFER_MACROBLOCK_CONTROL

Residual difference block data buffer.

hh447642 D3D11_VIDEO_DECODER_BUFFER_RESIDUAL_DIFFERENCE D3D11_VIDEO_DECODER_BUFFER_RESIDUAL_DIFFERENCE

Deblocking filter control command buffer.

hh447642 D3D11_VIDEO_DECODER_BUFFER_DEBLOCKING_CONTROL D3D11_VIDEO_DECODER_BUFFER_DEBLOCKING_CONTROL

Inverse quantization matrix buffer.

hh447642 D3D11_VIDEO_DECODER_BUFFER_INVERSE_QUANTIZATION_MATRIX D3D11_VIDEO_DECODER_BUFFER_INVERSE_QUANTIZATION_MATRIX

Slice-control buffer.

hh447642 D3D11_VIDEO_DECODER_BUFFER_SLICE_CONTROL D3D11_VIDEO_DECODER_BUFFER_SLICE_CONTROL

Bitstream data buffer.

hh447642 D3D11_VIDEO_DECODER_BUFFER_BITSTREAM D3D11_VIDEO_DECODER_BUFFER_BITSTREAM

Motion vector buffer.

hh447642 D3D11_VIDEO_DECODER_BUFFER_MOTION_VECTOR D3D11_VIDEO_DECODER_BUFFER_MOTION_VECTOR

Film grain synthesis data buffer.

hh447642 D3D11_VIDEO_DECODER_BUFFER_FILM_GRAIN D3D11_VIDEO_DECODER_BUFFER_FILM_GRAIN

Specifies capabilities of the video decoder.

dn894120 D3D11_VIDEO_DECODER_CAPS D3D11_VIDEO_DECODER_CAPS

Indicates that the graphics driver supports at least a subset of downsampling operations.

dn894120 D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE

Indicates that the decoding hardware cannot support the decode operation in real-time. Decoding is still supported for transcoding scenarios. With this capability, it is possible that decoding can occur in real-time if downsampling is enabled.

dn894120 D3D11_VIDEO_DECODER_CAPS_NON_REAL_TIME D3D11_VIDEO_DECODER_CAPS_NON_REAL_TIME

Indicates that the driver supports changing down sample parameters after the initial down sample parameters have been applied. For more information, see .

dn894120 D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE_DYNAMIC D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE_DYNAMIC
No documentation. dn894120 D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE_REQUIRED D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE_REQUIRED No documentation. dn894120 D3D11_VIDEO_DECODER_CAPS_UNSUPPORTED D3D11_VIDEO_DECODER_CAPS_UNSUPPORTED

Describes how a video stream is interlaced.

hh447647 D3D11_VIDEO_FRAME_FORMAT D3D11_VIDEO_FRAME_FORMAT

Frames are progressive.

hh447647 D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE

Frames are interlaced. The top field of each frame is displayed first.

hh447647 D3D11_VIDEO_FRAME_FORMAT_INTERLACED_TOP_FIELD_FIRST D3D11_VIDEO_FRAME_FORMAT_INTERLACED_TOP_FIELD_FIRST

Frame are interlaced. The bottom field of each frame is displayed first.

hh447647 D3D11_VIDEO_FRAME_FORMAT_INTERLACED_BOTTOM_FIELD_FIRST D3D11_VIDEO_FRAME_FORMAT_INTERLACED_BOTTOM_FIELD_FIRST

Specifies the alpha fill mode for video processing.

hh447648 D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE

Alpha values inside the target rectangle are set to opaque.

hh447648 D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_OPAQUE D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_OPAQUE

Alpha values inside the target rectangle are set to the alpha value specified in the background color. To set the background color, call the method.

hh447648 D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_BACKGROUND D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_BACKGROUND

Existing alpha values remain unchanged in the output surface.

hh447648 D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_DESTINATION D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_DESTINATION

Alpha values are taken from an input stream, scaled, and copied to the corresponding destination rectangle for that stream. The input stream is specified in the StreamIndex parameter of the method.

If the input stream does not have alpha data, the video processor sets the alpha values in the target rectangle to opaque. If the input stream is disabled or the source rectangle is empty, the alpha values in the target rectangle are not modified.

hh447648 D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_SOURCE_STREAM D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_SOURCE_STREAM

Specifies the automatic image processing capabilities of the video processor.

hh447649 D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS

Denoise.

hh447649 D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_DENOISE D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_DENOISE

Deringing.

hh447649 D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_DERINGING D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_DERINGING

Edge enhancement.

hh447649 D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_EDGE_ENHANCEMENT D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_EDGE_ENHANCEMENT

Color correction.

hh447649 D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_COLOR_CORRECTION D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_COLOR_CORRECTION

Flesh-tone mapping.

hh447649 D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_FLESH_TONE_MAPPING D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_FLESH_TONE_MAPPING

Image stabilization.

hh447649 D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_IMAGE_STABILIZATION D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_IMAGE_STABILIZATION

Enhanced image resolution.

hh447649 D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_SUPER_RESOLUTION D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_SUPER_RESOLUTION

Anamorphic scaling.

hh447649 D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_ANAMORPHIC_SCALING D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_ANAMORPHIC_SCALING

Specifies flags that indicate the most efficient methods for performing video processing operations.

dn894122 D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINTS D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINTS

Multi-plane overlay hardware can perform the rotation operation more efficiently than the method.

dn894122 D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_ROTATION D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_ROTATION

Multi-plane overlay hardware can perform the scaling operation more efficiently than the method.

dn894122 D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_RESIZE D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_RESIZE

Multi-plane overlay hardware can perform the colorspace conversion operation more efficiently than the method.

dn894122 D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_COLOR_SPACE_CONVERSION D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_COLOR_SPACE_CONVERSION

The video processor output data should be at least triple buffered for optimal performance.

dn894122 D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_TRIPLE_BUFFER_OUTPUT D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_TRIPLE_BUFFER_OUTPUT

Defines video processing capabilities for a Microsoft Direct3D?11 video processor.

hh447654 D3D11_VIDEO_PROCESSOR_DEVICE_CAPS D3D11_VIDEO_PROCESSOR_DEVICE_CAPS

The video processor can blend video content in linear color space. Most video content is gamma corrected, resulting in nonlinear values. This capability flag means that the video processor converts colors to linear space before blending, which produces better results.

hh447654 D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_LINEAR_SPACE D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_LINEAR_SPACE

The video processor supports the xvYCC color space for YCbCr data.

hh447654 D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_xvYCC D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_xvYCC

The video processor can perform range conversion when the input and output are both RGB but use different color ranges (0-255 or 16-235, for 8-bit RGB).

hh447654 D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_RGB_RANGE_CONVERSION D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_RGB_RANGE_CONVERSION

The video processor can apply a matrix conversion to YCbCr values when the input and output are both YCbCr. For example, the driver can convert colors from BT.601 to BT.709.

hh447654 D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_YCbCr_MATRIX_CONVERSION D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_YCbCr_MATRIX_CONVERSION

The video processor supports YUV nominal range .

Supported in Windows?8.1 and later.

hh447654 D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_NOMINAL_RANGE D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_NOMINAL_RANGE

Defines features that a Microsoft Direct3D?11 video processor can support.

hh447655 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS D3D11_VIDEO_PROCESSOR_FEATURE_CAPS

The video processor can set alpha values on the output pixels. For more information, see .

hh447655 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_FILL D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_FILL

The video processor can downsample the video output. For more information, see .

hh447655 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_CONSTRICTION D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_CONSTRICTION

The video processor can perform luma keying. For more information, see .

hh447655 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_LUMA_KEY D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_LUMA_KEY

The video processor can apply alpha values from color palette entries.

hh447655 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_PALETTE D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_PALETTE

The driver does not support full video processing capabilities. If this capability flag is set, the video processor has the following limitations:

  • A maximum of two streams are supported:
    • The first stream must be either NV12 or YUY2.
    • The second stream must be AYUV, AI44, or IA44.
  • Image adjustment (proc amp) controls are applied to the entire video processing blit, rather than per stream.
  • Support for per-stream planar alpha is not reliable. (Per-pixel alpha is supported, however.)
hh447655 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_LEGACY D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_LEGACY

The video processor can support 3D stereo video. For more information, see .

All drivers setting this caps must support the following stereo formats: , , and .

hh447655 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_STEREO D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_STEREO

The driver can rotate the input data either 90, 180, or 270 degrees clockwise as part of the video processing operation.

hh447655 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ROTATION D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ROTATION

The driver supports the VideoProcessorSetStreamAlpha call.

hh447655 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_STREAM D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_STREAM

The driver supports the VideoProcessorSetStreamPixelAspectRatio call.

hh447655 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_PIXEL_ASPECT_RATIO D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_PIXEL_ASPECT_RATIO
No documentation. hh447655 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_MIRROR D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_MIRROR No documentation. hh447655 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_SHADER_USAGE D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_SHADER_USAGE No documentation. hh447655 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_METADATA_HDR10 D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_METADATA_HDR10

Identifies a video processor filter.

hh447656 D3D11_VIDEO_PROCESSOR_FILTER D3D11_VIDEO_PROCESSOR_FILTER

Brightness filter.

hh447656 D3D11_VIDEO_PROCESSOR_FILTER_BRIGHTNESS D3D11_VIDEO_PROCESSOR_FILTER_BRIGHTNESS

Contrast filter.

hh447656 D3D11_VIDEO_PROCESSOR_FILTER_CONTRAST D3D11_VIDEO_PROCESSOR_FILTER_CONTRAST

Hue filter.

hh447656 D3D11_VIDEO_PROCESSOR_FILTER_HUE D3D11_VIDEO_PROCESSOR_FILTER_HUE

Saturation filter.

hh447656 D3D11_VIDEO_PROCESSOR_FILTER_SATURATION D3D11_VIDEO_PROCESSOR_FILTER_SATURATION

Noise reduction filter.

hh447656 D3D11_VIDEO_PROCESSOR_FILTER_NOISE_REDUCTION D3D11_VIDEO_PROCESSOR_FILTER_NOISE_REDUCTION

Edge enhancement filter.

hh447656 D3D11_VIDEO_PROCESSOR_FILTER_EDGE_ENHANCEMENT D3D11_VIDEO_PROCESSOR_FILTER_EDGE_ENHANCEMENT

Anamorphic scaling filter.

hh447656 D3D11_VIDEO_PROCESSOR_FILTER_ANAMORPHIC_SCALING D3D11_VIDEO_PROCESSOR_FILTER_ANAMORPHIC_SCALING

Stereo adjustment filter. When stereo 3D video is enabled, this filter adjusts the offset between the left and right views, allowing the user to reduce potential eye strain.

The filter value indicates the amount by which the left and right views are adjusted. A positive value shifts the images away from each other: the left image toward the left, and the right image toward the right. A negative value shifts the images in the opposite directions, closer to each other.

hh447656 D3D11_VIDEO_PROCESSOR_FILTER_STEREO_ADJUSTMENT D3D11_VIDEO_PROCESSOR_FILTER_STEREO_ADJUSTMENT

Defines image filter capabilities for a Microsoft Direct3D?11 video processor.

These capability flags indicate support for the image filters defined by the enumeration. To apply a particular filter, call the method.

hh447671 D3D11_VIDEO_PROCESSOR_FILTER_CAPS D3D11_VIDEO_PROCESSOR_FILTER_CAPS

The video processor can adjust the brightness level.

hh447671 D3D11_VIDEO_PROCESSOR_FILTER_CAPS_BRIGHTNESS D3D11_VIDEO_PROCESSOR_FILTER_CAPS_BRIGHTNESS

The video processor can adjust the contrast level.

hh447671 D3D11_VIDEO_PROCESSOR_FILTER_CAPS_CONTRAST D3D11_VIDEO_PROCESSOR_FILTER_CAPS_CONTRAST

The video processor can adjust hue.

hh447671 D3D11_VIDEO_PROCESSOR_FILTER_CAPS_HUE D3D11_VIDEO_PROCESSOR_FILTER_CAPS_HUE

The video processor can adjust the saturation level.

hh447671 D3D11_VIDEO_PROCESSOR_FILTER_CAPS_SATURATION D3D11_VIDEO_PROCESSOR_FILTER_CAPS_SATURATION

The video processor can perform noise reduction.

hh447671 D3D11_VIDEO_PROCESSOR_FILTER_CAPS_NOISE_REDUCTION D3D11_VIDEO_PROCESSOR_FILTER_CAPS_NOISE_REDUCTION

The video processor can perform edge enhancement.

hh447671 D3D11_VIDEO_PROCESSOR_FILTER_CAPS_EDGE_ENHANCEMENT D3D11_VIDEO_PROCESSOR_FILTER_CAPS_EDGE_ENHANCEMENT

The video processor can perform anamorphic scaling. Anamorphic scaling can be used to stretch 4:3 content to a widescreen 16:9 aspect ratio.

hh447671 D3D11_VIDEO_PROCESSOR_FILTER_CAPS_ANAMORPHIC_SCALING D3D11_VIDEO_PROCESSOR_FILTER_CAPS_ANAMORPHIC_SCALING

For stereo 3D video, the video processor can adjust the offset between the left and right views, allowing the user to reduce potential eye strain.

hh447671 D3D11_VIDEO_PROCESSOR_FILTER_CAPS_STEREO_ADJUSTMENT D3D11_VIDEO_PROCESSOR_FILTER_CAPS_STEREO_ADJUSTMENT

Defines capabilities related to input formats for a Microsoft Direct3D?11 video processor.

These flags define video processing capabilities that usually are not needed, and that video devices are therefore not required to support.

The first three flags relate to RGB support for functions that are normally applied to YCbCr video: deinterlacing, color adjustment, and luma keying. A device that supports these functions for YCbCr is not required to support them for RGB input. Supporting RGB input for these functions is an additional capability, reflected by these constants. Note that the driver might convert the input to another color space, perform the indicated function, and then convert the result back to RGB.

Similarly, a device that supports deinterlacing is not required to support deinterlacing of palettized formats. This capability is indicated by the flag.

hh447658 D3D11_VIDEO_PROCESSOR_FORMAT_CAPS D3D11_VIDEO_PROCESSOR_FORMAT_CAPS

The video processor can deinterlace an input stream that contains interlaced RGB video.

hh447658 D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_RGB_INTERLACED D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_RGB_INTERLACED

The video processor can perform color adjustment on RGB video.

hh447658 D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_RGB_PROCAMP D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_RGB_PROCAMP

The video processor can perform luma keying on RGB video.

hh447658 D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_RGB_LUMA_KEY D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_RGB_LUMA_KEY

The video processor can deinterlace input streams with palettized color formats.

hh447658 D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_PALETTE_INTERLACED D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_PALETTE_INTERLACED

Specifies how a video format can be used for video processing.

hh447659 D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT

The format can be used as the input to the video processor.

hh447659 D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT_INPUT D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT_INPUT

The format can be used as the output from the video processor.

hh447659 D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT_OUTPUT D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT_OUTPUT

Specifies the inverse telecine (IVTC) capabilities of a video processor.

hh447661 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS

The video processor can reverse 3:2 pulldown.

hh447661 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_32 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_32

The video processor can reverse 2:2 pulldown.

hh447661 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_22 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_22

The video processor can reverse 2:2:2:4 pulldown.

hh447661 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_2224 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_2224

The video processor can reverse 2:3:3:2 pulldown.

hh447661 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_2332 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_2332

The video processor can reverse 3:2:3:2:2 pulldown.

hh447661 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_32322 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_32322

The video processor can reverse 5:5 pulldown.

hh447661 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_55 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_55

The video processor can reverse 6:4 pulldown.

hh447661 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_64 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_64

The video processor can reverse 8:7 pulldown.

hh447661 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_87 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_87

The video processor can reverse 2:2:2:2:2:2:2:2:2:2:2:3 pulldown.

hh447661 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_222222222223 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_222222222223

The video processor can reverse other telecine modes not listed here.

hh447661 D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_OTHER D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_OTHER

Specifies values for the luminance range of YUV data.

dn280649 D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE

Driver defaults are used, which should be Studio luminance range [16-235],

dn280649 D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_UNDEFINED D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_UNDEFINED

Studio luminance range [16-235]

dn280649 D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_16_235 D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_16_235

Full luminance range [0-255]

dn280649 D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_0_255 D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_0_255

Specifies the rate at which the video processor produces output frames from an input stream.

hh447662 D3D11_VIDEO_PROCESSOR_OUTPUT_RATE D3D11_VIDEO_PROCESSOR_OUTPUT_RATE

The output is the normal frame rate.

hh447662 D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_NORMAL D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_NORMAL

The output is half the frame rate.

hh447662 D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_HALF D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_HALF

The output is a custom frame rate.

hh447662 D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_CUSTOM D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_CUSTOM

Specifies video processing capabilities that relate to deinterlacing, inverse telecine (IVTC), and frame-rate conversion.

hh447664 D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS

The video processor can perform blend deinterlacing.

In blend deinterlacing, the two fields from an interlaced frame are blended into a single progressive frame. A video processor uses blend deinterlacing when it deinterlaces at half rate, as when converting 60i to 30p. Blend deinterlacing does not require reference frames.

hh447664 D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_BLEND D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_BLEND

The video processor can perform bob deinterlacing.

In bob deinterlacing, missing field lines are interpolated from the lines above and below. Bob deinterlacing does not require reference frames.

hh447664 D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_BOB D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_BOB

The video processor can perform adaptive deinterlacing.

Adaptive deinterlacing uses spatial or temporal interpolation, and switches between the two on a field-by-field basis, depending on the amount of motion. If the video processor does not receive enough reference frames to perform adaptive deinterlacing, it falls back to bob deinterlacing.

hh447664 D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_ADAPTIVE D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_ADAPTIVE

The video processor can perform motion-compensated deinterlacing.

Motion-compensated deinterlacing uses motion vectors to recreate missing lines. If the video processor does not receive enough reference frames to perform motion-compensated deinterlacing, it falls back to bob deinterlacing.

hh447664 D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_MOTION_COMPENSATION D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_MOTION_COMPENSATION

The video processor can perform inverse telecine (IVTC).

If the video processor supports this capability, the ITelecineCaps member of the structure specifies which IVTC modes are supported.

hh447664 D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_INVERSE_TELECINE D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_INVERSE_TELECINE

The video processor can convert the frame rate by interpolating frames.

hh447664 D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_FRAME_RATE_CONVERSION D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_FRAME_RATE_CONVERSION

Specifies the video rotation states.

jj160515 D3D11_VIDEO_PROCESSOR_ROTATION D3D11_VIDEO_PROCESSOR_ROTATION

The video is not rotated.

jj160515 D3D11_VIDEO_PROCESSOR_ROTATION_IDENTITY D3D11_VIDEO_PROCESSOR_ROTATION_IDENTITY

The video is rotated 90 degrees clockwise.

jj160515 D3D11_VIDEO_PROCESSOR_ROTATION_90 D3D11_VIDEO_PROCESSOR_ROTATION_90

The video is rotated 180 degrees clockwise.

jj160515 D3D11_VIDEO_PROCESSOR_ROTATION_180 D3D11_VIDEO_PROCESSOR_ROTATION_180

The video is rotated 270 degrees clockwise.

jj160515 D3D11_VIDEO_PROCESSOR_ROTATION_270 D3D11_VIDEO_PROCESSOR_ROTATION_270

Defines stereo 3D capabilities for a Microsoft Direct3D?11 video processor.

hh447667 D3D11_VIDEO_PROCESSOR_STEREO_CAPS D3D11_VIDEO_PROCESSOR_STEREO_CAPS

The video processor supports the format.

hh447667 D3D11_VIDEO_PROCESSOR_STEREO_CAPS_MONO_OFFSET D3D11_VIDEO_PROCESSOR_STEREO_CAPS_MONO_OFFSET

The video processor supports the format.

hh447667 D3D11_VIDEO_PROCESSOR_STEREO_CAPS_ROW_INTERLEAVED D3D11_VIDEO_PROCESSOR_STEREO_CAPS_ROW_INTERLEAVED

The video processor supports the format.

hh447667 D3D11_VIDEO_PROCESSOR_STEREO_CAPS_COLUMN_INTERLEAVED D3D11_VIDEO_PROCESSOR_STEREO_CAPS_COLUMN_INTERLEAVED

The video processor supports the format.

hh447667 D3D11_VIDEO_PROCESSOR_STEREO_CAPS_CHECKERBOARD D3D11_VIDEO_PROCESSOR_STEREO_CAPS_CHECKERBOARD

The video processor can flip one or both views. For more information, see .

hh447667 D3D11_VIDEO_PROCESSOR_STEREO_CAPS_FLIP_MODE D3D11_VIDEO_PROCESSOR_STEREO_CAPS_FLIP_MODE

For stereo 3D video, specifies whether the data in frame 0 or frame 1 is flipped, either horizontally or vertically.

hh447668 D3D11_VIDEO_PROCESSOR_STEREO_FLIP_MODE D3D11_VIDEO_PROCESSOR_STEREO_FLIP_MODE

Neither frame is flipped.

hh447668 D3D11_VIDEO_PROCESSOR_STEREO_FLIP_NONE D3D11_VIDEO_PROCESSOR_STEREO_FLIP_NONE

The data in frame 0 is flipped.

hh447668 D3D11_VIDEO_PROCESSOR_STEREO_FLIP_FRAME0 D3D11_VIDEO_PROCESSOR_STEREO_FLIP_FRAME0

The data in frame 1 is flipped.

hh447668 D3D11_VIDEO_PROCESSOR_STEREO_FLIP_FRAME1 D3D11_VIDEO_PROCESSOR_STEREO_FLIP_FRAME1

Specifies the layout in memory of a stereo 3D video frame.

This enumeration designates the two stereo views as "frame 0" and "frame 1". The LeftViewFrame0 parameter of the VideoProcessorSetStreamStereoFormat method specifies which view is the left view, and which is the right view.

For packed formats, if the source rectangle clips part of the surface, the driver interprets the rectangle in logical coordinates relative to the stereo view, rather than absolute pixel coordinates. The result is that frame 0 and frame 1 are clipped proportionately.

To query whether the device supports stereo 3D video, call and check for the flag in the FeatureCaps member of the structure. If this capability flag is present, it means that the driver supports all of the stereo formats that are not listed as optional. To find out which optional formats are supported, call GetVideoProcessorCaps and check the StereoCaps member of the structure.

hh447669 D3D11_VIDEO_PROCESSOR_STEREO_FORMAT D3D11_VIDEO_PROCESSOR_STEREO_FORMAT

The sample does not contain stereo data. If the stereo format is not specified, this value is the default.

hh447669 D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO

Frame 0 and frame 1 are packed side-by-side, as shown in the following diagram.

All drivers that support stereo video must support this format.

hh447669 D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_HORIZONTAL D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_HORIZONTAL

Frame 0 and frame 1 are packed top-to-bottom, as shown in the following diagram.

All drivers that support stereo video must support this format.

hh447669 D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_VERTICAL D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_VERTICAL

Frame 0 and frame 1 are placed in separate resources or in separate texture array elements within the same resource.

All drivers that support stereo video must support this format.

hh447669 D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_SEPARATE D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_SEPARATE

The sample contains non-stereo data. However, the driver should create a left/right output of this sample using a specified offset. The offset is specified in the MonoOffset parameter of the method.

This format is primarily intended for subtitles and other subpicture data, where the entire sample is presented on the same plane.

Support for this stereo format is optional.

hh447669 D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO_OFFSET D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO_OFFSET

Frame 0 and frame 1 are packed into interleaved rows, as shown in the following diagram.

Support for this stereo format is optional.

hh447669 D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_ROW_INTERLEAVED D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_ROW_INTERLEAVED

Frame 0 and frame 1 are packed into interleaved columns, as shown in the following diagram.

Support for this stereo format is optional.

hh447669 D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_COLUMN_INTERLEAVED D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_COLUMN_INTERLEAVED

Frame 0 and frame 1 are packed in a checkerboard format, as shown in the following diagram.

Support for this stereo format is optional.

hh447669 D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_CHECKERBOARD D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_CHECKERBOARD

Specifies the intended use for a video processor.

hh447673 D3D11_VIDEO_USAGE D3D11_VIDEO_USAGE

Normal video playback. The graphics driver should expose a set of capabilities that are appropriate for real-time video playback.

hh447673 D3D11_VIDEO_USAGE_PLAYBACK_NORMAL D3D11_VIDEO_USAGE_PLAYBACK_NORMAL

Optimal speed. The graphics driver should expose a minimal set of capabilities that are optimized for performance.

Use this setting if you want better performance and can accept some reduction in video quality. For example, you might use this setting in power-saving mode or to play video thumbnails.

hh447673 D3D11_VIDEO_USAGE_OPTIMAL_SPEED D3D11_VIDEO_USAGE_OPTIMAL_SPEED

Optimal quality. The grahics driver should expose its maximum set of capabilities.

Specify this setting to get the best video quality possible. It is appropriate for tasks such as video editing, when quality is more important than speed. It is not appropriate for real-time playback.

hh447673 D3D11_VIDEO_USAGE_OPTIMAL_QUALITY D3D11_VIDEO_USAGE_OPTIMAL_QUALITY

Specifies how to access a resource that is used in a video processor input view.

This enumeration is used with the structure.

hh447674 D3D11_VPIV_DIMENSION D3D11_VPIV_DIMENSION

Not a valid value.

hh447674 D3D11_VPIV_DIMENSION_UNKNOWN D3D11_VPIV_DIMENSION_UNKNOWN

The resource will be accessed as a 2D texture.

hh447674 D3D11_VPIV_DIMENSION_TEXTURE2D D3D11_VPIV_DIMENSION_TEXTURE2D

Specifies how to access a resource that is used in a video processor output view.

This enumeration is used with the structure.

hh447675 D3D11_VPOV_DIMENSION D3D11_VPOV_DIMENSION

Not a valid value.

hh447675 D3D11_VPOV_DIMENSION_UNKNOWN D3D11_VPOV_DIMENSION_UNKNOWN

The resource will be accessed as a 2D texture.

hh447675 D3D11_VPOV_DIMENSION_TEXTURE2D D3D11_VPOV_DIMENSION_TEXTURE2D

The resource will be accessed as an array of 2D textures.

hh447675 D3D11_VPOV_DIMENSION_TEXTURE2DARRAY D3D11_VPOV_DIMENSION_TEXTURE2DARRAY
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 device. To create a device, you must explicitly provide a array that includes . If you provide a array that contains 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 this parameter is null, no will be returned.

If successful, returns the first from the pFeatureLevels array which succeeded. Supply null as an input if you don't need to determine which feature level is supported.

Returns the address of a reference to an object that represents the device context. If this parameter is null, no will be returned.

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 method returns if you specify in Flags and the incorrect version of the debug layer is installed on your computer. Install the latest Windows SDK to get the correct version.

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 (), 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 interface.

To create a Direct3D 11.2 device (), 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 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 D3D11CreateDeviceAndSwapChain.

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

?

The function signature PFN_D3D11_CREATE_DEVICE is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking.

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 uses Direct3D 11 functionality in Direct3D 12, specifying a pre-existing D3D12 device to use for D3D11 interop.

Specifies a pre-existing D3D12 device to use for D3D11 interop. May not be null.

One or more bitwise OR'ed flags from . These are the same flags as those used by D3D11CreateDeviceAndSwapChain. Specifies which runtime layers to enable. Flags must be compatible with device flags, and its NodeMask must be a subset of the NodeMask provided to the present API.

An array of any of the following:

The first feature level which is less than or equal to the D3D12 device's feature level will be used to perform D3D11 validation. Creation will fail if no acceptable feature levels are provided. Providing null will default to the D3D12 device's feature level.

The size of the feature levels array, in bytes.

An array of unique queues for D3D11On12 to use. Valid queue types: 3D command queue.

The size of the command queue array, in bytes.

Which node of the D3D12 device to use. Only 1 bit may be set.

Pointer to the returned . May be null.

A reference to the returned . May be null.

A reference to the returned feature level. May be null.

This method returns one of the Direct3D 12 Return Codes that are documented for . See Direct3D 12 Return Codes.

This method returns if you specify in Flags and the incorrect version of the debug layer is installed on your computer. Install the latest Windows SDK to get the correct version.

The function signature PFN_D3D11ON12_CREATE_DEVICE is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking.

dn933209 HRESULT D3D11On12CreateDevice([In] IUnknown* pDevice,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In, Buffer, Optional] const IUnknown** ppCommandQueues,[In] unsigned int NumQueues,[In] unsigned int NodeMask,[Out] ID3D11Device** ppDevice,[Out, Optional] ID3D11DeviceContext** ppImmediateContext,[Out, Optional] D3D_FEATURE_LEVEL* pChosenFeatureLevel) D3D11On12CreateDevice
Functions Functions Functions Constant TooManyUniqueStateObjects. D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS Constant FileNotFound. D3D11_ERROR_FILE_NOT_FOUND Constant TooManyUniqueViewObjects. D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS Constant DeferredContextMapWithoutInitialDiscard. D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD

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.
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 .

ff476348 GetDataSize GetDataSize unsigned int ID3D11Asynchronous::GetDataSize()

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.

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

Provides a communication channel with the graphics driver or the Microsoft Direct3D runtime.

To get a reference to this interface, call .

hh447690 ID3D11AuthenticatedChannel ID3D11AuthenticatedChannel
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 size of the driver's certificate chain.

hh447688 GetCertificateSize GetCertificateSize HRESULT ID3D11AuthenticatedChannel::GetCertificateSize([Out] unsigned int* pCertificateSize)

Gets a handle to the authenticated channel.

hh447689 GetChannelHandle GetChannelHandle void ID3D11AuthenticatedChannel::GetChannelHandle([Out] void** pChannelHandle)

Gets the size of the driver's certificate chain.

Receives the size of the certificate chain, in bytes.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447688 HRESULT ID3D11AuthenticatedChannel::GetCertificateSize([Out] unsigned int* pCertificateSize) ID3D11AuthenticatedChannel::GetCertificateSize

Gets the driver's certificate chain.

The size of the pCertificate array, in bytes. To get the size of the certificate chain, call .

A reference to a byte array that receives the driver's certificate chain. The caller must allocate the array.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447687 HRESULT ID3D11AuthenticatedChannel::GetCertificate([In] unsigned int CertificateSize,[Out, Buffer] unsigned char* pCertificate) ID3D11AuthenticatedChannel::GetCertificate

Gets a handle to the authenticated channel.

Receives a handle to the channel.

hh447689 void ID3D11AuthenticatedChannel::GetChannelHandle([Out] void** pChannelHandle) ID3D11AuthenticatedChannel::GetChannelHandle

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 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()

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

Represents a cryptographic session.

To get a reference to this interface, call .

hh447691 ID3D11CryptoSession ID3D11CryptoSession
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 type of encryption that is supported by this session.

The application specifies the encryption type when it creates the session.

hh447699 GetCryptoType GetCryptoType void ID3D11CryptoSession::GetCryptoType([Out] GUID* pCryptoType)

Gets the decoding profile of the session.

The application specifies the profile when it creates the session.

hh447701 GetDecoderProfile GetDecoderProfile void ID3D11CryptoSession::GetDecoderProfile([Out] GUID* pDecoderProfile)

Gets the size of the driver's certificate chain.

To get the certificate, call .

hh447695 GetCertificateSize GetCertificateSize HRESULT ID3D11CryptoSession::GetCertificateSize([Out] unsigned int* pCertificateSize)

Gets a handle to the cryptographic session.

You can use this handle to associate the session with a decoder. This enables the decoder to decrypt data that is encrypted using this session.

hh447697 GetCryptoSessionHandle GetCryptoSessionHandle void ID3D11CryptoSession::GetCryptoSessionHandle([Out] void** pCryptoSessionHandle)

Gets the type of encryption that is supported by this session.

Receives a that specifies the encryption type. The following GUIDs are defined.

ValueMeaning
D3D11_CRYPTO_TYPE_AES128_CTR

128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher.

?

The application specifies the encryption type when it creates the session.

hh447699 void ID3D11CryptoSession::GetCryptoType([Out] GUID* pCryptoType) ID3D11CryptoSession::GetCryptoType

Gets the decoding profile of the session.

Receives the decoding profile. For a list of possible values, see .

The application specifies the profile when it creates the session.

hh447701 void ID3D11CryptoSession::GetDecoderProfile([Out] GUID* pDecoderProfile) ID3D11CryptoSession::GetDecoderProfile

Gets the size of the driver's certificate chain.

Receives the size of the certificate chain, in bytes.

If this method succeeds, it returns . Otherwise, it returns an error code.

To get the certificate, call .

hh447695 HRESULT ID3D11CryptoSession::GetCertificateSize([Out] unsigned int* pCertificateSize) ID3D11CryptoSession::GetCertificateSize

Gets the driver's certificate chain.

The size of the pCertificate array, in bytes. To get the size of the certificate chain, call .

A reference to a byte array that receives the driver's certificate chain. The caller must allocate the array.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447693 HRESULT ID3D11CryptoSession::GetCertificate([In] unsigned int CertificateSize,[Out, Buffer] unsigned char* pCertificate) ID3D11CryptoSession::GetCertificate

Gets a handle to the cryptographic session.

Receives a handle to the session.

You can use this handle to associate the session with a decoder. This enables the decoder to decrypt data that is encrypted using this session.

hh447697 void ID3D11CryptoSession::GetCryptoSessionHandle([Out] void** pCryptoSessionHandle) ID3D11CryptoSession::GetCryptoSessionHandle

Handles the creation, wrapping and releasing of D3D11 resources for Direct3D 11on12.

dn913197 ID3D11On12Device ID3D11On12Device
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.

This method creates D3D11 resources for use with D3D 11on12.

A reference to an already-created D3D12 resource or heap.

A structure that enables an application to override flags that would be inferred by the resource/heap properties. The structure contains bind flags, misc flags, and CPU access flags.

The use of the resource on input, as a bitwise-OR'd combination of enumeration constants.

The use of the resource on output, as a bitwise-OR'd combination of enumeration constants.

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

After the method returns, points to the newly created wrapped D3D11 resource or heap.

This method returns one of the Direct3D 12 Return Codes.

dn913199 HRESULT ID3D11On12Device::CreateWrappedResource([In] IUnknown* pResource12,[In] const D3D11_RESOURCE_FLAGS* pFlags11,[In] int InState,[In] int OutState,[In] const GUID& riid,[Out, Optional] ID3D11Resource** ppResource11) ID3D11On12Device::CreateWrappedResource

Releases D3D11 resources that were wrapped for D3D 11on12.

Specifies a reference to a set of D3D11 resources, defined by .

Count of the number of resources.

Call this method prior to calling Flush, to insert resource barriers to the appropriate "out" state, and to mark that they should then be expected to be in the "in" state. If no resource list is provided, all wrapped resources are transitioned. These resources will be marked as ?not acquired? in hazard tracking until is called.

Keyed mutex resources cannot be provided to this method; use instead.

dn913200 void ID3D11On12Device::ReleaseWrappedResources([In, Buffer] const ID3D11Resource** ppResources,[In] unsigned int NumResources) ID3D11On12Device::ReleaseWrappedResources

Releases D3D11 resources that were wrapped for D3D 11on12.

Specifies a reference to a set of D3D11 resources, defined by .

Count of the number of resources.

Call this method prior to calling Flush, to insert resource barriers to the appropriate "out" state, and to mark that they should then be expected to be in the "in" state. If no resource list is provided, all wrapped resources are transitioned. These resources will be marked as ?not acquired? in hazard tracking until is called.

Keyed mutex resources cannot be provided to this method; use instead.

dn913200 void ID3D11On12Device::ReleaseWrappedResources([In, Buffer] const ID3D11Resource** ppResources,[In] unsigned int NumResources) ID3D11On12Device::ReleaseWrappedResources

Releases D3D11 resources that were wrapped for D3D 11on12.

Specifies a reference to a set of D3D11 resources, defined by .

Count of the number of resources.

Call this method prior to calling Flush, to insert resource barriers to the appropriate "out" state, and to mark that they should then be expected to be in the "in" state. If no resource list is provided, all wrapped resources are transitioned. These resources will be marked as ?not acquired? in hazard tracking until is called.

Keyed mutex resources cannot be provided to this method; use instead.

dn913200 void ID3D11On12Device::ReleaseWrappedResources([In, Buffer] const ID3D11Resource** ppResources,[In] unsigned int NumResources) ID3D11On12Device::ReleaseWrappedResources

Acquires D3D11 resources for use with D3D 11on12. Indicates that rendering to the wrapped resources can begin again.

Specifies a reference to a set of D3D11 resources, defined by .

Count of the number of resources.

This method marks the resources as "acquired" in hazard tracking.

Keyed mutex resources cannot be provided to this method; use instead.

dn913198 void ID3D11On12Device::AcquireWrappedResources([In, Buffer] const ID3D11Resource** ppResources,[In] unsigned int NumResources) ID3D11On12Device::AcquireWrappedResources

Acquires D3D11 resources for use with D3D 11on12. Indicates that rendering to the wrapped resources can begin again.

Specifies a reference to a set of D3D11 resources, defined by .

Count of the number of resources.

This method marks the resources as "acquired" in hazard tracking.

Keyed mutex resources cannot be provided to this method; use instead.

dn913198 void ID3D11On12Device::AcquireWrappedResources([In, Buffer] const ID3D11Resource** ppResources,[In] unsigned int NumResources) ID3D11On12Device::AcquireWrappedResources

Acquires D3D11 resources for use with D3D 11on12. Indicates that rendering to the wrapped resources can begin again.

Specifies a reference to a set of D3D11 resources, defined by .

Count of the number of resources.

This method marks the resources as "acquired" in hazard tracking.

Keyed mutex resources cannot be provided to this method; use instead.

dn913198 void ID3D11On12Device::AcquireWrappedResources([In, Buffer] const ID3D11Resource** ppResources,[In] unsigned int NumResources) ID3D11On12Device::AcquireWrappedResources

The device interface represents a virtual adapter; it is used to create resources. adds new methods to those in , such as RegisterDeviceRemovedEvent and UnregisterDeviceRemoved.

mt589889 ID3D11Device4 ID3D11Device4
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.

Registers the "device removed" event and indicates when a Direct3D device has become removed for any reason, using an asynchronous notification mechanism.

The handle to the "device removed" event.

A reference to information about the "device removed" event, which can be used in UnregisterDeviceRemoved to unregister the event.

Indicates when a Direct3D device has become removed for any reason, using an asynchronous notification mechanism, rather than as an from Present. The reason for device removal can be retrieved using after being notified of the occurrence.

Applications register and un-register a Win32 event handle with a particular device. That event handle will be signaled when the device becomes removed. A poll into the device's method indicates that the device is removed.

ISignalableNotifier or SetThreadpoolWait can be used by UWP apps.

When the graphics device is lost, the app or title will receive the graphics event, so that the app or title knows that its graphics device is no longer valid and it is safe for the app or title to re-create its DirectX devices. In response to this event, the app or title needs to re-create its rendering device and pass it into a SetRenderingDevice call on the composition graphics device objects.

After setting this new rendering device, the app or title needs to redraw content of all the pre-existing surfaces after the composition graphics device's OnRenderingDeviceReplaced event is fired.

This method supports Composition for device loss.

The event is not signaled when it is most ideal to re-create. So, instead, we recommend iterating through the adapter ordinals and creating the first ordinal that will succeed.

The application can register an event with the device. The application will be signaled when the device becomes removed.

If the device is already removed, calls to RegisterDeviceRemovedEvent will signal the event immediately. No device-removed error code will be returned from RegisterDeviceRemovedEvent.

Each "device removed" event is never signaled, or is signaled only once. These events are not signaled during device destruction. These events are unregistered during destruction.

The semantics of RegisterDeviceRemovedEvent are similar to .

mt589890 HRESULT ID3D11Device4::RegisterDeviceRemovedEvent([In] void* hEvent,[Out] unsigned int* pdwCookie) ID3D11Device4::RegisterDeviceRemovedEvent

Unregisters the "device removed" event.

Information about the "device removed" event, retrieved during a successful RegisterDeviceRemovedEvent call.

See RegisterDeviceRemovedEvent.

mt589892 void ID3D11Device4::UnregisterDeviceRemoved([In] unsigned int dwCookie) ID3D11Device4::UnregisterDeviceRemoved

The interface represents a device context which generates rendering commands.

Note??The latest version of this interface is introduced in the Windows 10 Creators Update. Applications targetting Windows 10 Creators Update should use the interface instead of .?
ff476385 ID3D11DeviceContext4 ID3D11DeviceContext4
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. No documentation. No documentation. No documentation. No documentation. HRESULT ID3D11DeviceContext4::Signal([In] ID3D11Fence* pFence,[In] unsigned longlong Value) ID3D11DeviceContext4::Signal No documentation. No documentation. No documentation. No documentation. HRESULT ID3D11DeviceContext4::Wait([In] ID3D11Fence* pFence,[In] unsigned longlong Value) ID3D11DeviceContext4::Wait

The interface represents a context state object, which holds state and behavior information about a Microsoft Direct3D device.

hh446878 ID3DDeviceContextState ID3DDeviceContextState
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.

The interface represents a device context which generates rendering commands.

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.

ff476421 void ID3D11DeviceContext::DSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] 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 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.

ff476419 void ID3D11DeviceContext::DSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer, Optional] 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, Optional] 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.

ff476417 void ID3D11DeviceContext::DSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer, Optional] 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.

ff476416 void ID3D11DeviceContext::DSGetShader([Out, Optional] 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.

ff476415 void ID3D11DeviceContext::DSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer, Optional] 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.

ff476414 void ID3D11DeviceContext::DSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] 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
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. 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 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.

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.

ff476436 void ID3D11DeviceContext::GSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] 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.

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.

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.

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.

ff476439 void ID3D11DeviceContext::GSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] 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.

ff476437 void ID3D11DeviceContext::GSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer, Optional] 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.

ff476432 void ID3D11DeviceContext::GSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] 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.

ff476434 void ID3D11DeviceContext::GSGetShader([Out, Optional] 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.

ff476435 void ID3D11DeviceContext::GSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer, Optional] 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.

ff476433 void ID3D11DeviceContext::GSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer, Optional] 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.

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.

ff476448 void ID3D11DeviceContext::HSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] 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.

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.

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.

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.

ff476446 void ID3D11DeviceContext::HSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer, Optional] 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.

ff476445 void ID3D11DeviceContext::HSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] 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.

ff476443 void ID3D11DeviceContext::HSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer, Optional] 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.

ff476442 void ID3D11DeviceContext::HSGetShader([Out, Optional] 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.

ff476441 void ID3D11DeviceContext::HSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer, Optional] 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.

ff476440 void ID3D11DeviceContext::HSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] 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.

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.

ff476550 GetMessageCountLimit / SetMessageCountLimit GetMessageCountLimit unsigned longlong ID3D11InfoQueue::GetMessageCountLimit()

Get the number of messages that were allowed to pass through a storage filter.

ff476552 GetNumMessagesAllowedByStorageFilter GetNumMessagesAllowedByStorageFilter unsigned longlong ID3D11InfoQueue::GetNumMessagesAllowedByStorageFilter()

Get the number of messages that were denied passage through a storage filter.

ff476553 GetNumMessagesDeniedByStorageFilter GetNumMessagesDeniedByStorageFilter unsigned longlong ID3D11InfoQueue::GetNumMessagesDeniedByStorageFilter()

Get the number of messages currently stored in the message queue.

ff476556 GetNumStoredMessages GetNumStoredMessages unsigned longlong ID3D11InfoQueue::GetNumStoredMessages()

Get the number of messages that are able to pass through a retrieval filter.

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.

ff476554 GetNumMessagesDiscardedByMessageCountLimit GetNumMessagesDiscardedByMessageCountLimit unsigned longlong ID3D11InfoQueue::GetNumMessagesDiscardedByMessageCountLimit()

Get the size of the storage-filter stack in bytes.

ff476561 GetStorageFilterStackSize GetStorageFilterStackSize unsigned int ID3D11InfoQueue::GetStorageFilterStackSize()

Get the size of the retrieval-filter stack in bytes.

ff476559 GetRetrievalFilterStackSize GetRetrievalFilterStackSize unsigned int ID3D11InfoQueue::GetRetrievalFilterStackSize()

Get or sets a boolean that turns the debug output on or off.

ff476551 GetMuteDebugOutput / SetMuteDebugOutput GetMuteDebugOutput BOOL ID3D11InfoQueue::GetMuteDebugOutput()

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.

ff476573 HRESULT ID3D11InfoQueue::SetMessageCountLimit([In] unsigned longlong MessageCountLimit) ID3D11InfoQueue::SetMessageCountLimit

Clear all messages from the message queue.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

ff476569 HRESULT ID3D11InfoQueue::PushStorageFilter([In] D3D11_INFO_QUEUE_FILTER* pFilter) ID3D11InfoQueue::PushStorageFilter

Pop a storage filter from the top of the storage-filter stack.

ff476563 void ID3D11InfoQueue::PopStorageFilter() ID3D11InfoQueue::PopStorageFilter

Get the size of the storage-filter stack in bytes.

Size of the storage-filter stack in bytes.

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 );	
            
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.

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.

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.

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.

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.

ff476568 HRESULT ID3D11InfoQueue::PushRetrievalFilter([In] D3D11_INFO_QUEUE_FILTER* pFilter) ID3D11InfoQueue::PushRetrievalFilter

Pop a retrieval filter from the top of the retrieval-filter stack.

ff476562 void ID3D11InfoQueue::PopRetrievalFilter() ID3D11InfoQueue::PopRetrievalFilter

Get the size of the retrieval-filter stack in bytes.

Size of the retrieval-filter stack in bytes.

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 .

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.

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.

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.

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.

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).

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).

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).

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.

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).

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

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 .

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.

Provides threading protection for critical sections of a multi-threaded application.

This interface is obtained by querying it from an immediate device context created with the (or later versions of this) interface using IUnknown::QueryInterface.

Unlike D3D10, there is no multithreaded layer in D3D11. By default, multithread protection is turned off. Use SetMultithreadProtected to turn it on, then Enter and Leave to encapsulate graphics commands that must be executed in a specific order.

By default in D3D11, applications can only use one thread with the immediate context at a time. But, applications can use this interface to change that restriction. The interface can turn on threading protection for the immediate context, which will increase the overhead of each immediate context call in order to share one context with multiple threads.

mt644886 ID3D11Multithread ID3D11Multithread
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.

Find out if multithread protection is turned on or not.

mt644889 GetMultithreadProtected GetMultithreadProtected BOOL ID3D11Multithread::GetMultithreadProtected()

Enter a device's critical section.

If SetMultithreadProtected is set to true, then entering a device's critical section prevents other threads from simultaneously calling that device's methods, calling DXGI methods, and calling the methods of all resource, view, shader, state, and asynchronous interfaces.

This function should be used in multithreaded applications when there is a series of graphics commands that must happen in order. This function is typically called at the beginning of the series of graphics commands, and Leave is typically called after those graphics commands.

mt644887 void ID3D11Multithread::Enter() ID3D11Multithread::Enter

Leave a device's critical section.

This function is typically used in multithreaded applications when there is a series of graphics commands that must happen in order. Enter is typically called at the beginning of a series of graphics commands, and this function is typically called after those graphics commands.

mt644890 void ID3D11Multithread::Leave() ID3D11Multithread::Leave

Turns multithread protection on or off.

Set to true to turn multithread protection on, false to turn it off.

True if multithread protection was already turned on prior to calling this method, false otherwise.

mt644891 BOOL ID3D11Multithread::SetMultithreadProtected([In] BOOL bMTProtect) ID3D11Multithread::SetMultithreadProtected

Find out if multithread protection is turned on or not.

Returns true if multithread protection is turned on, false otherwise.

mt644889 BOOL ID3D11Multithread::GetMultithreadProtected() ID3D11Multithread::GetMultithreadProtected

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.

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.

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. Constant FrontfacingDefaultValue. D3D11_PS_FRONTFACING_DEFAULT_VALUE Constant FrontfacingFalseValue. D3D11_PS_FRONTFACING_FALSE_VALUE Constant FrontfacingTrueValue. D3D11_PS_FRONTFACING_TRUE_VALUE Constant InputRegisterComponents. D3D11_PS_INPUT_REGISTER_COMPONENTS Constant InputRegisterComponentBitCount. D3D11_PS_INPUT_REGISTER_COMPONENT_BIT_COUNT Constant InputRegisterCount. D3D11_PS_INPUT_REGISTER_COUNT Constant InputRegisterReadsPerInst. D3D11_PS_INPUT_REGISTER_READS_PER_INST Constant InputRegisterReadPorts. D3D11_PS_INPUT_REGISTER_READ_PORTS Constant LegacyPixelCenterFractionalComponent. D3D11_PS_LEGACY_PIXEL_CENTER_FRACTIONAL_COMPONENT Constant OutputDepthRegisterComponents. D3D11_PS_OUTPUT_DEPTH_REGISTER_COMPONENTS Constant OutputDepthRegisterComponentBitCount. D3D11_PS_OUTPUT_DEPTH_REGISTER_COMPONENT_BIT_COUNT Constant OutputDepthRegisterCount. D3D11_PS_OUTPUT_DEPTH_REGISTER_COUNT Constant OutputMaskRegisterComponents. D3D11_PS_OUTPUT_MASK_REGISTER_COMPONENTS Constant OutputMaskRegisterComponentBitCount. D3D11_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT Constant OutputMaskRegisterCount. D3D11_PS_OUTPUT_MASK_REGISTER_COUNT Constant OutputRegisterComponents. D3D11_PS_OUTPUT_REGISTER_COMPONENTS Constant OutputRegisterComponentBitCount. D3D11_PS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT Constant OutputRegisterCount. D3D11_PS_OUTPUT_REGISTER_COUNT Constant PixelCenterFractionalComponent. D3D11_PS_PIXEL_CENTER_FRACTIONAL_COMPONENT

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.

ff476473 void ID3D11DeviceContext::PSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] 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

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.

ff476471 void ID3D11DeviceContext::PSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer, Optional] 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.

To enable the shader to access other parts of the buffer, call PSSetConstantBuffers1 instead of PSSetConstantBuffers. PSSetConstantBuffers1 has additional parameters pFirstConstant and pNumConstants.

ff476470 void ID3D11DeviceContext::PSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] 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.

ff476473 void ID3D11DeviceContext::PSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer, Optional] 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, Optional] 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.

ff476467 void ID3D11DeviceContext::PSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer, Optional] 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.

ff476466 void ID3D11DeviceContext::PSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] 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.

ff476577 ID3D11Predicate ID3D11Predicate
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.

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.

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.

ff476579 GetDesc GetDesc void ID3D11Query::GetDesc([Out] D3D11_QUERY_DESC* pDesc)

Get a query description.

Pointer to a query description (see ).

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.

Represents a query object for querying information from the graphics processing unit (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 .

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.

dn899236 ID3D11Query1 ID3D11Query1
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 a query description.

dn899237 GetDesc1 GetDesc1 void ID3D11Query1::GetDesc1([Out] D3D11_QUERY_DESC1* pDesc1)

Gets a query description.

A reference to a structure that receives a description of the query.

dn899237 void ID3D11Query1::GetDesc1([Out] D3D11_QUERY_DESC1* pDesc1) ID3D11Query1::GetDesc1
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 .

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.

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

ff476581 GetDesc GetDesc void ID3D11RasterizerState::GetDesc([Out] D3D11_RASTERIZER_DESC* pDesc)

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.

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

The rasterizer-state interface holds a description for rasterizer state that you can bind to the rasterizer stage. This rasterizer-state interface supports forced sample count.

To create a rasterizer-state object, call . To bind the rasterizer-state object to the rasterizer stage, call .

hh446828 ID3D11RasterizerState1 ID3D11RasterizerState1
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.

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

hh446830 GetDesc1 GetDesc1 void ID3D11RasterizerState1::GetDesc1([Out] D3D11_RASTERIZER_DESC1* pDesc)

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. This rasterizer state can specify forced sample count.

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

hh446830 void ID3D11RasterizerState1::GetDesc1([Out] D3D11_RASTERIZER_DESC1* pDesc) ID3D11RasterizerState1::GetDesc1
Constructs a new based on the specified description. The device with which to associate the state object. The state description. The newly created object.

The rasterizer-state interface holds a description for rasterizer state that you can bind to the rasterizer stage. This rasterizer-state interface supports forced sample count and conservative rasterization mode.

To create a rasterizer-state object, call . To bind the rasterizer-state object to the rasterizer stage, call .

dn899238 ID3D11RasterizerState2 ID3D11RasterizerState2
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.

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

dn899239 GetDesc2 GetDesc2 void ID3D11RasterizerState2::GetDesc2([Out] D3D11_RASTERIZER_DESC2* pDesc)

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. This rasterizer state can specify forced sample count and conservative rasterization mode.

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

dn899239 void ID3D11RasterizerState2::GetDesc2([Out] D3D11_RASTERIZER_DESC2* pDesc) ID3D11RasterizerState2::GetDesc2
Constructs a new based on the specified description. The device with which to associate the state object. The state description. The newly created object.

Sets graphics processing unit (GPU) debug reference default tracking options for specific resource types.

This API requires the Windows Software Development Kit (SDK) for Windows?8.

hh446834 ID3D11RefDefaultTrackingOptions ID3D11RefDefaultTrackingOptions
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 graphics processing unit (GPU) debug reference default tracking options for specific resource types.

A -typed value that specifies the type of resource to track.

A combination of D3D11_SHADER_TRACKING_OPTIONS-typed flags that are combined by using a bitwise OR operation. The resulting value identifies tracking options. If a flag is present, the tracking option that the flag represents is set to "on"; otherwise the tracking option is set to "off."

This method returns one of the Direct3D 11 return codes.

This API requires the Windows Software Development Kit (SDK) for Windows?8.

hh446834 HRESULT ID3D11RefDefaultTrackingOptions::SetTrackingOptions([In] unsigned int ResourceTypeFlags,[In] unsigned int Options) ID3D11RefDefaultTrackingOptions::SetTrackingOptions

Sets graphics processing unit (GPU) debug reference tracking options.

This API requires the Windows Software Development Kit (SDK) for Windows?8.

hh446838 ID3D11RefTrackingOptions ID3D11RefTrackingOptions
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 graphics processing unit (GPU) debug reference tracking options.

This API requires the Windows Software Development Kit (SDK) for Windows?8.

hh446838 SetTrackingOptions SetTrackingOptions HRESULT ID3D11RefTrackingOptions::SetTrackingOptions([In] unsigned int uOptions)

Sets graphics processing unit (GPU) debug reference tracking options.

A combination of D3D11_SHADER_TRACKING_OPTIONS-typed flags that are combined by using a bitwise OR operation. The resulting value identifies tracking options. If a flag is present, the tracking option that the flag represents is set to "on"; otherwise the tracking option is set to "off."

This method returns one of the Direct3D 11 return codes.

This API requires the Windows Software Development Kit (SDK) for Windows?8.

hh446838 HRESULT ID3D11RefTrackingOptions::SetTrackingOptions([In] unsigned int uOptions) ID3D11RefTrackingOptions::SetTrackingOptions

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.

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.

ff476583 GetDesc GetDesc void ID3D11RenderTargetView::GetDesc([Out] D3D11_RENDER_TARGET_VIEW_DESC* pDesc)

Get the properties of a render target view.

Pointer to the description of a render target view (see ).

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

A render-target-view interface represents 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 render target is a resource that can be written by the output-merger stage at the end of a render pass. Each render target can also have a corresponding depth-stencil view.

dn899240 ID3D11RenderTargetView1 ID3D11RenderTargetView1
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 properties of a render-target view.

dn899241 GetDesc1 GetDesc1 void ID3D11RenderTargetView1::GetDesc1([Out] D3D11_RENDER_TARGET_VIEW_DESC1* pDesc1)

Gets the properties of a render-target view.

A reference to a structure that receives the description of the render-target view.

dn899241 void ID3D11RenderTargetView1::GetDesc1([Out] D3D11_RENDER_TARGET_VIEW_DESC1* pDesc1) ID3D11RenderTargetView1::GetDesc1
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. ID3D11Device3::CreateRenderTargetView1 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. ID3D11Device3::CreateRenderTargetView1

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.

ff476584 ID3D11Resource ID3D11Resource
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. 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

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.

ff476585 GetEvictionPriority / SetEvictionPriority GetEvictionPriority unsigned int ID3D11Resource::GetEvictionPriority()

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.

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:

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. 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.

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 .
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.

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 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)

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)

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.

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.

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

ff476589 GetDesc GetDesc void ID3D11SamplerState::GetDesc([Out] D3D11_SAMPLER_DESC* pDesc)

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.

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

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 .

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.

ff476629 GetDesc GetDesc void ID3D11ShaderResourceView::GetDesc([Out] D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc)

Get the shader resource view's description.

A reference to a structure to be filled with data about the shader resource view.

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

A shader-resource-view interface represents 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 .

dn899242 ID3D11ShaderResourceView1 ID3D11ShaderResourceView1
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 shader-resource view's description.

dn899243 GetDesc1 GetDesc1 void ID3D11ShaderResourceView1::GetDesc1([Out] D3D11_SHADER_RESOURCE_VIEW_DESC1* pDesc1)

Gets the shader-resource view's description.

A reference to a structure that receives the description of the shader-resource view.

dn899243 void ID3D11ShaderResourceView1::GetDesc1([Out] D3D11_SHADER_RESOURCE_VIEW_DESC1* pDesc1) ID3D11ShaderResourceView1::GetDesc1
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 ID3D11Device3::CreateShaderResourceView1([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC1* pDesc,[Out, Fast] ID3D11ShaderResourceView1** ppSRView) ID3D11Device3::CreateShaderResourceView1 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 ID3D11Device3::CreateShaderResourceView1([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC1* pDesc,[Out, Fast] ID3D11ShaderResourceView1** ppSRView) ID3D11Device3::CreateShaderResourceView1 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.? ff476631 GetUseRef GetUseRef BOOL ID3D11SwitchToRef::GetUseRef() 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

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 .

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.

ff476634 GetDesc GetDesc void ID3D11Texture1D::GetDesc([Out] D3D11_TEXTURE1D_DESC* pDesc)

Get the properties of the texture resource.

Pointer to a resource description (see ).

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

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 .

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.

ff476636 GetDesc GetDesc void ID3D11Texture2D::GetDesc([Out] D3D11_TEXTURE2D_DESC* pDesc)

Get the properties of the texture resource.

Pointer to a resource description (see ).

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

A 2D texture interface represents 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 can't 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, call .

dn899244 ID3D11Texture2D1 ID3D11Texture2D1
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 properties of the texture resource.

dn899245 GetDesc1 GetDesc1 void ID3D11Texture2D1::GetDesc1([Out] D3D11_TEXTURE2D_DESC1* pDesc)

Gets the properties of the texture resource.

A reference to a structure that receives the description of the 2D texture.

dn899245 void ID3D11Texture2D1::GetDesc1([Out] D3D11_TEXTURE2D_DESC1* pDesc) ID3D11Texture2D1::GetDesc1
Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. ff476521 HRESULT ID3D11Device3::CreateTexture2D1([In] const D3D11_TEXTURE2D_DESC1* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D1** ppTexture2D) ID3D11Device3::CreateTexture2D1 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 ID3D11Device3::CreateTexture2D1([In] const D3D11_TEXTURE2D_DESC1* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D1** ppTexture2D) ID3D11Device3::CreateTexture2D1 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 ID3D11Device3::CreateTexture2D1([In] const D3D11_TEXTURE2D_DESC1* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D) ID3D11Device3::CreateTexture2D1

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 .

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.

ff476638 GetDesc GetDesc void ID3D11Texture3D::GetDesc([Out] D3D11_TEXTURE3D_DESC* pDesc)

Get the properties of the texture resource.

Pointer to a resource description (see ).

ff476638 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.

A 3D texture interface represents 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 can't 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, call .

dn899246 ID3D11Texture3D1 ID3D11Texture3D1
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 properties of the texture resource.

dn899247 GetDesc1 GetDesc1 void ID3D11Texture3D1::GetDesc1([Out] D3D11_TEXTURE3D_DESC1* pDesc)

Gets the properties of the texture resource.

A reference to a structure that receives the description of the 3D texture.

dn899247 void ID3D11Texture3D1::GetDesc1([Out] D3D11_TEXTURE3D_DESC1* pDesc) ID3D11Texture3D1::GetDesc1
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.

The tracing device interface sets shader tracking information, which enables accurate logging and playback of shader execution.

To get this interface, turn on the debug layer and use IUnknown::QueryInterface from the .

Note??This API requires the Windows Software Development Kit (SDK) for Windows?8.?
hh446868 ID3D11TracingDevice ID3D11TracingDevice
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 reference rasterizer's default race-condition tracking options for the specified resource types.

A -typed value that specifies the type of resource to track.

A combination of D3D11_SHADER_TRACKING_OPTIONS-typed flags that are combined by using a bitwise OR operation. The resulting value identifies tracking options. If a flag is present, the tracking option that the flag represents is set to "on," otherwise the tracking option is set to "off."

This method returns one of the Direct3D 11 return codes.

This API requires the Windows Software Development Kit (SDK) for Windows?8.

hh446874 HRESULT ID3D11TracingDevice::SetShaderTrackingOptionsByType([In] unsigned int ResourceTypeFlags,[In] unsigned int Options) ID3D11TracingDevice::SetShaderTrackingOptionsByType

Sets the reference rasterizer's race-condition tracking options for a specific shader.

A reference to the interface of a shader.

A combination of D3D11_SHADER_TRACKING_OPTIONS-typed flags that are combined by using a bitwise OR operation. The resulting value identifies tracking options. If a flag is present, the tracking option that the flag represents is set to "on"; otherwise the tracking option is set to "off."

This method returns one of the Direct3D 11 return codes.

Note??After a call to SetShaderTrackingOptions, the tracking options that the Options parameter specifies are set for all calls by the shader that the pShader parameter specifies, until the next call to SetShaderTrackingOptions. If you set a flag that is specific to unordered access views (UAV) (for example, ) in the Options parameter for a compute shader, SetShaderTrackingOptions ignores it.?Note??This API requires the Windows Software Development Kit (SDK) for Windows?8.? hh446871 HRESULT ID3D11TracingDevice::SetShaderTrackingOptions([In] IUnknown* pShader,[In] unsigned int Options) ID3D11TracingDevice::SetShaderTrackingOptions

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.

ff476640 GetDesc GetDesc void ID3D11UnorderedAccessView::GetDesc([Out] D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc)

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

An unordered-access-view interface represents 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.

dn899248 ID3D11UnorderedAccessView1 ID3D11UnorderedAccessView1
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 a description of the resource.

dn899249 GetDesc1 GetDesc1 void ID3D11UnorderedAccessView1::GetDesc1([Out] D3D11_UNORDERED_ACCESS_VIEW_DESC1* pDesc1)

Gets a description of the resource.

A reference to a structure that receives the description of the unordered-access resource.

dn899249 void ID3D11UnorderedAccessView1::GetDesc1([Out] D3D11_UNORDERED_ACCESS_VIEW_DESC1* pDesc1) ID3D11UnorderedAccessView1::GetDesc1
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. ID3D11Device3::CreateUnorderedAccessView1 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. ID3D11Device3::CreateUnorderedAccessView1

The interface enables an application to describe conceptual sections and markers within the application's code flow. An appropriately enabled tool, such as Microsoft Visual Studio Ultimate?2012, can display these sections and markers visually along the tool's Microsoft Direct3D time line, while the tool debugs the application. These visual notes allow users of such a tool to navigate to parts of the time line that are of interest, or to understand what set of Direct3D calls are produced by certain sections of the application's code.

The methods of have no effect when the calling application is not running under a Direct3D-specific profiling tool like Visual Studio Ultimate?2012.

The interface is published by Microsoft Direct3D?11 device contexts. Therefore, has the same threading rules as the interface, or any other context interface. For more information about Direct3D threading, see MultiThreading. To retrieve the interface for the context, call the QueryInterface method for the context (for example, ID3D11DeviceContext::QueryInterface). In this call, you must pass the identifier of .

The interface is the Microsoft Direct3D?10 and later equivalent of the Direct3D 9 PIX functions (D3DPERF_* functions).

Note??Setting the flag in your app replaces calling D3DPerf_SetOptions(1). But, to prevent Direct3D debugging tools from hooking your app, your app can also call to determine whether it is running under a Direct3D debugging tool and then exit accordingly.?

You must call the BeginEvent and EndEvent methods in pairs; pairs of calls to these methods can nest within pairs of calls to these methods at a higher level in the application's call stack. In other words, a "Draw World" section can entirely contain another section named "Draw Trees," which can in turn entirely contain a section called "Draw Oaks." You can only associate an EndEvent method with the most recent BeginEvent method, that is, pairs cannot overlap. You cannot call an EndEvent for any BeginEvent that preceded the most recent BeginEvent. In fact, the runtime interprets the first EndEvent as ending the second BeginEvent.

hh446881 ID3DUserDefinedAnnotation ID3DUserDefinedAnnotation
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.

Determines whether the calling application is running under a Microsoft Direct3D profiling tool.

You can call GetStatus to determine whether your application is running under a Direct3D profiling tool before you make further calls to other methods of the interface. For example, the and methods have no effect if the calling application is not running under an enabled Direct3D profiling tool. Therefore, you do not need to call these methods unless your application is running under a Direct3D profiling tool.

hh446889 GetStatus GetStatus BOOL ID3DUserDefinedAnnotation::GetStatus()

Marks the beginning of a section of event code.

A null-terminated UNICODE string that contains the name of the event. The name is not relevant to the operating system. You can choose a name that is meaningful when the calling application is running under the Direct3D profiling tool.A null reference produces undefined results.

Returns the number of previous calls to BeginEvent that have not yet been finalized by calls to the method.

The return value is ?1 if the calling application is not running under a Direct3D profiling tool.

You call the EndEvent method to mark the end of the section of event code.

A user can visualize the event when the calling application is running under an enabled Direct3D profiling tool such as Microsoft Visual Studio Ultimate?2012.

BeginEvent has no effect if the calling application is not running under an enabled Direct3D profiling tool.

hh446884 int ID3DUserDefinedAnnotation::BeginEvent([In] const wchar_t* Name) ID3DUserDefinedAnnotation::BeginEvent

Marks the end of a section of event code.

Returns the number of previous calls to the method that have not yet been finalized by calls to EndEvent.

The return value is ?1 if the calling application is not running under a Direct3D profiling tool.

You call the BeginEvent method to mark the beginning of the section of event code.

A user can visualize the event when the calling application is running under an enabled Direct3D profiling tool such as Microsoft Visual Studio Ultimate?2012.

EndEvent has no effect if the calling application is not running under an enabled Direct3D profiling tool.

hh446886 int ID3DUserDefinedAnnotation::EndEvent() ID3DUserDefinedAnnotation::EndEvent

Marks a single point of execution in code.

A null-terminated UNICODE string that contains the name of the marker. The name is not relevant to the operating system. You can choose a name that is meaningful when the calling application is running under the Direct3D profiling tool.A null reference produces undefined results.

A user can visualize the marker when the calling application is running under an enabled Direct3D profiling tool such as Microsoft Visual Studio Ultimate?2012.

SetMarker has no effect if the calling application is not running under an enabled Direct3D profiling tool.

hh446898 void ID3DUserDefinedAnnotation::SetMarker([In] const wchar_t* Name) ID3DUserDefinedAnnotation::SetMarker

Determines whether the calling application is running under a Microsoft Direct3D profiling tool.

The return value is nonzero if the calling application is running under a Direct3D profiling tool such as Visual Studio Ultimate?2012, and zero otherwise.

You can call GetStatus to determine whether your application is running under a Direct3D profiling tool before you make further calls to other methods of the interface. For example, the and methods have no effect if the calling application is not running under an enabled Direct3D profiling tool. Therefore, you do not need to call these methods unless your application is running under a Direct3D profiling tool.

hh446889 BOOL ID3DUserDefinedAnnotation::GetStatus() ID3DUserDefinedAnnotation::GetStatus

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.

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.

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, Optional] 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.

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.

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.

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.

ff476494 void ID3D11DeviceContext::VSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] 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.

ff476492 void ID3D11DeviceContext::VSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer, Optional] const void** ppSamplers) ID3D11DeviceContext::VSSetSamplers

Get the constant buffers used by the vertex 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.

ff476487 void ID3D11DeviceContext::VSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] 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.

ff476489 void ID3D11DeviceContext::VSGetShader([Out, Optional] 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.

ff476490 void ID3D11DeviceContext::VSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer, Optional] 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.

ff476488 void ID3D11DeviceContext::VSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer, Optional] ID3D11SamplerState** ppSamplers) ID3D11DeviceContext::VSGetSamplers

Provides the video functionality of a Microsoft Direct3D?11 device.

To get a reference to this interface, call QueryInterface with an interface reference.

This interface provides access to several areas of Microsoft Direct3D video functionality:

  • Hardware-accelerated video decoding
  • Video processing
  • GPU-based content protection
  • Video encryption and decryption

In Microsoft Direct3D?9, the equivalent functions were distributed across several interfaces:

  • IDirect3DAuthenticatedChannel9
  • IDirect3DCryptoSession9
  • IDirectXVideoDecoder
  • IDirectXVideoProcessor
  • IDXVAHD_VideoProcessor
hh447703 ID3D11VideoContext ID3D11VideoContext

[This documentation is preliminary and is subject to change.]

Applies to: desktop apps | Metro style apps

Gets a reference to a DirectX Video Acceleration (DXVA) decoder buffer.

The graphics driver allocates the buffers that are used for DXVA decoding. This method locks the Microsoft Direct3D surface that contains the buffer. When you are done using the buffer, call to unlock the surface.

hh447711 ID3D11VideoContext ID3D11VideoContext
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 a reference to a decoder buffer.

A reference to the interface. To get this reference, call .

The type of buffer to retrieve, specified as a member of the enumeration.

Receives the size of the buffer, in bytes.

Receives a reference to the start of the memory buffer.

If this method succeeds, it returns . Otherwise, it returns an error code.

The graphics driver allocates the buffers that are used for decoding. This method locks the Microsoft Direct3D surface that contains the buffer. When you are done using the buffer, call to unlock the surface.

hh447711 HRESULT ID3D11VideoContext::GetDecoderBuffer([In] ID3D11VideoDecoder* pDecoder,[In] D3D11_VIDEO_DECODER_BUFFER_TYPE Type,[Out] unsigned int* pBufferSize,[Out] void** ppBuffer) ID3D11VideoContext::GetDecoderBuffer

Releases a buffer that was obtained by calling the method.

No documentation. No documentation.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447716 HRESULT ID3D11VideoContext::ReleaseDecoderBuffer([In] ID3D11VideoDecoder* pDecoder,[In] D3D11_VIDEO_DECODER_BUFFER_TYPE Type) ID3D11VideoContext::ReleaseDecoderBuffer

Starts a decoding operation to decode a video frame.

A reference to the interface. To get this reference, call .

A reference to the interface. This interface describes the resource that will receive the decoded frame. To get this reference, call .

The size of the content key that is specified in pContentKey. If pContentKey is null, set ContentKeySize to zero.

An optional reference to a content key that was used to encrypt the frame data. If no content key was used, set this parameter to null. If the caller provides a content key, the caller must use the session key to encrypt the content key.

If this method succeeds, it returns . Otherwise, it returns an error code. D3DERR_WASSTILLDRAWING or E_PENDING is returned if the harware is busy, in which case the decoder should try to make the call again.

After this method is called, call to perform decoding operations. When all decoding operations have been executed, call .

Each call to DecoderBeginFrame must have a matching call to DecoderEndFrame. In most cases you cannot nest DecoderBeginFrame calls, but some codecs, such as like VC-1, can have nested DecoderBeginFrame calls for special operations like post processing.

The following encryption scenarios are supported through the content key:

  • The decoder can choose to not encrypt every frame, for example it may only encrypt the I frames and not encrypt the P/B frames. In these scenario, the decoder will specify pContentKey = null and ContentKeySize = 0 for those frames that it does not encrypt.
  • The decoder can choose to encrypt the compressed buffers using the session key. In this scenario, the decoder will specify a content key containing all zeros.
  • The decoder can choose to encrypt the compressed buffers using a separate content key. In this scenario, the decoder will ECB encrypt the content key using the session key and pass the encrypted content key.
hh447705 HRESULT ID3D11VideoContext::DecoderBeginFrame([In] ID3D11VideoDecoder* pDecoder,[In] ID3D11VideoDecoderOutputView* pView,[In] unsigned int ContentKeySize,[In, Buffer, Optional] const void* pContentKey) ID3D11VideoContext::DecoderBeginFrame

Signals the end of a decoding operation.

A reference to the interface. To get this reference, call .

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447706 HRESULT ID3D11VideoContext::DecoderEndFrame([In] ID3D11VideoDecoder* pDecoder) ID3D11VideoContext::DecoderEndFrame

Submits one or more buffers for decoding.

A reference to the interface. To get this reference, call the method.

The number of buffers submitted for decoding.

A reference to an array of structures. The NumBuffers parameter specifies the number of elements in the array. Each element in the array describes a compressed buffer for decoding.

If this method succeeds, it returns . Otherwise, it returns an error code.

This function does not honor a D3D11 predicate that may have been set.

If the application uses D3D11 quries, this function may not be accounted for with and when using feature levels lower than 11. will not include this function for any feature level.

When using feature levels 9_x, all partially encrypted buffers must use the same EncryptedBlockInfo, and partial encryption cannot be turned off on a per frame basis.

hh447718 HRESULT ID3D11VideoContext::SubmitDecoderBuffers([In] ID3D11VideoDecoder* pDecoder,[In] unsigned int NumBuffers,[In, Buffer] const D3D11_VIDEO_DECODER_BUFFER_DESC* pBufferDesc) ID3D11VideoContext::SubmitDecoderBuffers

Performs an extended function for decoding. This method enables extensions to the basic decoder functionality.

A reference to the interface. To get this reference, call .

A reference to a structure that contains data for the function.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447707 HRESULT ID3D11VideoContext::DecoderExtension([In] ID3D11VideoDecoder* pDecoder,[In] const D3D11_VIDEO_DECODER_EXTENSION* pExtensionData) ID3D11VideoContext::DecoderExtension

Sets the target rectangle for the video processor.

A reference to the interface. To get this reference, call .

Specifies whether to apply the target rectangle.

A reference to a structure that specifies the target rectangle. If Enable is , this parameter is ignored.

The target rectangle is the area within the destination surface where the output will be drawn. The target rectangle is given in pixel coordinates, relative to the destination surface.

If this method is never called, or if the Enable parameter is , the video processor writes to the entire destination surface.

hh447752 void ID3D11VideoContext::VideoProcessorSetOutputTargetRect([In] ID3D11VideoProcessor* pVideoProcessor,[In] BOOL Enable,[In, Optional] const RECT* pRect) ID3D11VideoContext::VideoProcessorSetOutputTargetRect

Sets the background color for the video processor.

A reference to the interface. To get this reference, call .

If TRUE, the color is specified as a YCbCr value. Otherwise, the color is specified as an RGB value.

A reference to a structure that specifies the background color.

The video processor uses the background color to fill areas of the target rectangle that do not contain a video image. Areas outside the target rectangle are not affected.

hh447747 void ID3D11VideoContext::VideoProcessorSetOutputBackgroundColor([In] ID3D11VideoProcessor* pVideoProcessor,[In] BOOL YCbCr,[In] const D3D11_VIDEO_COLOR* pColor) ID3D11VideoContext::VideoProcessorSetOutputBackgroundColor

Sets the output color space for the video processor.

A reference to the interface. To get this reference, call .

A reference to a structure that specifies the color space.

hh447748 void ID3D11VideoContext::VideoProcessorSetOutputColorSpace([In] ID3D11VideoProcessor* pVideoProcessor,[In] const D3D11_VIDEO_PROCESSOR_COLOR_SPACE* pColorSpace) ID3D11VideoContext::VideoProcessorSetOutputColorSpace

Sets the alpha fill mode for data that the video processor writes to the render target.

A reference to the interface. To get this reference, call .

The alpha fill mode, specified as a value.

The zero-based index of an input stream. This parameter is used if AlphaFillMode is . Otherwise, the parameter is ignored.

To find out which fill modes the device supports, call the method. If the driver reports the capability, the driver supports all of the fill modes. Otherwise, the AlphaFillMode parameter must be .

The default fill mode is .

hh447746 void ID3D11VideoContext::VideoProcessorSetOutputAlphaFillMode([In] ID3D11VideoProcessor* pVideoProcessor,[In] D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE AlphaFillMode,[In] unsigned int StreamIndex) ID3D11VideoContext::VideoProcessorSetOutputAlphaFillMode

Sets the amount of downsampling to perform on the output.

A reference to the interface. To get this reference, call .

If TRUE, downsampling is enabled. Otherwise, downsampling is disabled and the Size member is ignored.

The sampling size.

Downsampling is sometimes used to reduce the quality of premium content when other forms of content protection are not available. By default, downsampling is disabled.

If the Enable parameter is TRUE, the driver downsamples the composed image to the specified size, and then scales it back to the size of the target rectangle.

The width and height of Size must be greater than zero. If the size is larger than the target rectangle, downsampling does not occur.

To use this feature, the driver must support downsampling, indicated by the capability flag. To query for this capability, call .

hh447749 void ID3D11VideoContext::VideoProcessorSetOutputConstriction([In] ID3D11VideoProcessor* pVideoProcessor,[In] BOOL Enable,[In] SIZE Size) ID3D11VideoContext::VideoProcessorSetOutputConstriction

Specifies whether the video processor produces stereo video frames.

A reference to the interface. To get this reference, call .

If TRUE, stereo output is enabled. Otherwise, the video processor produces mono video frames.

By default, the video processor produces mono video frames.

To use this feature, the driver must support stereo video, indicated by the capability flag. To query for this capability, call .

hh447751 void ID3D11VideoContext::VideoProcessorSetOutputStereoMode([In] ID3D11VideoProcessor* pVideoProcessor,[In] BOOL Enable) ID3D11VideoContext::VideoProcessorSetOutputStereoMode

Sets a driver-specific video processing state.

A reference to the interface. To get this reference, call .

A reference to a that identifies the operation. The meaning of this is defined by the graphics driver.

The size of the pData buffer, in bytes.

A reference to a buffer that contains private state data. The method passes this buffer directly to the driver without validation. It is the responsibility of the driver to validate the data.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447750 HRESULT ID3D11VideoContext::VideoProcessorSetOutputExtension([In] ID3D11VideoProcessor* pVideoProcessor,[In] const GUID* pExtensionGuid,[In] unsigned int DataSize,[In] void* pData) ID3D11VideoContext::VideoProcessorSetOutputExtension

Gets the current target rectangle for the video processor.

A reference to the interface. To get this reference, call .

Receives the value TRUE if the target rectangle was explicitly set using the method. Receives the value if the target rectangle was disabled or was never set.

If Enabled receives the value TRUE, this parameter receives the target rectangle. Otherwise, this parameter is ignored.

hh447726 void ID3D11VideoContext::VideoProcessorGetOutputTargetRect([In] ID3D11VideoProcessor* pVideoProcessor,[Out] BOOL* Enabled,[Out] RECT* pRect) ID3D11VideoContext::VideoProcessorGetOutputTargetRect

Gets the current background color for the video processor.

A reference to the interface. To get this reference, call .

Receives the value TRUE if the background color is a YCbCr color, or if the background color is an RGB color.

A reference to a structure. The method fills in the structure with the background color.

hh447721 void ID3D11VideoContext::VideoProcessorGetOutputBackgroundColor([In] ID3D11VideoProcessor* pVideoProcessor,[Out] BOOL* pYCbCr,[Out] D3D11_VIDEO_COLOR* pColor) ID3D11VideoContext::VideoProcessorGetOutputBackgroundColor

Gets the current output color space for the video processor.

A reference to the interface. To get this reference, call .

A reference to a structure. The method fills in the structure with the output color space.

hh447722 void ID3D11VideoContext::VideoProcessorGetOutputColorSpace([In] ID3D11VideoProcessor* pVideoProcessor,[Out] D3D11_VIDEO_PROCESSOR_COLOR_SPACE* pColorSpace) ID3D11VideoContext::VideoProcessorGetOutputColorSpace

Gets the current alpha fill mode for the video processor.

A reference to the interface. To get this reference, call .

Receives the alpha fill mode, as a value.

If the alpha fill mode is , this parameter receives the zero-based index of an input stream. The input stream provides the alpha values for the alpha fill.

hh447720 void ID3D11VideoContext::VideoProcessorGetOutputAlphaFillMode([In] ID3D11VideoProcessor* pVideoProcessor,[Out] D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE* pAlphaFillMode,[Out] unsigned int* pStreamIndex) ID3D11VideoContext::VideoProcessorGetOutputAlphaFillMode

Gets the current level of downsampling that is performed by the video processor.

A reference to the interface. To get this reference, call .

Receives the value TRUE if downsampling was explicitly enabled using the method. Receives the value if the downsampling was disabled or was never set.

If Enabled receives the value TRUE, this parameter receives the downsampling size. Otherwise, this parameter is ignored.

hh447723 void ID3D11VideoContext::VideoProcessorGetOutputConstriction([In] ID3D11VideoProcessor* pVideoProcessor,[Out] BOOL* pEnabled,[Out] SIZE* pSize) ID3D11VideoContext::VideoProcessorGetOutputConstriction

Queries whether the video processor produces stereo video frames.

A reference to the interface. To get this reference, call .

Receives the value TRUE if stereo output is enabled, or otherwise.

hh447725 void ID3D11VideoContext::VideoProcessorGetOutputStereoMode([In] ID3D11VideoProcessor* pVideoProcessor,[Out] BOOL* pEnabled) ID3D11VideoContext::VideoProcessorGetOutputStereoMode

Gets private state data from the video processor.

A reference to the interface. To get this reference, call .

A reference to a that identifies the state. The meaning of this is defined by the graphics driver.

The size of the pData buffer, in bytes.

A reference to a buffer that receives the private state data.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447724 HRESULT ID3D11VideoContext::VideoProcessorGetOutputExtension([In] ID3D11VideoProcessor* pVideoProcessor,[In] const GUID* pExtensionGuid,[In] unsigned int DataSize,[Out, Buffer] void* pData) ID3D11VideoContext::VideoProcessorGetOutputExtension

Specifies whether an input stream on the video processor contains interlaced or progressive frames.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

A value that specifies the interlacing.

hh447759 void ID3D11VideoContext::VideoProcessorSetStreamFrameFormat([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] D3D11_VIDEO_FRAME_FORMAT FrameFormat) ID3D11VideoContext::VideoProcessorSetStreamFrameFormat

Sets the color space for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

A reference to a structure that specifies the color space.

hh447755 void ID3D11VideoContext::VideoProcessorSetStreamColorSpace([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] const D3D11_VIDEO_PROCESSOR_COLOR_SPACE* pColorSpace) ID3D11VideoContext::VideoProcessorSetStreamColorSpace

Sets the rate at which the video processor produces output frames for an input stream.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

The output rate, specified as a value.

Specifies how the driver performs frame-rate conversion, if required.

ValueMeaning
TRUE

Repeat frames.

Interpolate frames.

?

A reference to a structure. If OutputRate is , this parameter specifies the exact output rate. Otherwise, this parameter is ignored and can be null.

The standard output rates are normal frame-rate () and half frame-rate (). In addition, the driver might support custom rates for rate conversion or inverse telecine. To get the list of custom rates, call .

Depending on the output rate, the driver might need to convert the frame rate. If so, the value of RepeatFrame controls whether the driver creates interpolated frames or simply repeats input frames.

hh447761 void ID3D11VideoContext::VideoProcessorSetStreamOutputRate([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] D3D11_VIDEO_PROCESSOR_OUTPUT_RATE OutputRate,[In] BOOL RepeatFrame,[In, Optional] const DXGI_RATIONAL* pCustomRate) ID3D11VideoContext::VideoProcessorSetStreamOutputRate

Sets the source rectangle for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Specifies whether to apply the source rectangle.

A reference to a structure that specifies the source rectangle. If Enable is , this parameter is ignored.

The source rectangle is the portion of the input surface that is blitted to the destination surface. The source rectangle is given in pixel coordinates, relative to the input surface.

If this method is never called, or if the Enable parameter is , the video processor reads from the entire input surface.

hh447764 void ID3D11VideoContext::VideoProcessorSetStreamSourceRect([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In, Optional] const RECT* pRect) ID3D11VideoContext::VideoProcessorSetStreamSourceRect

Sets the destination rectangle for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Specifies whether to apply the destination rectangle.

A reference to a structure that specifies the destination rectangle. If Enable is , this parameter is ignored.

The destination rectangle is the portion of the output surface that receives the blit for this stream. The destination rectangle is given in pixel coordinates, relative to the output surface.

The default destination rectangle is an empty rectangle (0, 0, 0, 0). If this method is never called, or if the Enable parameter is , no data is written from this stream.

hh447756 void ID3D11VideoContext::VideoProcessorSetStreamDestRect([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In, Optional] const RECT* pRect) ID3D11VideoContext::VideoProcessorSetStreamDestRect

Sets the planar alpha for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Specifies whether alpha blending is enabled.

The planar alpha value. The value can range from 0.0 (transparent) to 1.0 (opaque). If Enable is , this parameter is ignored.

To use this feature, the driver must support stereo video, indicated by the D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALHPA_STREAM capability flag. To query for this capability, call .

Alpha blending is disabled by default.

For each pixel, the destination color value is computed as follows:

Cd = Cs * (As * Ap * Ae) + Cd * (1.0 - As * Ap * Ae)

where:

  • Cd = The color value of the destination pixel
  • Cs = The color value of the source pixel
  • As = The per-pixel source alpha
  • Ap = The planar alpha value
  • Ae = The palette-entry alpha value, or 1.0 (see Note)
Note??Palette-entry alpha values apply only to palettized color formats, and only when the device supports the capability. Otherwise, this factor equals 1.0.?

The destination alpha value is computed according to the alpha fill mode. For more information, see .

hh447753 void ID3D11VideoContext::VideoProcessorSetStreamAlpha([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In] float Alpha) ID3D11VideoContext::VideoProcessorSetStreamAlpha

Sets the color-palette entries for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

The number of elements in the pEntries array.

A reference to an array of palette entries. For RGB streams, the palette entries use the DXGI_FORMAT_B8G8R8A8 representation. For YCbCr streams, the palette entries use the representation. The caller allocates the array.

This method applies only to input streams that have a palettized color format. Palettized formats with 4 bits per pixel (bpp) use the first 16 entries in the list. Formats with 8 bpp use the first 256 entries.

If a pixel has a palette index greater than the number of entries, the device treats the pixel as white with opaque alpha. For full-range RGB, this value is (255, 255, 255, 255); for YCbCr the value is (255, 235, 128, 128).

If the driver does not report the capability flag, every palette entry must have an alpha value of 0xFF (opaque). To query for this capability, call .

hh447762 void ID3D11VideoContext::VideoProcessorSetStreamPalette([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] unsigned int Count,[In, Buffer, Optional] const unsigned int* pEntries) ID3D11VideoContext::VideoProcessorSetStreamPalette

Sets the pixel aspect ratio for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Specifies whether the pSourceAspectRatio and pDestinationAspectRatio parameters contain valid values. Otherwise, the pixel aspect ratios are unspecified.

A reference to a structure that contains the pixel aspect ratio of the source rectangle. If Enable is , this parameter can be null.

A reference to a structure that contains the pixel aspect ratio of the destination rectangle. If Enable is , this parameter can be null.

This function can only be called if the driver reports the capability. If this capability is not set, this function will have no effect.

Pixel aspect ratios of the form 0/n and n/0 are not valid.

The default pixel aspect ratio is 1:1 (square pixels).

hh447763 void ID3D11VideoContext::VideoProcessorSetStreamPixelAspectRatio([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In, Optional] const DXGI_RATIONAL* pSourceAspectRatio,[In, Optional] const DXGI_RATIONAL* pDestinationAspectRatio) ID3D11VideoContext::VideoProcessorSetStreamPixelAspectRatio

Sets the luma key for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Specifies whether luma keying is enabled.

The lower bound for the luma key. The valid range is [0?1]. If Enable is , this parameter is ignored.

The upper bound for the luma key. The valid range is [0?1]. If Enable is , this parameter is ignored.

To use this feature, the driver must support luma keying, indicated by the capability flag. To query for this capability, call . In addition, if the input format is RGB, the device must support the capability.

The values of Lower and Upper give the lower and upper bounds of the luma key, using a nominal range of [0...1]. Given a format with n bits per channel, these values are converted to luma values as follows:

val = f * ((1 << n)-1)

Any pixel whose luma value falls within the upper and lower bounds (inclusive) is treated as transparent.

For example, if the pixel format uses 8-bit luma, the upper bound is calculated as follows:

BYTE Y = BYTE(max(min(1.0, Upper), 0.0) * 255.0)

Note that the value is clamped to the range [0...1] before multiplying by 255.

hh447760 void ID3D11VideoContext::VideoProcessorSetStreamLumaKey([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In] float Lower,[In] float Upper) ID3D11VideoContext::VideoProcessorSetStreamLumaKey

Enables or disables stereo 3D video for an input stream on the video processor. In addition, this method specifies the layout of the video frames in memory.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Specifies whether stereo 3D is enabled for this stream. If the value is , the remaining parameters of this method are ignored.

Specifies the layout of the two stereo views in memory, as a value.

If TRUE, frame 0 contains the left view. Otherwise, frame 0 contains the right view.

This parameter is ignored for the following stereo formats:

If TRUE, frame 0 contains the base view. Otherwise, frame 1 contains the base view.

This parameter is ignored for the following stereo formats:

  • When is used and the application wants to convert the stereo data to mono, it can either:
    • Specify the base view as a mono input.
    • Specify both resources and allow the driver to do the conversion from the base view. In this case, .hInputSurface is considered frame 0 and .hInputSurfaceRight is considered frame 1.

A flag from the enumeration, specifying whether one of the views is flipped.

For format, this parameter specifies how to generate the left and right views:

  • If MonoOffset is positive, the right view is shifted to the right by that many pixels, and the left view is shifted to the left by the same amount.
  • If MonoOffset is negative, the right view is shifted to the left by that many pixels, and the left view is shifted to right by the same amount.

If Format is not , this parameter must be zero.

hh447765 void ID3D11VideoContext::VideoProcessorSetStreamStereoFormat([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In] D3D11_VIDEO_PROCESSOR_STEREO_FORMAT Format,[In] BOOL LeftViewFrame0,[In] BOOL BaseViewFrame0,[In] D3D11_VIDEO_PROCESSOR_STEREO_FLIP_MODE FlipMode,[In] int MonoOffset) ID3D11VideoContext::VideoProcessorSetStreamStereoFormat

Enables or disables automatic processing features on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

If TRUE, automatic processing features are enabled. If , the driver disables any extra video processing that it might be performing.

By default, the driver might perform certain processing tasks automatically during the video processor blit. This method enables the application to disable these extra video processing features. For example, if you provide your own pixel shader for the video processor, you might want to disable the driver's automatic processing.

hh447754 void ID3D11VideoContext::VideoProcessorSetStreamAutoProcessingMode([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable) ID3D11VideoContext::VideoProcessorSetStreamAutoProcessingMode

Enables or disables an image filter for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

The filter, specified as a value.

To query which filters the driver supports, call .

Specifies whether to enable the filter.

The filter level. If Enable is , this parameter is ignored.

To find the valid range of levels for a specified filter, call .

hh447758 void ID3D11VideoContext::VideoProcessorSetStreamFilter([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] D3D11_VIDEO_PROCESSOR_FILTER Filter,[In] BOOL Enable,[In] int Level) ID3D11VideoContext::VideoProcessorSetStreamFilter

Sets a driver-specific state on a video processing stream.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

A reference to a that identifies the operation. The meaning of this is defined by the graphics driver.

The size of the pData buffer, in bytes.

A reference to a buffer that contains private state data. The method passes this buffer directly to the driver without validation. It is the responsibility of the driver to validate the data.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447757 HRESULT ID3D11VideoContext::VideoProcessorSetStreamExtension([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] const GUID* pExtensionGuid,[In] unsigned int DataSize,[In] void* pData) ID3D11VideoContext::VideoProcessorSetStreamExtension

Gets the format of an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Receives a value that specifies whether the stream contains interlaced or progressive frames.

hh447739 void ID3D11VideoContext::VideoProcessorGetStreamFrameFormat([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] D3D11_VIDEO_FRAME_FORMAT* pFrameFormat) ID3D11VideoContext::VideoProcessorGetStreamFrameFormat

Gets the color space for an input stream of the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Receives a value that specifies the color space.

hh447731 void ID3D11VideoContext::VideoProcessorGetStreamColorSpace([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] D3D11_VIDEO_PROCESSOR_COLOR_SPACE* pColorSpace) ID3D11VideoContext::VideoProcessorGetStreamColorSpace

Gets the rate at which the video processor produces output frames for an input stream.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Receives a value that specifies the output rate.

Receives a Boolean value that specifies how the driver performs frame-rate conversion, if required.

ValueMeaning
TRUE

Repeat frames.

Interpolate frames.

?

A reference to a structure. If the output rate is , the method fills in this structure with the exact output rate. Otherwise, this parameter is ignored.

hh447741 void ID3D11VideoContext::VideoProcessorGetStreamOutputRate([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] D3D11_VIDEO_PROCESSOR_OUTPUT_RATE* pOutputRate,[Out] BOOL* pRepeatFrame,[Out] DXGI_RATIONAL* pCustomRate) ID3D11VideoContext::VideoProcessorGetStreamOutputRate

Gets the source rectangle for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Receives the value TRUE if the source rectangle is enabled, or otherwise.

A reference to a structure that receives the source rectangle.

hh447744 void ID3D11VideoContext::VideoProcessorGetStreamSourceRect([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnabled,[Out] RECT* pRect) ID3D11VideoContext::VideoProcessorGetStreamSourceRect

Gets the destination rectangle for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Receives the value TRUE if the destination rectangle is enabled, or otherwise.

A reference to a structure that receives the destination rectangle.

hh447733 void ID3D11VideoContext::VideoProcessorGetStreamDestRect([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnabled,[Out] RECT* pRect) ID3D11VideoContext::VideoProcessorGetStreamDestRect

Gets the planar alpha for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Receives the value TRUE if planar alpha is enabled, or otherwise.

Receives the planar alpha value. The value can range from 0.0 (transparent) to 1.0 (opaque).

hh447727 void ID3D11VideoContext::VideoProcessorGetStreamAlpha([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnabled,[Out] float* pAlpha) ID3D11VideoContext::VideoProcessorGetStreamAlpha

Gets the color-palette entries for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

The number of entries in the pEntries array.

A reference to a UINT array allocated by the caller. The method fills the array with the palette entries. For RGB streams, the palette entries use the DXGI_FORMAT_B8G8R8A8 representation. For YCbCr streams, the palette entries use the representation.

This method applies only to input streams that have a palettized color format. Palettized formats with 4 bits per pixel (bpp) use 16 palette entries. Formats with 8 bpp use 256 entries.

hh447742 void ID3D11VideoContext::VideoProcessorGetStreamPalette([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] unsigned int Count,[Out, Buffer] unsigned int* pEntries) ID3D11VideoContext::VideoProcessorGetStreamPalette

Gets the pixel aspect ratio for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Receives the value TRUE if the pixel aspect ratio is specified. Otherwise, receives the value .

A reference to a structure. If *pEnabled is TRUE, this parameter receives the pixel aspect ratio of the source rectangle.

A reference to a structure. If *pEnabled is TRUE, this parameter receives the pixel aspect ratio of the destination rectangle.

When the method returns, if *pEnabled is TRUE, the pSourceAspectRatio and pDestinationAspectRatio parameters contain the pixel aspect ratios. Otherwise, the default pixel aspect ratio is 1:1 (square pixels).

hh447743 void ID3D11VideoContext::VideoProcessorGetStreamPixelAspectRatio([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnabled,[Out] DXGI_RATIONAL* pSourceAspectRatio,[Out] DXGI_RATIONAL* pDestinationAspectRatio) ID3D11VideoContext::VideoProcessorGetStreamPixelAspectRatio

Gets the luma key for an input stream of the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Receives the value TRUE if luma keying is enabled, or otherwise.

Receives the lower bound for the luma key. The valid range is [0?1].

Receives the upper bound for the luma key. The valid range is [0?1].

hh447740 void ID3D11VideoContext::VideoProcessorGetStreamLumaKey([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnabled,[Out] float* pLower,[Out] float* pUpper) ID3D11VideoContext::VideoProcessorGetStreamLumaKey

Gets the stereo 3D format for an input stream on the video processor

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Receives the value TRUE if stereo 3D is enabled for this stream, or otherwise. If the value is , ignore the remaining parameters.

Receives a value that specifies the layout of the two stereo views in memory.

Receives a Boolean value.

ValueMeaning
TRUE

Frame 0 contains the left view.

Frame 0 contains the right view.

?

Receives a Boolean value.

ValueMeaning
TRUE

Frame 0 contains the base view.

Frame 1 contains the base view.

?

Receives a value. This value specifies whether one of the views is flipped.

Receives the pixel offset used for format. This parameter is ignored for other stereo formats.

hh447745 void ID3D11VideoContext::VideoProcessorGetStreamStereoFormat([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnable,[Out] D3D11_VIDEO_PROCESSOR_STEREO_FORMAT* pFormat,[Out] BOOL* pLeftViewFrame0,[Out] BOOL* pBaseViewFrame0,[Out] D3D11_VIDEO_PROCESSOR_STEREO_FLIP_MODE* pFlipMode,[Out] int* MonoOffset) ID3D11VideoContext::VideoProcessorGetStreamStereoFormat

Queries whether automatic processing features of the video processor are enabled.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Receives the value TRUE if automatic processing features are enabled, or otherwise.

Automatic processing refers to additional image processing that drivers might have performed on the image data prior to the application receiving the data.

hh447729 void ID3D11VideoContext::VideoProcessorGetStreamAutoProcessingMode([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnabled) ID3D11VideoContext::VideoProcessorGetStreamAutoProcessingMode

Gets the image filter settings for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

The filter to query, specified as a value.

Receives the value TRUE if the image filter is enabled, or otherwise.

Receives the filter level.

hh447737 void ID3D11VideoContext::VideoProcessorGetStreamFilter([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] D3D11_VIDEO_PROCESSOR_FILTER Filter,[Out] BOOL* pEnabled,[Out] int* pLevel) ID3D11VideoContext::VideoProcessorGetStreamFilter

Gets a driver-specific state for a video processing stream.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

A reference to a that identifies the state. The meaning of this is defined by the graphics driver.

The size of the pData buffer, in bytes.

A reference to a buffer that receives the private state data.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447735 HRESULT ID3D11VideoContext::VideoProcessorGetStreamExtension([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] const GUID* pExtensionGuid,[In] unsigned int DataSize,[Out, Buffer] void* pData) ID3D11VideoContext::VideoProcessorGetStreamExtension

Performs a video processing operation on one or more input samples and writes the result to a Direct3D surface.

A reference to the interface. To get this reference, call the method.

A reference to the interface for the output surface. The output of the video processing operation will be written to this surface.

The frame number of the output video frame, indexed from zero.

The number of input streams to process.

A reference to an array of structures that contain information about the input streams. The caller allocates the array and fills in each structure. The number of elements in the array is given in the StreamCount parameter.

If this method succeeds, it returns . Otherwise, it returns an error code.

The maximum value of StreamCount is given in the MaxStreamStates member of the structure. The maximum number of streams that can be enabled at one time is given in the MaxInputStreams member of that structure.

If the output stereo mode is TRUE:

  • The output view must contain a texture array of two elements.
  • At least one stereo stream must be specified.
  • If multiple input streams are enabled, it is possible that one or more of the input streams may contain mono data.

Otherwise:

  • The output view must contain a single element.
  • The stereo format cannot be .

This function does not honor a D3D11 predicate that may have been set.

If the application uses D3D11 quries, this function may not be accounted for with and when using feature levels lower than 11. will not include this function for any feature level.

hh447719 HRESULT ID3D11VideoContext::VideoProcessorBlt([In] ID3D11VideoProcessor* pVideoProcessor,[In] ID3D11VideoProcessorOutputView* pView,[In] unsigned int OutputFrame,[In] unsigned int StreamCount,[In, Buffer] const D3D11_VIDEO_PROCESSOR_STREAM* pStreams) ID3D11VideoContext::VideoProcessorBlt

Establishes the session key for a cryptographic session.

A reference to the interface of the cryptographic session.

The size of the pData byte array, in bytes.

A reference to a byte array that contains the encrypted session key.

If this method succeeds, it returns . Otherwise, it returns an error code.

The key exchange mechanism depends on the type of cryptographic session.

For RSA Encryption Scheme - Optimal Asymmetric Encryption Padding (RSAES-OAEP), the software decoder generates the secret key, encrypts the secret key by using the public key with RSAES-OAEP, and places the cipher text in the pData parameter. The actual size of the buffer for RSAES-OAEP is 256 bytes.

hh447714 HRESULT ID3D11VideoContext::NegotiateCryptoSessionKeyExchange([In] ID3D11CryptoSession* pCryptoSession,[In] unsigned int DataSize,[Out, Buffer] void* pData) ID3D11VideoContext::NegotiateCryptoSessionKeyExchange

Reads encrypted data from a protected surface.

A reference to the interface of the cryptographic session.

A reference to the interface of the protected surface.

A reference to the interface of the surface that receives the encrypted data.

The size of the pIV buffer, in bytes.

A reference to a buffer that receives the initialization vector (IV). The caller allocates this buffer, but the driver generates the IV.

For 128-bit AES-CTR encryption, pIV points to a structure. When the driver generates the first IV, it initializes the structure to a random number. For each subsequent IV, the driver simply increments the IV member of the structure, ensuring that the value always increases. The application can validate that the same IV is never used more than once with the same key pair.

Not all drivers support this method. To query the driver capabilities, call and check for the flag in the Caps member of the structure.

Some drivers might require a separate key to decrypt the data that is read back. To check for this requirement, call GetContentProtectionCaps and check for the flag. If this flag is present, call to get the decryption key.

This method has the following limitations:

  • Reading back sub-rectangles is not supported.
  • Reading back partially encrypted surfaces is not supported.
  • The protected surface must be either an off-screen plain surface or a render target.
  • The destination surface must be a resource.
  • The protected surface cannot be multisampled.
  • Stretching and colorspace conversion are not supported.

This function does not honor a D3D11 predicate that may have been set.

If the application uses D3D11 quries, this function may not be accounted for with and when using feature levels lower than 11. will not include this function for any feature level.

hh447709 void ID3D11VideoContext::EncryptionBlt([In] ID3D11CryptoSession* pCryptoSession,[In] ID3D11Texture2D* pSrcSurface,[In] ID3D11Texture2D* pDstSurface,[In] unsigned int IVSize,[InOut, Buffer, Optional] void* pIV) ID3D11VideoContext::EncryptionBlt

Writes encrypted data to a protected surface.

A reference to the interface.

A reference to the surface that contains the source data.

A reference to the protected surface where the encrypted data is written.

A reference to a structure, or null.

If the driver supports partially encrypted buffers, pEncryptedBlockInfo indicates which portions of the buffer are encrypted. If the entire surface is encrypted, set this parameter to null.

To check whether the driver supports partially encrypted buffers, call and check for the capabilities flag. If the driver does not support partially encrypted buffers, set this parameter to null.

The size of the encrypted content key, in bytes.

A reference to a buffer that contains a content encryption key, or null. To query whether the driver supports the use of content keys, call and check for the capabilities flag.

If the driver supports content keys, use the content key to encrypt the surface. Encrypt the content key using the session key, and place the resulting cipher text in pContentKey. If the driver does not support content keys, use the session key to encrypt the surface and set pContentKey to null.

The size of the pIV buffer, in bytes.

A reference to a buffer that contains the initialization vector (IV).

For 128-bit AES-CTR encryption, pIV points to a structure. The caller allocates the structure and generates the IV. When you generate the first IV, initialize the structure to a random number. For each subsequent IV, simply increment the IV member of the structure, ensuring that the value always increases. This procedure enables the driver to validate that the same IV is never used more than once with the same key pair.

For other encryption types, a different structure might be used, or the encryption might not use an IV.

Not all hardware or drivers support this functionality for all cryptographic types. This function can only be called when the cap is reported.

This method does not support writing to sub-rectangles of the surface.

If the hardware and driver support a content key:

  • The data is encrypted by the caller using the content key.
  • The content key is encrypted by the caller using the session key.
  • The encrypted content key is passed to the driver.

Otherwise, the data is encrypted by the caller using the session key and null is passed as the content key.

If the driver and hardware support partially encrypted buffers, pEncryptedBlockInfo indicates which portions of the buffer are encrypted and which is not. If the entire buffer is encrypted, pEncryptedBlockinfo should be null.

The allows the application to indicate which bytes in the buffer are encrypted. This is specified in bytes, so the application must ensure that the encrypted blocks match the GPU?s crypto block alignment.

This function does not honor a D3D11 predicate that may have been set.

If the application uses D3D11 quries, this function may not be accounted for with and when using feature levels lower than 11. will not include this function for any feature level.

hh447708 void ID3D11VideoContext::DecryptionBlt([In] ID3D11CryptoSession* pCryptoSession,[In] ID3D11Texture2D* pSrcSurface,[In] ID3D11Texture2D* pDstSurface,[In, Optional] D3D11_ENCRYPTED_BLOCK_INFO* pEncryptedBlockInfo,[In] unsigned int ContentKeySize,[In, Buffer, Optional] const void* pContentKey,[In] unsigned int IVSize,[InOut, Buffer, Optional] void* pIV) ID3D11VideoContext::DecryptionBlt

Gets a random number that can be used to refresh the session key.

A reference to the interface.

The size of the pRandomNumber array, in bytes. The size should match the size of the session key.

A reference to a byte array that receives a random number.

To generate a new session key, perform a bitwise XOR between the previous session key and the random number. The new session key does not take affect until the application calls .

To query whether the driver supports this method, call and check for the capabilities flag.

hh447717 void ID3D11VideoContext::StartSessionKeyRefresh([In] ID3D11CryptoSession* pCryptoSession,[In] unsigned int RandomNumberSize,[Out, Buffer] void* pRandomNumber) ID3D11VideoContext::StartSessionKeyRefresh

Switches to a new session key.

A reference to the interface.

This function can only be called when the cap is reported.

Before calling this method, call . The StartSessionKeyRefresh method gets a random number from the driver, which is used to create a new session key. The new session key does not become active until the application calls FinishSessionKeyRefresh. After the application calls FinishSessionKeyRefresh, all protected surfaces are encrypted using the new session key.

hh447710 void ID3D11VideoContext::FinishSessionKeyRefresh([In] ID3D11CryptoSession* pCryptoSession) ID3D11VideoContext::FinishSessionKeyRefresh

Gets the cryptographic key to decrypt the data returned by the method.

No documentation. No documentation. No documentation.

If this method succeeds, it returns . Otherwise, it returns an error code.

This method applies only when the driver requires a separate content key for the EncryptionBlt method. For more information, see the Remarks for EncryptionBlt.

Each time this method is called, the driver generates a new key.

The KeySize should match the size of the session key.

The read back key is encrypted by the driver/hardware using the session key.

hh447712 HRESULT ID3D11VideoContext::GetEncryptionBltKey([In] ID3D11CryptoSession* pCryptoSession,[In] unsigned int KeySize,[Out, Buffer] void* pReadbackKey) ID3D11VideoContext::GetEncryptionBltKey

Establishes a session key for an authenticated channel.

A reference to the interface. This method will fail if the channel type is , because the Direct3D11 channel does not support authentication.

The size of the data in the pData array, in bytes.

A reference to a byte array that contains the encrypted session key. The buffer must contain 256 bytes of data, encrypted using RSA Encryption Scheme - Optimal Asymmetric Encryption Padding (RSAES-OAEP).

If this method succeeds, it returns . Otherwise, it returns an error code.

This method will fail if the channel type is , because the Direct3D11 channel does not support authentication.

hh447713 HRESULT ID3D11VideoContext::NegotiateAuthenticatedChannelKeyExchange([In] ID3D11AuthenticatedChannel* pChannel,[In] unsigned int DataSize,[Out, Buffer] void* pData) ID3D11VideoContext::NegotiateAuthenticatedChannelKeyExchange

Sends a query to an authenticated channel.

A reference to the interface.

The size of the pInput array, in bytes.

A reference to a byte array that contains input data for the query. This array always starts with a structure. The QueryType member of the structure specifies the query and defines the meaning of the rest of the array.

The size of the pOutput array, in bytes.

A reference to a byte array that receives the result of the query. This array always starts with a structure. The meaning of the rest of the array depends on the query.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447715 HRESULT ID3D11VideoContext::QueryAuthenticatedChannel([In] ID3D11AuthenticatedChannel* pChannel,[In] unsigned int InputSize,[In, Buffer] const void* pInput,[In] unsigned int OutputSize,[Out, Buffer] void* pOutput) ID3D11VideoContext::QueryAuthenticatedChannel

Sends a configuration command to an authenticated channel.

A reference to the interface.

The size of the pInput array, in bytes.

A reference to a byte array that contains input data for the command. This buffer always starts with a structure. The ConfigureType member of the structure specifies the command and defines the meaning of the rest of the buffer.

A reference to a structure that receives the response to the command.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447704 HRESULT ID3D11VideoContext::ConfigureAuthenticatedChannel([In] ID3D11AuthenticatedChannel* pChannel,[In] unsigned int InputSize,[In, Buffer] const void* pInput,[Out] D3D11_AUTHENTICATED_CONFIGURE_OUTPUT* pOutput) ID3D11VideoContext::ConfigureAuthenticatedChannel

Sets the stream rotation for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Specifies if the stream is to be rotated in a clockwise orientation.

Specifies the rotation of the stream.

This is an optional state and the application should only use it if is reported in .FeatureCaps.

The stream source rectangle will be specified in the pre-rotation coordinates (typically landscape) and the stream destination rectangle will be specified in the post-rotation coordinates (typically portrait). The application must update the stream destination rectangle correctly when using a rotation value other than 0? and 180?.

jj160517 void ID3D11VideoContext::VideoProcessorSetStreamRotation([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In] D3D11_VIDEO_PROCESSOR_ROTATION Rotation) ID3D11VideoContext::VideoProcessorSetStreamRotation

Gets the stream rotation for an input stream on the video processor.

A reference to the interface. To get this reference, call .

The zero-based index of the input stream. To get the maximum number of streams, call and check the MaxStreamStates structure member.

Specifies if the stream is rotated.

Specifies the rotation of the stream in a clockwise orientation.

jj160516 void ID3D11VideoContext::VideoProcessorGetStreamRotation([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnable,[Out] D3D11_VIDEO_PROCESSOR_ROTATION* pRotation) ID3D11VideoContext::VideoProcessorGetStreamRotation

[This documentation is preliminary and is subject to change.]

Applies to: desktop apps | Metro style apps

Gets a reference to a DirectX Video Acceleration (DXVA) decoder buffer.

A reference to the interface. To get this reference, call .

The type of buffer to retrieve, specified as a member of the enumeration.

An to the memory buffer.

The graphics driver allocates the buffers that are used for DXVA decoding. This method locks the Microsoft Direct3D surface that contains the buffer. When you are done using the buffer, call to unlock the surface.

hh447711 HRESULT ID3D11VideoContext::GetDecoderBuffer([In] ID3D11VideoDecoder* pDecoder,[In] D3D11_VIDEO_DECODER_BUFFER_TYPE Type,[Out] unsigned int* pBufferSize,[Out] void** ppBuffer) ID3D11VideoContext::GetDecoderBuffer

[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]

Provides the video functionality of a Microsoft Direct3D?11 device.

To get a reference to this interface, call QueryInterface with an interface reference.

dn894126 ID3D11VideoContext1 ID3D11VideoContext1
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.

Submits one or more buffers for decoding.

A reference to the interface. To get this reference, call the method.

The number of buffers submitted for decoding.

A reference to an array of structures. The NumBuffers parameter specifies the number of elements in the array. Each element in the array describes a compressed buffer for decoding.

If this method succeeds, it returns . Otherwise, it returns an error code.

This function does not honor any D3D11 predicate that may have been set. will not include this function for any feature level.

dn894131 HRESULT ID3D11VideoContext1::SubmitDecoderBuffers1([In] ID3D11VideoDecoder* pDecoder,[In] unsigned int NumBuffers,[In, Buffer] const D3D11_VIDEO_DECODER_BUFFER_DESC1* pBufferDesc) ID3D11VideoContext1::SubmitDecoderBuffers1

Allows the driver to return IHV specific information used when initializing the new hardware key.

A reference to the interface. To get this reference, call ID3D11VideoDevice1::CreateCryptoSession.

The size of the memory referenced by the pPrivateInputData parameter.

The private input data. The contents of this parameter is defined by the implementation of the secure execution environment. It may contain data about the license or about the stream properties.

A reference to the private output data. The return data is defined by the implementation of the secure execution environment. It may contain graphics-specific data to be associated with the underlying hardware key.

This method returns one of the following error codes.

The operation completed successfully.
E_OUTOFMEMORYThere is insufficient memory to complete the operation.

?

dn894130 HRESULT ID3D11VideoContext1::GetDataForNewHardwareKey([In] ID3D11CryptoSession* pCryptoSession,[In] unsigned int PrivateInputSize,[In, Buffer] const void* pPrivatInputData,[Out] unsigned longlong* pPrivateOutputData) ID3D11VideoContext1::GetDataForNewHardwareKey

Checks the status of a crypto session.

Specifies a for which status is checked.

A that is populated with the crypto session status upon completion.

This method returns one of the following error codes.

The operation completed successfully.
E_INVALIDARGAn invalid parameter was passed or this function was called using an invalid calling pattern.
E_OUTOFMEMORYThere is insufficient memory to complete the operation.

?

dn894127 HRESULT ID3D11VideoContext1::CheckCryptoSessionStatus([In] ID3D11CryptoSession* pCryptoSession,[Out] D3D11_CRYPTO_SESSION_STATUS* pStatus) ID3D11VideoContext1::CheckCryptoSessionStatus

Indicates that decoder downsampling will be used and that the driver should allocate the appropriate reference frames.

A reference to the interface.

The color space information of the reference frame data.

The resolution, format, and colorspace of the output/display frames. This is the destination resolution and format of the downsample operation.

The number of reference frames to be used in the operation.

This method returns one of the following error codes.

The operation completed successfully.
E_INVALIDARGAn invalid parameter was passed or this function was called using an invalid calling pattern.
E_OUTOFMEMORYThere is insufficient memory to complete the operation.

?

This function can only be called once for a specific interface. This method must be called prior to the first call to DecoderBeginFrame. To update the downsampling parameters, use DecoderUpdateDownsampling.

dn894128 HRESULT ID3D11VideoContext1::DecoderEnableDownsampling([In] ID3D11VideoDecoder* pDecoder,[In] DXGI_COLOR_SPACE_TYPE InputColorSpace,[In] const D3D11_VIDEO_SAMPLE_DESC* pOutputDesc,[In] unsigned int ReferenceFrameCount) ID3D11VideoContext1::DecoderEnableDownsampling

Updates the decoder downsampling parameters.

A reference to the interface.

The resolution, format, and colorspace of the output/display frames. This is the destination resolution and format of the downsample operation.

This method returns one of the following error codes.

The operation completed successfully.
E_INVALIDARGAn invalid parameter was passed or this function was called using an invalid calling pattern.
E_OUTOFMEMORYThere is insufficient memory to complete the operation.

?

This method can only be called after decode downsampling is enabled by calling DecoderEnableDownsampling. This method is only supported if the capability is reported.

dn894129 HRESULT ID3D11VideoContext1::DecoderUpdateDownsampling([In] ID3D11VideoDecoder* pDecoder,[In] const D3D11_VIDEO_SAMPLE_DESC* pOutputDesc) ID3D11VideoContext1::DecoderUpdateDownsampling

Sets the color space information for the video processor output surface.

A reference to the interface.

A value that specifies the colorspace for the video processor output surface.

dn894137 void ID3D11VideoContext1::VideoProcessorSetOutputColorSpace1([In] ID3D11VideoProcessor* pVideoProcessor,[In] DXGI_COLOR_SPACE_TYPE ColorSpace) ID3D11VideoContext1::VideoProcessorSetOutputColorSpace1

Sets a value indicating whether the output surface from a call to will be read by Direct3D shaders.

No documentation. No documentation. dn894138 void ID3D11VideoContext1::VideoProcessorSetOutputShaderUsage([In] ID3D11VideoProcessor* pVideoProcessor,[In] BOOL ShaderUsage) ID3D11VideoContext1::VideoProcessorSetOutputShaderUsage

Gets the color space information for the video processor output surface.

A reference to the interface.

A reference to a value that indicates the colorspace for the video processor output surface.

dn894133 void ID3D11VideoContext1::VideoProcessorGetOutputColorSpace1([In] ID3D11VideoProcessor* pVideoProcessor,[Out] DXGI_COLOR_SPACE_TYPE* pColorSpace) ID3D11VideoContext1::VideoProcessorGetOutputColorSpace1

Gets a value indicating whether the output surface from a call to can be read by Direct3D shaders.

No documentation. No documentation. dn894134 void ID3D11VideoContext1::VideoProcessorGetOutputShaderUsage([In] ID3D11VideoProcessor* pVideoProcessor,[Out] BOOL* pShaderUsage) ID3D11VideoContext1::VideoProcessorGetOutputShaderUsage

Sets the color space information for the video processor input stream.

A reference to the interface.

An index identifying the input stream.

A value that specifies the colorspace for the video processor input stream.

dn894139 void ID3D11VideoContext1::VideoProcessorSetStreamColorSpace1([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] DXGI_COLOR_SPACE_TYPE ColorSpace) ID3D11VideoContext1::VideoProcessorSetStreamColorSpace1

Specifies whether the video processor input stream should be flipped vertically or horizontally.

A reference to the interface.

An index identifying the input stream.

True if mirroring should be enabled; otherwise, false.

True if the stream should be flipped horizontally; otherwise, false.

True if the stream should be flipped vertically; otherwise, false.

When used in combination, transformations on the processor input stream should be applied in the following order:

  • Rotation
  • Mirroring
  • Source clipping
dn894140 void ID3D11VideoContext1::VideoProcessorSetStreamMirror([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In] BOOL FlipHorizontal,[In] BOOL FlipVertical) ID3D11VideoContext1::VideoProcessorSetStreamMirror

Gets the color space information for the video processor input stream.

A reference to the interface.

An index identifying the input stream.

A reference to a value that specifies the colorspace for the video processor input stream.

dn894135 void ID3D11VideoContext1::VideoProcessorGetStreamColorSpace1([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] DXGI_COLOR_SPACE_TYPE* pColorSpace) ID3D11VideoContext1::VideoProcessorGetStreamColorSpace1

Gets values that indicate whether the video processor input stream is being flipped vertically or horizontally.

A reference to the interface.

An index identifying the input stream.

A reference to a boolean value indicating whether mirroring is enabled. True if mirroring is enabled; otherwise, false.

A reference to a boolean value indicating whether the stream is being flipped horizontally. True if the stream is being flipped horizontally; otherwise, false.

A reference to a boolean value indicating whether the stream is being flipped vertically. True if the stream is being flipped vertically; otherwise, false.

dn894136 void ID3D11VideoContext1::VideoProcessorGetStreamMirror([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnable,[Out] BOOL* pFlipHorizontal,[Out] BOOL* pFlipVertical) ID3D11VideoContext1::VideoProcessorGetStreamMirror

Returns driver hints that indicate which of the video processor operations are best performed using multi-plane overlay hardware rather than method.

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

This method returns one of the following error codes.

The operation completed successfully.
E_INVALIDARGAn invalid parameter was passed or this function was called using an invalid calling pattern.
E_OUTOFMEMORYThere is insufficient memory to complete the operation.

?

This method computes the behavior hints using the current state of the video processor as set by the "SetOutput" and "SetStream" methods of and . You must set the proper state before calling this method to ensure that the returned hints contain useful data.

dn894132 HRESULT ID3D11VideoContext1::VideoProcessorGetBehaviorHints([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int OutputWidth,[In] unsigned int OutputHeight,[In] DXGI_FORMAT OutputFormat,[In] unsigned int StreamCount,[In, Buffer] const D3D11_VIDEO_PROCESSOR_STREAM_BEHAVIOR_HINT* pStreams,[Out] unsigned int* pBehaviorHints) ID3D11VideoContext1::VideoProcessorGetBehaviorHints

Provides the video functionality of a Microsoft Direct3D?11 device.

To get a reference to this interface, call QueryInterface with an interface reference.

This interface provides access to several areas of Microsoft Direct3D video functionality:

  • Hardware-accelerated video decoding
  • Video processing
  • GPU-based content protection
  • Video encryption and decryption

In Microsoft Direct3D?9, the equivalent functions were distributed across several interfaces:

  • IDirect3DAuthenticatedChannel9
  • IDirect3DCryptoSession9
  • IDirectXVideoDecoder
  • IDirectXVideoProcessor
  • IDXVAHD_VideoProcessor
hh447703 ID3D11VideoContext2 ID3D11VideoContext2
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. No documentation. No documentation. No documentation. No documentation. No documentation. void ID3D11VideoContext2::VideoProcessorSetOutputHDRMetaData([In] ID3D11VideoProcessor* pVideoProcessor,[In] DXGI_HDR_METADATA_TYPE Type,[In] unsigned int Size,[In, Buffer, Optional] const void* pHDRMetaData) ID3D11VideoContext2::VideoProcessorSetOutputHDRMetaData No documentation. No documentation. No documentation. No documentation. No documentation. void ID3D11VideoContext2::VideoProcessorGetOutputHDRMetaData([In] ID3D11VideoProcessor* pVideoProcessor,[Out] DXGI_HDR_METADATA_TYPE* pType,[In] unsigned int Size,[Out, Buffer, Optional] void* pMetaData) ID3D11VideoContext2::VideoProcessorGetOutputHDRMetaData No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. void ID3D11VideoContext2::VideoProcessorSetStreamHDRMetaData([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] DXGI_HDR_METADATA_TYPE Type,[In] unsigned int Size,[In, Buffer, Optional] const void* pHDRMetaData) ID3D11VideoContext2::VideoProcessorSetStreamHDRMetaData No documentation. No documentation. No documentation. No documentation. No documentation. No documentation. void ID3D11VideoContext2::VideoProcessorGetStreamHDRMetaData([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] DXGI_HDR_METADATA_TYPE* pType,[In] unsigned int Size,[Out, Buffer, Optional] void* pMetaData) ID3D11VideoContext2::VideoProcessorGetStreamHDRMetaData

Represents a hardware-accelerated video decoder for Microsoft Direct3D?11.

To get a reference to this interface, call .

hh447766 ID3D11VideoDecoder ID3D11VideoDecoder
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 a handle to the driver.

The driver handle can be used to configure content protection.

hh447780 GetDriverHandle GetDriverHandle HRESULT ID3D11VideoDecoder::GetDriverHandle([Out] void** pDriverHandle)

Gets the parameters that were used to create the decoder.

A reference to a structure that receives a description of the video stream.

A reference to a structure that receives the decoder configuration.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447769 HRESULT ID3D11VideoDecoder::GetCreationParameters([Out] D3D11_VIDEO_DECODER_DESC* pVideoDesc,[Out] D3D11_VIDEO_DECODER_CONFIG* pConfig) ID3D11VideoDecoder::GetCreationParameters

Gets a handle to the driver.

Receives a handle to the driver.

If this method succeeds, it returns . Otherwise, it returns an error code.

The driver handle can be used to configure content protection.

hh447780 HRESULT ID3D11VideoDecoder::GetDriverHandle([Out] void** pDriverHandle) ID3D11VideoDecoder::GetDriverHandle

Identifies the output surfaces that can be accessed during video decoding.

To get a reference to this interface, call .

hh447767 ID3D11VideoDecoderOutputView ID3D11VideoDecoderOutputView
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 properties of the video decoder output view.

hh447768 GetDesc GetDesc void ID3D11VideoDecoderOutputView::GetDesc([Out] D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC* pDesc)

Gets the properties of the video decoder output view.

A reference to a structure. The method fills the structure with the view properties.

hh447768 void ID3D11VideoDecoderOutputView::GetDesc([Out] D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC* pDesc) ID3D11VideoDecoderOutputView::GetDesc

Provides the video decoding and video processing capabilities of a Microsoft Direct3D?11 device.

The Direct3D?11 device supports this interface. To get a reference to this interface, call QueryInterface with an interface reference.

If you query an for and the Direct3D?11 device created is using the reference rasterizer or WARP, or is a hardware device and you are using the Microsoft Basic Display Adapter, E_NOINTERFACE is returned.

hh447781 ID3D11VideoDevice ID3D11VideoDevice
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 number of profiles that are supported by the driver.

To enumerate the profiles, call .

hh447796 GetVideoDecoderProfileCount GetVideoDecoderProfileCount unsigned int ID3D11VideoDevice::GetVideoDecoderProfileCount()

Creates a video decoder device for Microsoft Direct3D?11.

A reference to a structure that describes the video stream and the decoder profile.

A reference to a structure that specifies the decoder configuration.

Receives a reference to the interface. The caller must release the interface.

If this method succeeds, it returns . Otherwise, it returns an error code.

This method allocates the necessary decoder buffers.

The method does not affect the internal state of the video decoder.

hh447786 HRESULT ID3D11VideoDevice::CreateVideoDecoder([In] const D3D11_VIDEO_DECODER_DESC* pVideoDesc,[In] const D3D11_VIDEO_DECODER_CONFIG* pConfig,[Out] ID3D11VideoDecoder** ppDecoder) ID3D11VideoDevice::CreateVideoDecoder

Creates a video processor device for Microsoft Direct3D?11.

A reference to the interface. To get this reference, call .

Specifies the frame-rate conversion capabilities for the video processor. The value is a zero-based index that corresponds to the TypeIndex parameter of the method.

Receives a reference to the interface. The caller must release the interface.

If this method succeeds, it returns . Otherwise, it returns an error code.

The method does not affect the internal state of the video processor.

hh447788 HRESULT ID3D11VideoDevice::CreateVideoProcessor([In] ID3D11VideoProcessorEnumerator* pEnum,[In] unsigned int RateConversionIndex,[Out] ID3D11VideoProcessor** ppVideoProcessor) ID3D11VideoDevice::CreateVideoProcessor

Creates a channel to communicate with the Microsoft Direct3D device or the graphics driver. The channel can be used to send commands and queries for content protection.

Specifies the type of channel, as a member of the enumeration.

Receives a reference to the interface. The caller must release the interface.

If this method succeeds, it returns . Otherwise, it returns an error code.

If the ChannelType parameter is , the method creates a channel with the Direct3D device. This type of channel does not support authentication.

If ChannelType is or , the method creates an authenticated channel with the graphics driver.

hh447784 HRESULT ID3D11VideoDevice::CreateAuthenticatedChannel([In] D3D11_AUTHENTICATED_CHANNEL_TYPE ChannelType,[Out] ID3D11AuthenticatedChannel** ppAuthenticatedChannel) ID3D11VideoDevice::CreateAuthenticatedChannel

Creates a cryptographic session to encrypt video content that is sent to the graphics driver.

A reference to a that specifies the type of encryption to use. The following GUIDs are defined.

ValueMeaning
D3D11_CRYPTO_TYPE_AES128_CTR

128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher.

?

A reference to a that specifies the decoding profile. For a list of possible values, see . If decoding will not be used, set this parameter to null.

A reference to a that specifies the type of key exchange.

ValueMeaning
D3D11_KEY_EXCHANGE_RSAES_OAEP

The caller will create the session key, encrypt it with RSA Encryption Scheme - Optimal Asymmetric Encryption Padding (RSAES-OAEP) by using the driver's public key, and pass the session key to the driver.

?

Receives a reference to the interface. The caller must release the interface.

If this method succeeds, it returns . Otherwise, it returns an error code.

The method does not affect the internal state of the cryptographic session.

hh447785 HRESULT ID3D11VideoDevice::CreateCryptoSession([In] const GUID* pCryptoType,[In, Optional] const GUID* pDecoderProfile,[In] const GUID* pKeyExchangeType,[Out] ID3D11CryptoSession** ppCryptoSession) ID3D11VideoDevice::CreateCryptoSession

Creates a resource view for a video decoder, describing the output sample for the decoding operation.

A reference to the interface of the decoder surface. The resource must be created with the flag. See .

A reference to a structure that describes the view.

Receives a reference to the interface. The caller must release the interface. If this parameter is null, the method checks whether the view is supported, but does not create the view.

If this method succeeds, it returns . Otherwise, it returns an error code.

Set the ppVDOVView parameter to null to test whether a view is supported.

hh447787 HRESULT ID3D11VideoDevice::CreateVideoDecoderOutputView([In] ID3D11Resource* pResource,[In] const D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC* pDesc,[Out, Optional] ID3D11VideoDecoderOutputView** ppVDOVView) ID3D11VideoDevice::CreateVideoDecoderOutputView

Creates a resource view for a video processor, describing the input sample for the video processing operation.

A reference to the interface of the input surface.

A reference to the interface that specifies the video processor. To get this reference, call .

A reference to a structure that describes the view.

Receives a reference to the interface. The caller must release the resource. If this parameter is null, the method checks whether the view is supported, but does not create the view.

If this method succeeds, it returns . Otherwise, it returns an error code.

Set the ppVPIView parameter to null to test whether a view is supported.

The surface format is given in the FourCC member of the structure. The method fails if the video processor does not support this format as an input sample. An app must specify 0 when using 9_1, 9_2, or 9_3 feature levels.

Resources used for video processor input views must use the following bind flag combinations:

  • Any combination of bind flags that includes ,, , and D3D11_BIND_UNORDERED_ACCESS_VIEW can be used as for video processor input views (regardless of what other bind flags may be set).
  • Bind flags = 0 is also allowed for a video processor input view.
  • Other restrictions will apply such as:
    • No multi-sampling is allowed.
    • The Texture2D must have been created using .
hh447790 HRESULT ID3D11VideoDevice::CreateVideoProcessorInputView([In] ID3D11Resource* pResource,[In] ID3D11VideoProcessorEnumerator* pEnum,[In] const D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC* pDesc,[Out, Optional] ID3D11VideoProcessorInputView** ppVPIView) ID3D11VideoDevice::CreateVideoProcessorInputView

Creates a resource view for a video processor, describing the output sample for the video processing operation.

A reference to the interface of the output surface. The resource must be created with the flag. See .

A reference to the interface that specifies the video processor. To get this reference, call .

A reference to a structure that describes the view.

Receives a reference to the interface. The caller must release the resource. If this parameter is null, the method checks whether the view is supported, but does not create the view.

If this method succeeds, it returns . Otherwise, it returns an error code.

Set the ppVPOView parameter to null to test whether a view is supported.

Resources used for video processor output views must use the following combinations:

  • indicates that it can be used for a video processor output view. The following bind flags are allowed to be set with :
  • Other restrictions will apply such as:
    • No multi-sampling is allowed.
    • The Texture2D must have been created using .
  • Some YUV formats can be supported as a video processor output view, but might not be supported as a 3D render target. D3D11 will allow the flag for these formats, but CreateRenderTargetView will not be allowed for these formats.

If stereo output is enabled, the output view must have 2 array elements. Otherwise, it must only have a single array element.

hh447791 HRESULT ID3D11VideoDevice::CreateVideoProcessorOutputView([In] ID3D11Resource* pResource,[In] ID3D11VideoProcessorEnumerator* pEnum,[In] const D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC* pDesc,[Out, Optional] ID3D11VideoProcessorOutputView** ppVPOView) ID3D11VideoDevice::CreateVideoProcessorOutputView

Enumerates the video processor capabilities of the driver.

A reference to a structure that describes the video content.

Receives a reference to the interface. The caller must release the interface.

If this method succeeds, it returns . Otherwise, it returns an error code.

To create the video processor device, pass the reference to the method.

hh447789 HRESULT ID3D11VideoDevice::CreateVideoProcessorEnumerator([In] const D3D11_VIDEO_PROCESSOR_CONTENT_DESC* pDesc,[Out] ID3D11VideoProcessorEnumerator** ppEnum) ID3D11VideoDevice::CreateVideoProcessorEnumerator

Gets the number of profiles that are supported by the driver.

Returns the number of profiles.

To enumerate the profiles, call .

hh447796 unsigned int ID3D11VideoDevice::GetVideoDecoderProfileCount() ID3D11VideoDevice::GetVideoDecoderProfileCount

Gets a profile that is supported by the driver.

The zero-based index of the profile. To get the number of profiles that the driver supports, call .

Receives a that identifies the profile.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447795 HRESULT ID3D11VideoDevice::GetVideoDecoderProfile([In] unsigned int Index,[Out] GUID* pDecoderProfile) ID3D11VideoDevice::GetVideoDecoderProfile

Given aprofile, checks whether the driver supports a specified output format.

A reference to a that identifies the profile. To get the list of supported profiles, call .

A value that specifies the output format. Typical values include and .

Receives the value TRUE if the format is supported, or otherwise.

If this method succeeds, it returns . Otherwise, it returns an error code.

If the driver does not support the profile given in pDecoderProfile, the method returns E_INVALIDARG. If the driver supports the profile, but the DXGI format is not compatible with the profile, the method succeeds but returns the value in pSupported.

hh447783 HRESULT ID3D11VideoDevice::CheckVideoDecoderFormat([In] const GUID* pDecoderProfile,[In] DXGI_FORMAT Format,[Out] BOOL* pSupported) ID3D11VideoDevice::CheckVideoDecoderFormat

Gets the number of decoder configurations that the driver supports for a specified video description.

A reference to a structure that describes the video stream.

Receives the number of decoder configurations.

If this method succeeds, it returns . Otherwise, it returns an error code.

To enumerate the decoder configurations, call .

hh447794 HRESULT ID3D11VideoDevice::GetVideoDecoderConfigCount([In] const D3D11_VIDEO_DECODER_DESC* pDesc,[Out] unsigned int* pCount) ID3D11VideoDevice::GetVideoDecoderConfigCount

Gets a decoder configuration that is supported by the driver.

A reference to a structure that describes the video stream.

The zero-based index of the decoder configuration. To get the number of configurations that the driver supports, call .

A reference to a structure. The method fills in the structure with the decoder configuration.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447793 HRESULT ID3D11VideoDevice::GetVideoDecoderConfig([In] const D3D11_VIDEO_DECODER_DESC* pDesc,[In] unsigned int Index,[Out] D3D11_VIDEO_DECODER_CONFIG* pConfig) ID3D11VideoDevice::GetVideoDecoderConfig

Queries the driver for its content protection capabilities.

A reference to a that specifies the type of encryption to be used. The following GUIDs are defined.

ValueMeaning
D3D11_CRYPTO_TYPE_AES128_CTR

128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher.

?

If no encryption will be used, set this parameter to null.

A reference to a that specifies the decoding profile. To get profiles that the driver supports, call . If decoding will not be used, set this parameter to null.

The driver might disallow some combinations of encryption type and profile.

A reference to a structure. The method fills in this structure with the driver's content protection capabilities.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447792 HRESULT ID3D11VideoDevice::GetContentProtectionCaps([In, Optional] const GUID* pCryptoType,[In, Optional] const GUID* pDecoderProfile,[Out] D3D11_VIDEO_CONTENT_PROTECTION_CAPS* pCaps) ID3D11VideoDevice::GetContentProtectionCaps

Gets a cryptographic key-exchange mechanism that is supported by the driver.

A reference to a that specifies the type of encryption to be used. The following GUIDs are defined.

ValueMeaning
D3D11_CRYPTO_TYPE_AES128_CTR

128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher.

?

A reference to a that specifies the decoding profile. To get profiles that the driver supports, call . If decoding will not be used, set this parameter to null.

The zero-based index of the key-exchange type. The driver reports the number of types in the KeyExchangeTypeCount member of the structure.

Receives a that identifies the type of key exchange.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447782 HRESULT ID3D11VideoDevice::CheckCryptoKeyExchange([In] const GUID* pCryptoType,[In, Optional] const GUID* pDecoderProfile,[In] unsigned int Index,[Out] GUID* pKeyExchangeType) ID3D11VideoDevice::CheckCryptoKeyExchange

Sets private data on the video device and associates that data with a .

The associated with the data.

The size of the data, in bytes.

A reference to the data.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447797 HRESULT ID3D11VideoDevice::SetPrivateData([In] const GUID& guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData) ID3D11VideoDevice::SetPrivateData

Sets a private reference on the video device and associates that reference with a .

No documentation. No documentation.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447798 HRESULT ID3D11VideoDevice::SetPrivateDataInterface([In] const GUID& guid,[In, Optional] const IUnknown* pData) ID3D11VideoDevice::SetPrivateDataInterface

Provides the video decoding and video processing capabilities of a Microsoft Direct3D?11 device.

The Direct3D?11 device supports this interface. To get a reference to this interface, call QueryInterface with an interface reference.

dn894141 ID3D11VideoDevice1 ID3D11VideoDevice1
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.

Retrieves optional sizes for private driver data.

Indicates the crypto type for which the private input and output size is queried.

Indicates the decoder profile for which the private input and output size is queried.

Indicates the key exchange type for which the private input and output size is queried.

Returns the size of private data that the driver needs for input commands.

Returns the size of private data that the driver needs for output commands.

If this method succeeds, it returns . Otherwise, it returns an error code.

When pKeyExchangeType is D3D11_KEY_EXCHANGE_HW_PROTECTION, the following behavior is expected in the method:

  • The DataSize parameter is set to the size of the structure.
  • pData points to a structure.
    • The pInputData of this structure points to a structure where:
      • pbInput[0] ? pbInput[N-1] contains memory reserved for use by the driver. The number of bytes (N) reserved for the driver is determined by the pPrivateInputSize value returned by the function.
      • pbInput[N] contains the first byte of the DRM command packet.
    • The pOutputData of this structure points to a structure where:
      • pbOutput[0] ? pbOutput[N-1] contains memory reserved for use by the driver. The number of bytes (N) reserved for the driver is determined by the pPrivateOutputSize value returned by the function.
      • pbOutput[N] contains the first byte of the DRM command packet.
dn894143 HRESULT ID3D11VideoDevice1::GetCryptoSessionPrivateDataSize([In] const GUID* pCryptoType,[In, Optional] const GUID* pDecoderProfile,[In] const GUID* pKeyExchangeType,[Out] unsigned int* pPrivateInputSize,[Out] unsigned int* pPrivateOutputSize) ID3D11VideoDevice1::GetCryptoSessionPrivateDataSize

Retrieves capabilities and limitations of the video decoder.

The decode profile for which the capabilities are queried.

The video width for which the capabilities are queried.

The video height for which the capabilities are queried.

The frame rate of the video content. This information is used by the driver to determine whether the video can be decoded in real-time.

The bit rate of the video stream. A value of zero indicates that the bit rate can be ignored.

The type of cryptography used to encrypt the video stream. A value of null indicates that the video stream is not encrypted.

A reference to a bitwise OR combination of values specifying the decoder capabilities.

This method returns one of the following error codes.

The operation completed successfully.
E_INVALIDARGAn invalid parameter was passed or this function was called using an invalid calling pattern.

?

dn894144 HRESULT ID3D11VideoDevice1::GetVideoDecoderCaps([In] const GUID* pDecoderProfile,[In] unsigned int SampleWidth,[In] unsigned int SampleHeight,[In] const DXGI_RATIONAL* pFrameRate,[In] unsigned int BitRate,[In, Optional] const GUID* pCryptoType,[Out] unsigned int* pDecoderCaps) ID3D11VideoDevice1::GetVideoDecoderCaps

Indicates whether the video decoder supports downsampling with the specified input format, and whether real-time downsampling is supported.

An object describing the decoding profile, the resolution, and format of the input stream. This is the resolution and format to be downsampled.

A value that specifies the colorspace of the reference frame data.

The configuration data associated with the decode profile.

The frame rate of the video content. This is used by the driver to determine whether the video can be decoded in real-time.

An object describing the resolution, format, and colorspace of the output frames. This is the destination resolution and format of the downsample operation.

Pointer to a boolean value set by the driver that indicates if downsampling is supported with the specified input data. True if the driver supports the requested downsampling; otherwise, false.

Pointer to a boolean value set by the driver that indicates if real-time decoding is supported with the specified input data. True if the driver supports the requested real-time decoding; otherwise, false. Note that the returned value is based on the current configuration of the video decoder and does not guarantee that real-time decoding will be supported for future downsampling operations.

This method returns one of the following error codes.

The operation completed successfully.
E_INVALIDARGAn invalid parameter was passed or this function was called using an invalid calling pattern.

?

You should call GetVideoDecoderCaps to determine whether decoder downsampling is supported before checking support for a specific configuration.

dn894142 HRESULT ID3D11VideoDevice1::CheckVideoDecoderDownsampling([In] const D3D11_VIDEO_DECODER_DESC* pInputDesc,[In] DXGI_COLOR_SPACE_TYPE InputColorSpace,[In] const D3D11_VIDEO_DECODER_CONFIG* pInputConfig,[In] const DXGI_RATIONAL* pFrameRate,[In] const D3D11_VIDEO_SAMPLE_DESC* pOutputDesc,[Out] BOOL* pSupported,[Out] BOOL* pRealTimeHint) ID3D11VideoDevice1::CheckVideoDecoderDownsampling

Allows the driver to recommend optimal output downsample parameters from the input parameters.

A object describing the decoding profile, the resolution, and format of the input stream. This is the resolution and format to be downsampled.

A value that specifies the colorspace of the reference frame data.

The configuration data associated with the decode profile.

The frame rate of the video content. This is used by the driver to determine whether the video can be decoded in real-time.

Pointer to a structure that the driver populates with the recommended output buffer parameters for a downsample operation. The driver will attempt to recommend parameters that can support real-time decoding. If it is unable to do so, the driver will recommend values that are as close to the real-time solution as possible.

This method returns one of the following error codes.

The operation completed successfully.
E_INVALIDARGAn invalid parameter was passed or this function was called using an invalid calling pattern.

?

You should call GetVideoDecoderCaps to determine whether decoder downsampling is supported before checking support for a specific configuration.

dn894145 HRESULT ID3D11VideoDevice1::RecommendVideoDecoderDownsampleParameters([In] const D3D11_VIDEO_DECODER_DESC* pInputDesc,[In] DXGI_COLOR_SPACE_TYPE InputColorSpace,[In] const D3D11_VIDEO_DECODER_CONFIG* pInputConfig,[In] const DXGI_RATIONAL* pFrameRate,[Out] D3D11_VIDEO_SAMPLE_DESC* pRecommendedOutputDesc) ID3D11VideoDevice1::RecommendVideoDecoderDownsampleParameters

Represents a video processor for Microsoft Direct3D?11.

To get a reference to this interface, call .

hh447799 ID3D11VideoProcessor ID3D11VideoProcessor
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 content description that was used to create the video processor.

hh447811 GetContentDesc GetContentDesc void ID3D11VideoProcessor::GetContentDesc([Out] D3D11_VIDEO_PROCESSOR_CONTENT_DESC* pDesc)

Gets the rate conversion capabilities of the video processor.

hh447813 GetRateConversionCaps GetRateConversionCaps void ID3D11VideoProcessor::GetRateConversionCaps([Out] D3D11_VIDEO_PROCESSOR_RATE_CONVERSION_CAPS* pCaps)

Gets the content description that was used to create the video processor.

A reference to a structure that receives the content description.

hh447811 void ID3D11VideoProcessor::GetContentDesc([Out] D3D11_VIDEO_PROCESSOR_CONTENT_DESC* pDesc) ID3D11VideoProcessor::GetContentDesc

Gets the rate conversion capabilities of the video processor.

A reference to a structure that receives the rate conversion capabilities.

hh447813 void ID3D11VideoProcessor::GetRateConversionCaps([Out] D3D11_VIDEO_PROCESSOR_RATE_CONVERSION_CAPS* pCaps) ID3D11VideoProcessor::GetRateConversionCaps

Gets the content description that was used to create this enumerator.

hh447803 ID3D11VideoProcessorEnumerator ID3D11VideoProcessorEnumerator
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 content description that was used to create this enumerator.

hh447803 GetVideoProcessorContentDesc GetVideoProcessorContentDesc HRESULT ID3D11VideoProcessorEnumerator::GetVideoProcessorContentDesc([Out] D3D11_VIDEO_PROCESSOR_CONTENT_DESC* pContentDesc)

Gets the capabilities of the video processor.

hh447802 GetVideoProcessorCaps GetVideoProcessorCaps HRESULT ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps([Out] D3D11_VIDEO_PROCESSOR_CAPS* pCaps)

Gets the content description that was used to create this enumerator.

A reference to a structure that receives the content description.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447803 HRESULT ID3D11VideoProcessorEnumerator::GetVideoProcessorContentDesc([Out] D3D11_VIDEO_PROCESSOR_CONTENT_DESC* pContentDesc) ID3D11VideoProcessorEnumerator::GetVideoProcessorContentDesc

Queries whether the video processor supports a specified video format.

The video format to query, specified as a value.

Receives a bitwise OR of zero or more flags from the enumeration.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447801 HRESULT ID3D11VideoProcessorEnumerator::CheckVideoProcessorFormat([In] DXGI_FORMAT Format,[Out] unsigned int* pFlags) ID3D11VideoProcessorEnumerator::CheckVideoProcessorFormat

Gets the capabilities of the video processor.

A reference to a structure that receives the capabilities.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447802 HRESULT ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps([Out] D3D11_VIDEO_PROCESSOR_CAPS* pCaps) ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps

Returns a group of video processor capabilities that are associated with frame-rate conversion, including deinterlacing and inverse telecine.

The zero-based index of the group to retrieve. To get the maximum index, call and check the RateConversionCapsCount member of the structure.

A reference to a structure that receives the frame-rate conversion capabilities.

If this method succeeds, it returns . Otherwise, it returns an error code.

The capabilities defined in the structure are interdependent. Therefore, the driver can support multiple, distinct groups of these capabilities.

hh447806 HRESULT ID3D11VideoProcessorEnumerator::GetVideoProcessorRateConversionCaps([In] unsigned int TypeIndex,[Out] D3D11_VIDEO_PROCESSOR_RATE_CONVERSION_CAPS* pCaps) ID3D11VideoProcessorEnumerator::GetVideoProcessorRateConversionCaps

Gets a list of custom frame rates that a video processor supports.

The zero-based index of the frame-rate capability group. To get the maxmum index, call and check the RateConversionCapsCount member of the structure.

The zero-based index of the custom rate to retrieve. To get the maximum index, call and check the CustomRateCount member of the structure.

This index value is always relative to the capability group specified in the TypeIndex parameter.

A reference to a structure that receives the custom rate.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447804 HRESULT ID3D11VideoProcessorEnumerator::GetVideoProcessorCustomRate([In] unsigned int TypeIndex,[In] unsigned int CustomRateIndex,[Out] D3D11_VIDEO_PROCESSOR_CUSTOM_RATE* pRate) ID3D11VideoProcessorEnumerator::GetVideoProcessorCustomRate

Gets the range of values for an image filter.

The type of image filter, specified as a value.

A reference to a structure. The method fills the structure with the range of values for the specified filter.

If this method succeeds, it returns . Otherwise, it returns an error code.

hh447805 HRESULT ID3D11VideoProcessorEnumerator::GetVideoProcessorFilterRange([In] D3D11_VIDEO_PROCESSOR_FILTER Filter,[Out] D3D11_VIDEO_PROCESSOR_FILTER_RANGE* pRange) ID3D11VideoProcessorEnumerator::GetVideoProcessorFilterRange

Enumerates the video processor capabilities of a Microsoft Direct3D?11 device.

To get a reference to this interface, call .

dn894146 ID3D11VideoProcessorEnumerator1 ID3D11VideoProcessorEnumerator1
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.

Indicates whether the driver supports the specified combination of format and colorspace conversions.

The format of the video processor input.

The colorspace of the video processor input.

The format of the video processor output.

The colorspace of the video processor output.

Pointer to a boolean that is set by the driver to indicate if the specified combination of format and colorspace conversions is supported. True if the conversion is supported; otherwise, false.

This method returns one of the following error codes.

The operation completed successfully.
E_INVALIDARGAn invalid parameter was passed or this function was called using an invalid calling pattern.

?

dn894147 HRESULT ID3D11VideoProcessorEnumerator1::CheckVideoProcessorFormatConversion([In] DXGI_FORMAT InputFormat,[In] DXGI_COLOR_SPACE_TYPE InputColorSpace,[In] DXGI_FORMAT OutputFormat,[In] DXGI_COLOR_SPACE_TYPE OutputColorSpace,[Out] BOOL* pSupported) ID3D11VideoProcessorEnumerator1::CheckVideoProcessorFormatConversion

Identifies the input surfaces that can be accessed during video processing.

To get a reference to this interface, call .

hh447807 ID3D11VideoProcessorInputView ID3D11VideoProcessorInputView
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 properties of the video processor input view.

hh447808 GetDesc GetDesc void ID3D11VideoProcessorInputView::GetDesc([Out] D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC* pDesc)

Gets the properties of the video processor input view.

A reference to a structure. The method fills the structure with the view properties.

hh447808 void ID3D11VideoProcessorInputView::GetDesc([Out] D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC* pDesc) ID3D11VideoProcessorInputView::GetDesc

Identifies the output surfaces that can be accessed during video processing.

To get a reference to this interface, call .

hh447809 ID3D11VideoProcessorOutputView ID3D11VideoProcessorOutputView
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 properties of the video processor output view.

hh447810 GetDesc GetDesc void ID3D11VideoProcessorOutputView::GetDesc([Out] D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC* pDesc)

Gets the properties of the video processor output view.

A reference to a structure. The method fills the structure with the view properties.

hh447810 void ID3D11VideoProcessorOutputView::GetDesc([Out] D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC* pDesc) ID3D11VideoProcessorOutputView::GetDesc

Contains an initialization vector (IV) for 128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher encryption.

hh447597 D3D11_AES_CTR_IV D3D11_AES_CTR_IV

The IV, in big-endian format.

hh447597 unsigned longlong IV unsigned longlong IV

The block count, in big-endian format.

hh447597 unsigned longlong Count unsigned longlong Count

Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_ENCRYPTION_WHEN_ACCESSIBLE command.

hh447600 D3D11_AUTHENTICATED_CONFIGURE_ACCESSIBLE_ENCRYPTION_INPUT D3D11_AUTHENTICATED_CONFIGURE_ACCESSIBLE_ENCRYPTION_INPUT

A structure that contains the command and other data.

hh447600 D3D11_AUTHENTICATED_CONFIGURE_INPUT Parameters D3D11_AUTHENTICATED_CONFIGURE_INPUT Parameters

A that specifies the type of encryption to apply.

hh447600 GUID EncryptionGuid GUID EncryptionGuid

Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_CRYPTO_SESSION command.

hh447601 D3D11_AUTHENTICATED_CONFIGURE_CRYPTO_SESSION_INPUT D3D11_AUTHENTICATED_CONFIGURE_CRYPTO_SESSION_INPUT

A structure that contains the command and other data.

hh447601 D3D11_AUTHENTICATED_CONFIGURE_INPUT Parameters D3D11_AUTHENTICATED_CONFIGURE_INPUT Parameters

A handle to the decoder device. Get this from .

hh447601 void* DecoderHandle void DecoderHandle

A handle to the cryptographic session. Get this from .

hh447601 void* CryptoSessionHandle void CryptoSessionHandle

A handle to the Direct3D device. Get this from D3D11VideoContext::QueryAuthenticatedChannel using D3D11_AUTHENTICATED_QUERY_DEVICE_HANDLE.

hh447601 void* DeviceHandle void DeviceHandle

Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_INITIALIZE command.

hh447602 D3D11_AUTHENTICATED_CONFIGURE_INITIALIZE_INPUT D3D11_AUTHENTICATED_CONFIGURE_INITIALIZE_INPUT

A structure that contains the command and other data.

hh447602 D3D11_AUTHENTICATED_CONFIGURE_INPUT Parameters D3D11_AUTHENTICATED_CONFIGURE_INPUT Parameters

The initial sequence number for queries.

hh447602 unsigned int StartSequenceQuery unsigned int StartSequenceQuery

The initial sequence number for commands.

hh447602 unsigned int StartSequenceConfigure unsigned int StartSequenceConfigure

Contains input data for the method.

hh447603 D3D11_AUTHENTICATED_CONFIGURE_INPUT D3D11_AUTHENTICATED_CONFIGURE_INPUT
No documentation. hh447603 D3D11_OMAC omac D3D11_OMAC omac No documentation. hh447603 GUID ConfigureType GUID ConfigureType No documentation. hh447603 void* hChannel void hChannel No documentation. hh447603 unsigned int SequenceNumber unsigned int SequenceNumber

Contains the response from the method.

hh447604 D3D11_AUTHENTICATED_CONFIGURE_OUTPUT D3D11_AUTHENTICATED_CONFIGURE_OUTPUT
No documentation. hh447604 D3D11_OMAC omac D3D11_OMAC omac No documentation. hh447604 GUID ConfigureType GUID ConfigureType No documentation. hh447604 void* hChannel void hChannel No documentation. hh447604 unsigned int SequenceNumber unsigned int SequenceNumber No documentation. hh447604 HRESULT ReturnCode HRESULT ReturnCode

Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_PROTECTION command.

hh447598 D3D11_AUTHENTICATED_CONFIGURE_PROTECTION_INPUT D3D11_AUTHENTICATED_CONFIGURE_PROTECTION_INPUT

A structure that contains the command and other data.

hh447598 D3D11_AUTHENTICATED_CONFIGURE_INPUT Parameters D3D11_AUTHENTICATED_CONFIGURE_INPUT Parameters

A union that specifies the protection level.

hh447598 D3D11_AUTHENTICATED_PROTECTION_FLAGS Protections D3D11_AUTHENTICATED_PROTECTION_FLAGS Protections

Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_SHARED_RESOURCE command.

hh447605 D3D11_AUTHENTICATED_CONFIGURE_SHARED_RESOURCE_INPUT D3D11_AUTHENTICATED_CONFIGURE_SHARED_RESOURCE_INPUT

A structure that contains the command and other data.

hh447605 D3D11_AUTHENTICATED_CONFIGURE_INPUT Parameters D3D11_AUTHENTICATED_CONFIGURE_INPUT Parameters

A value that specifies the type of process. To specify the Desktop Window Manager (DWM) process, set this member to . Otherwise, set this member to and set the ProcessHandle member to a valid handle.

hh447605 D3D11_AUTHENTICATED_PROCESS_IDENTIFIER_TYPE ProcessType D3D11_AUTHENTICATED_PROCESS_IDENTIFIER_TYPE ProcessType

A process handle. If the ProcessType member equals , the ProcessHandle member specifies a handle to a process. Otherwise, the value is ignored.

hh447605 void* ProcessHandle void ProcessHandle

If TRUE, the specified process has access to restricted shared resources.

hh447605 BOOL AllowAccess BOOL AllowAccess

Specifies the protection level for video content.

hh447607 D3D11_AUTHENTICATED_PROTECTION_FLAGS D3D11_AUTHENTICATED_PROTECTION_FLAGS
ProtectionEnabled

If 1, video content protection is enabled.

OverlayOrFullscreenRequired

If 1, the application requires video to be displayed using either a hardware overlay or full-screen exclusive mode.

Reserved

Reserved. Set all bits to zero.

hh447607 D3D11_AUTHENTICATED_PROTECTION_FLAGS___MIDL___MIDL_itf_d3d11_0000_0034_0001_INNER Flags D3D11_AUTHENTICATED_PROTECTION_FLAGS___MIDL___MIDL_itf_d3d11_0000_0034_0001_INNER Flags

Use this member to access all of the bits in the union.

hh447607 unsigned int Value unsigned int Value
No documentation. D3D11_AUTHENTICATED_PROTECTION_FLAGS___MIDL___MIDL_itf_d3d11_0000_0034_0001_INNER D3D11_AUTHENTICATED_PROTECTION_FLAGS___MIDL___MIDL_itf_d3d11_0000_0034_0001_INNER No documentation. unsigned int ProtectionEnabled unsigned int ProtectionEnabled No documentation. unsigned int OverlayOrFullscreenRequired unsigned int OverlayOrFullscreenRequired No documentation. unsigned int Reserved unsigned int Reserved

Contains the response to a D3D11_AUTHENTICATED_QUERY_ENCRYPTION_WHEN_ACCESSIBLE_GUID_COUNT query.

hh447608 D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_COUNT_OUTPUT D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_COUNT_OUTPUT

A structure that contains a Message Authentication Code (MAC) and other data.

hh447608 D3D11_AUTHENTICATED_QUERY_OUTPUT Output D3D11_AUTHENTICATED_QUERY_OUTPUT Output

The number of encryption GUIDs.

hh447608 unsigned int EncryptionGuidCount unsigned int EncryptionGuidCount

Contains input data for a D3D11_AUTHENTICATED_QUERY_ENCRYPTION_WHEN_ACCESSIBLE_GUID query.

hh447609 D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_INPUT D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_INPUT

A structure that contains the for the query and other data.

hh447609 D3D11_AUTHENTICATED_QUERY_INPUT Input D3D11_AUTHENTICATED_QUERY_INPUT Input

The index of the encryption .

hh447609 unsigned int EncryptionGuidIndex unsigned int EncryptionGuidIndex

Contains the response to a D3D11_AUTHENTICATED_QUERY_ENCRYPTION_WHEN_ACCESSIBLE_GUID query.

hh447610 D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_OUTPUT D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_OUTPUT

A structure that contains a Message Authentication Code (MAC) and other data.

hh447610 D3D11_AUTHENTICATED_QUERY_OUTPUT Output D3D11_AUTHENTICATED_QUERY_OUTPUT Output

The index of the encryption .

hh447610 unsigned int EncryptionGuidIndex unsigned int EncryptionGuidIndex

A that specifies a supported encryption type.

hh447610 GUID EncryptionGuid GUID EncryptionGuid
No documentation. D3D11_AUTHENTICATED_QUERY_ACESSIBILITY_OUTPUT D3D11_AUTHENTICATED_QUERY_ACESSIBILITY_OUTPUT No documentation. D3D11_AUTHENTICATED_QUERY_OUTPUT Output D3D11_AUTHENTICATED_QUERY_OUTPUT Output No documentation. D3D11_BUS_TYPE BusType D3D11_BUS_TYPE BusType No documentation. BOOL AccessibleInContiguousBlocks BOOL AccessibleInContiguousBlocks No documentation. BOOL AccessibleInNonContiguousBlocks BOOL AccessibleInNonContiguousBlocks

Contains the response to a D3D11_AUTHENTICATED_QUERY_CHANNEL_TYPE query.

hh447612 D3D11_AUTHENTICATED_QUERY_CHANNEL_TYPE_OUTPUT D3D11_AUTHENTICATED_QUERY_CHANNEL_TYPE_OUTPUT

A structure that contains a Message Authentication Code (MAC) and other data.

hh447612 D3D11_AUTHENTICATED_QUERY_OUTPUT Output D3D11_AUTHENTICATED_QUERY_OUTPUT Output

A value that specifies the channel type.

hh447612 D3D11_AUTHENTICATED_CHANNEL_TYPE ChannelType D3D11_AUTHENTICATED_CHANNEL_TYPE ChannelType

Contains input data for a D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION query.

hh447613 D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_INPUT D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_INPUT

A structure that contains the for the query and other data.

hh447613 D3D11_AUTHENTICATED_QUERY_INPUT Input D3D11_AUTHENTICATED_QUERY_INPUT Input

A handle to a decoder device.

hh447613 void* DecoderHandle void DecoderHandle

Contains the response to a D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION query.

hh447614 D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_OUTPUT D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_OUTPUT

A structure that contains a Message Authentication Code (MAC) and other data.

hh447614 D3D11_AUTHENTICATED_QUERY_OUTPUT Output D3D11_AUTHENTICATED_QUERY_OUTPUT Output

A handle to a decoder device.

hh447614 void* DecoderHandle void DecoderHandle

A handle to the cryptographic session that is associated with the decoder device.

hh447614 void* CryptoSessionHandle void CryptoSessionHandle

A handle to the Direct3D device that is associated with the decoder device.

hh447614 void* DeviceHandle void DeviceHandle

Contains the response to a D3D11_AUTHENTICATED_QUERY_CURRENT_ENCRYPTION_WHEN_ACCESSIBLE query.

hh447615 D3D11_AUTHENTICATED_QUERY_CURRENT_ACCESSIBILITY_ENCRYPTION_OUTPUT D3D11_AUTHENTICATED_QUERY_CURRENT_ACCESSIBILITY_ENCRYPTION_OUTPUT

A structure that contains a Message Authentication Code (MAC) and other data.

hh447615 D3D11_AUTHENTICATED_QUERY_OUTPUT Output D3D11_AUTHENTICATED_QUERY_OUTPUT Output

A that specifies the current encryption type.

hh447615 GUID EncryptionGuid GUID EncryptionGuid

Contains the response to a D3D11_AUTHENTICATED_QUERY_DEVICE_HANDLE query.

hh447616 D3D11_AUTHENTICATED_QUERY_DEVICE_HANDLE_OUTPUT D3D11_AUTHENTICATED_QUERY_DEVICE_HANDLE_OUTPUT

A structure that contains a Message Authentication Code (MAC) and other data.

hh447616 D3D11_AUTHENTICATED_QUERY_OUTPUT Output D3D11_AUTHENTICATED_QUERY_OUTPUT Output

A handle to the device.

hh447616 void* DeviceHandle void DeviceHandle

Contains input data for the method.

hh447617 D3D11_AUTHENTICATED_QUERY_INPUT D3D11_AUTHENTICATED_QUERY_INPUT
No documentation. hh447617 GUID QueryType GUID QueryType No documentation. hh447617 void* hChannel void hChannel No documentation. hh447617 unsigned int SequenceNumber unsigned int SequenceNumber

Contains a response from the method.

hh447618 D3D11_AUTHENTICATED_QUERY_OUTPUT D3D11_AUTHENTICATED_QUERY_OUTPUT
No documentation. hh447618 D3D11_OMAC omac D3D11_OMAC omac No documentation. hh447618 GUID QueryType GUID QueryType No documentation. hh447618 void* hChannel void hChannel No documentation. hh447618 unsigned int SequenceNumber unsigned int SequenceNumber No documentation. hh447618 HRESULT ReturnCode HRESULT ReturnCode

Contains input data for a D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT query.

hh447619 D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_INPUT D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_INPUT

A structure that contains the for the query and other data.

hh447619 D3D11_AUTHENTICATED_QUERY_INPUT Input D3D11_AUTHENTICATED_QUERY_INPUT Input

A handle to the device.

hh447619 void* DeviceHandle void DeviceHandle

A handle to the cryptographic session.

hh447619 void* CryptoSessionHandle void CryptoSessionHandle

Contains the response to a D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT query.

hh447620 D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_OUTPUT D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_OUTPUT

A structure that contains a Message Authentication Code (MAC) and other data.

hh447620 D3D11_AUTHENTICATED_QUERY_OUTPUT Output D3D11_AUTHENTICATED_QUERY_OUTPUT Output

A handle to the device.

hh447620 void* DeviceHandle void DeviceHandle

A handle to the cryptographic session.

hh447620 void* CryptoSessionHandle void CryptoSessionHandle

The number of output IDs associated with the specified device and cryptographic session.

hh447620 unsigned int OutputIDCount unsigned int OutputIDCount

Contains input data for a D3D11_AUTHENTICATED_QUERY_OUTPUT_ID query.

hh447621 D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_INPUT D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_INPUT

A structure that contains the for the query and other data.

hh447621 D3D11_AUTHENTICATED_QUERY_INPUT Input D3D11_AUTHENTICATED_QUERY_INPUT Input

A handle to the device.

hh447621 void* DeviceHandle void DeviceHandle

A handle to the cryptographic session.

hh447621 void* CryptoSessionHandle void CryptoSessionHandle

The index of the output ID.

hh447621 unsigned int OutputIDIndex unsigned int OutputIDIndex

Contains the response to a D3D11_AUTHENTICATED_QUERY_OUTPUT_ID query.

hh447622 D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_OUTPUT D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_OUTPUT

A structure that contains a Message Authentication Code (MAC) and other data.

hh447622 D3D11_AUTHENTICATED_QUERY_OUTPUT Output D3D11_AUTHENTICATED_QUERY_OUTPUT Output

A handle to the device.

hh447622 void* DeviceHandle void DeviceHandle

A handle to the cryptographic session.

hh447622 void* CryptoSessionHandle void CryptoSessionHandle

The index of the output ID.

hh447622 unsigned int OutputIDIndex unsigned int OutputIDIndex

An output ID that is associated with the specified device and cryptographic session.

hh447622 unsigned longlong OutputID unsigned longlong OutputID

Contains the response to a D3D11_AUTHENTICATED_QUERY_PROTECTION query.

hh447623 D3D11_AUTHENTICATED_QUERY_PROTECTION_OUTPUT D3D11_AUTHENTICATED_QUERY_PROTECTION_OUTPUT

A structure that contains a Message Authentication Code (MAC) and other data.

hh447623 D3D11_AUTHENTICATED_QUERY_OUTPUT Output D3D11_AUTHENTICATED_QUERY_OUTPUT Output

A union that specifies the protection level.

hh447623 D3D11_AUTHENTICATED_PROTECTION_FLAGS ProtectionFlags D3D11_AUTHENTICATED_PROTECTION_FLAGS ProtectionFlags

Contains the response to a D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_COUNT query.

hh447624 D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_COUNT_OUTPUT D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_COUNT_OUTPUT

A structure that contains a Message Authentication Code (MAC) and other data.

hh447624 D3D11_AUTHENTICATED_QUERY_OUTPUT Output D3D11_AUTHENTICATED_QUERY_OUTPUT Output

The number of processes that are allowed to open shared resources that have restricted access. A process cannot open such a resource unless the process has been granted access.

hh447624 unsigned int RestrictedSharedResourceProcessCount unsigned int RestrictedSharedResourceProcessCount

Contains input data for a D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS query.

hh447625 D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_INPUT D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_INPUT

A structure that contains the for the query and other data.

hh447625 D3D11_AUTHENTICATED_QUERY_INPUT Input D3D11_AUTHENTICATED_QUERY_INPUT Input

The index of the process.

hh447625 unsigned int ProcessIndex unsigned int ProcessIndex

Contains the response to a D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS query.

The Desktop Window Manager (DWM) process is identified by setting ProcessIdentifier equal to . Other processes are identified by setting the process handle in ProcessHandle and setting ProcessIdentifier equal to .

hh447626 D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_OUTPUT D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_OUTPUT

A structure that contains a Message Authentication Code (MAC) and other data.

hh447626 D3D11_AUTHENTICATED_QUERY_OUTPUT Output D3D11_AUTHENTICATED_QUERY_OUTPUT Output

The index of the process in the list of processes.

hh447626 unsigned int ProcessIndex unsigned int ProcessIndex

A value that specifies the type of process.

hh447626 D3D11_AUTHENTICATED_PROCESS_IDENTIFIER_TYPE ProcessIdentifier D3D11_AUTHENTICATED_PROCESS_IDENTIFIER_TYPE ProcessIdentifier

A process handle. If the ProcessIdentifier member equals , the ProcessHandle member contains a valid handle to a process. Otherwise, this member is ignored.

hh447626 void* ProcessHandle void ProcessHandle

Contains the response to a D3D11_AUTHENTICATED_QUERY_UNRESTRICTED_PROTECTED_SHARED_RESOURCE_COUNT query.

hh447627 D3D11_AUTHENTICATED_QUERY_UNRESTRICTED_PROTECTED_SHARED_RESOURCE_COUNT_OUTPUT D3D11_AUTHENTICATED_QUERY_UNRESTRICTED_PROTECTED_SHARED_RESOURCE_COUNT_OUTPUT

A structure that contains a Message Authentication Code (MAC) and other data.

hh447627 D3D11_AUTHENTICATED_QUERY_OUTPUT Output D3D11_AUTHENTICATED_QUERY_OUTPUT Output

The number of protected, shared resources that can be opened by any process without restrictions.

hh447627 unsigned int UnrestrictedProtectedSharedResourceCount unsigned int UnrestrictedProtectedSharedResourceCount
No documentation. CD3D11_VIDEO_DEFAULT CD3D11_VIDEO_DEFAULT

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

Used with to override flags that would be inferred by the resource properties or heap properties, including bind flags, misc flags, and CPU access flags.

Use this structure with CreateWrappedResource.

dn914753 D3D11_RESOURCE_FLAGS D3D11_RESOURCE_FLAGS
No documentation. dn914753 unsigned int BindFlags unsigned int BindFlags No documentation. dn914753 unsigned int MiscFlags unsigned int MiscFlags No documentation. dn914753 unsigned int CPUAccessFlags unsigned int CPUAccessFlags No documentation. dn914753 unsigned int StructureByteStride unsigned int StructureByteStride

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

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 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 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 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

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

Arguments for draw indexed instanced indirect.

The members of this structure serve the same purpose as the parameters of .

dn912868 D3D11_DRAW_INDEXED_INSTANCED_INDIRECT_ARGS D3D11_DRAW_INDEXED_INSTANCED_INDIRECT_ARGS

The number of indices read from the index buffer for each instance.

dn912868 unsigned int IndexCountPerInstance unsigned int IndexCountPerInstance

The number of instances to draw.

dn912868 unsigned int InstanceCount unsigned int InstanceCount

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

dn912868 unsigned int StartIndexLocation unsigned int StartIndexLocation

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

dn912868 int BaseVertexLocation int BaseVertexLocation

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

dn912868 unsigned int StartInstanceLocation unsigned int StartInstanceLocation

Arguments for draw instanced indirect.

The members of this structure serve the same purpose as the parameters of .

dn912869 D3D11_DRAW_INSTANCED_INDIRECT_ARGS D3D11_DRAW_INSTANCED_INDIRECT_ARGS

The number of vertices to draw.

dn912869 unsigned int VertexCountPerInstance unsigned int VertexCountPerInstance

The number of instances to draw.

dn912869 unsigned int InstanceCount unsigned int InstanceCount

The index of the first vertex.

dn912869 unsigned int StartVertexLocation unsigned int StartVertexLocation

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

dn912869 unsigned int StartInstanceLocation unsigned int StartInstanceLocation

Specifies which bytes in a video surface are encrypted.

hh447630 D3D11_ENCRYPTED_BLOCK_INFO D3D11_ENCRYPTED_BLOCK_INFO

The number of bytes that are encrypted at the start of the buffer.

hh447630 unsigned int NumEncryptedBytesAtBeginning unsigned int NumEncryptedBytesAtBeginning

The number of bytes that are skipped after the first NumEncryptedBytesAtBeginning bytes, and then after each block of NumBytesInEncryptPattern bytes. Skipped bytes are not encrypted.

hh447630 unsigned int NumBytesInSkipPattern unsigned int NumBytesInSkipPattern

The number of bytes that are encrypted after each block of skipped bytes.

hh447630 unsigned int NumBytesInEncryptPattern unsigned int NumBytesInEncryptPattern
Note??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?

Describes information about Direct3D 11.1 adapter architecture.

hh404455 D3D11_FEATURE_DATA_ARCHITECTURE_INFO D3D11_FEATURE_DATA_ARCHITECTURE_INFO

Specifies whether a rendering device batches rendering commands and performs multipass rendering into tiles or bins over a render area. Certain API usage patterns that are fine for TileBasedDefferredRenderers (TBDRs) can perform worse on non-TBDRs and vice versa. Applications that are careful about rendering can be friendly to both TBDR and non-TBDR architectures. TRUE if the rendering device batches rendering commands and otherwise.

hh404455 BOOL TileBasedDeferredRenderer BOOL TileBasedDeferredRenderer

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
Note??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?

Describes Direct3D 11.1 feature options in the current graphics driver.

If a Microsoft Direct3D device supports feature level 11.1 (), when you call with , CheckFeatureSupport returns a reference to with all member set to TRUE except the SAD4ShaderInstructions and ExtendedDoublesShaderInstructions members, which are optionally supported by the hardware and driver and therefore can be TRUE or .

Feature level 11.1 provides the following additional features:

  • UAVs at every shader stage with 64 UAV bind slots instead of 8.
  • Target-independent rasterization, which enables you to set the ForcedSampleCount member of to 1, 4, 8, or 16 and to render to RTVs with a single sample.
  • UAV-only rendering with the ForcedSampleCount member of set to up to 16 (only up to 8 for feature level 11).

The runtime always sets the following groupings of members identically. That is, all the values in a grouping are TRUE or together:

  • DiscardAPIsSeenByDriver and FlagsForUpdateAndCopySeenByDriver
  • ClearView, CopyWithOverlap, ConstantBufferPartialUpdate, ConstantBufferOffsetting, and MapNoOverwriteOnDynamicConstantBuffer
  • MapNoOverwriteOnDynamicBufferSRV and MultisampleRTVWithForcedSampleCountOne
hh404457 D3D11_FEATURE_DATA_D3D11_OPTIONS D3D11_FEATURE_DATA_D3D11_OPTIONS

Specifies whether logic operations are available in blend state. The runtime sets this member to TRUE if logic operations are available in blend state and otherwise. This member is for feature level 9.1, 9.2, and 9.3. This member is optional for feature level 10, 10.1, and 11. This member is TRUE for feature level 11.1.

hh404457 BOOL OutputMergerLogicOp BOOL OutputMergerLogicOp

Specifies whether the driver can render with no render target views (RTVs) or depth stencil views (DSVs), and only unordered access views (UAVs) bound. The runtime sets this member to TRUE if the driver can render with no RTVs or DSVs and only UAVs bound and otherwise. If TRUE, you can set the ForcedSampleCount member of to 1, 4, or 8 when you render with no RTVs or DSV and only UAVs bound. For feature level 11.1, this member is always TRUE and you can also set ForcedSampleCount to 16 in addition to 1, 4, or 8. The default value of ForcedSampleCount is 0, which means the same as if the value is set to 1. You can always set ForcedSampleCount to 0 or 1 for UAV-only rendering independently of how this member is set.

hh404457 BOOL UAVOnlyRenderingForcedSampleCount BOOL UAVOnlyRenderingForcedSampleCount

Specifies whether the driver supports the and methods. The runtime sets this member to TRUE if the driver supports these methods and otherwise. How this member is set does not indicate whether the driver actually uses these methods; that is, the driver might ignore these methods if they are not useful to the hardware. If , the runtime does not expose these methods to the driver because the driver does not support them. You can monitor this member during development to rule out legacy drivers on hardware where these methods might have otherwise been beneficial. You are not required to write separate code paths based on whether this member is TRUE or ; you can call these methods whenever applicable.

hh404457 BOOL DiscardAPIsSeenByDriver BOOL DiscardAPIsSeenByDriver

Specifies whether the driver supports new semantics for copy and update that are exposed by the and methods. The runtime sets this member to TRUE if the driver supports new semantics for copy and update. The runtime sets this member to only for legacy drivers. The runtime handles this member similarly to the DiscardAPIsSeenByDriver member.

hh404457 BOOL FlagsForUpdateAndCopySeenByDriver BOOL FlagsForUpdateAndCopySeenByDriver

Specifies whether the driver supports the method. The runtime sets this member to TRUE if the driver supports this method and otherwise. If , the runtime does not expose this method to the driver because the driver does not support it.

Note??For feature level 9.1, 9.2, and 9.3, this member is always TRUE because the option is emulated by the runtime. ?
hh404457 BOOL ClearView BOOL ClearView

Specifies whether you can call with overlapping source and destination rectangles. The runtime sets this member to TRUE if you can call CopySubresourceRegion1 with overlapping source and destination rectangles and otherwise. If , the runtime does not expose this method to the driver because the driver does not support it.

Note??For feature level 9.1, 9.2, and 9.3, this member is always TRUE because drivers already support the option for these feature levels. ?
hh404457 BOOL CopyWithOverlap BOOL CopyWithOverlap

Specifies whether the driver supports partial updates of constant buffers. The runtime sets this member to TRUE if the driver supports partial updates of constant buffers and otherwise. If , the runtime does not expose this operation to the driver because the driver does not support it.

Note??For feature level 9.1, 9.2, and 9.3, this member is always TRUE because the option is emulated by the runtime. ?
hh404457 BOOL ConstantBufferPartialUpdate BOOL ConstantBufferPartialUpdate

Specifies whether the driver supports new semantics for setting offsets in constant buffers for a shader. The runtime sets this member to TRUE if the driver supports allowing you to specify offsets when you call new methods like the method and otherwise. If , the runtime does not expose this operation to the driver because the driver does not support it.

Note??For feature level 9.1, 9.2, and 9.3, this member is always TRUE because the option is emulated by the runtime. ?
hh404457 BOOL ConstantBufferOffsetting BOOL ConstantBufferOffsetting

Specifies whether you can call with on a dynamic constant buffer (that is, whether the driver supports this operation). The runtime sets this member to TRUE if the driver supports this operation and otherwise. If , the runtime fails this method because the driver does not support the operation.

Note??For feature level 9.1, 9.2, and 9.3, this member is always TRUE because the option is emulated by the runtime. ?
hh404457 BOOL MapNoOverwriteOnDynamicConstantBuffer BOOL MapNoOverwriteOnDynamicConstantBuffer

Specifies whether you can call with on a dynamic buffer SRV (that is, whether the driver supports this operation). The runtime sets this member to TRUE if the driver supports this operation and otherwise. If , the runtime fails this method because the driver does not support the operation.

hh404457 BOOL MapNoOverwriteOnDynamicBufferSRV BOOL MapNoOverwriteOnDynamicBufferSRV

Specifies whether the driver supports multisample rendering when you render with RTVs bound. If TRUE, you can set the ForcedSampleCount member of to 1 with a multisample RTV bound. The driver can support this option on feature level 10 and higher. If , the rasterizer-state creation will fail because the driver is legacy or the feature level is too low.

hh404457 BOOL MultisampleRTVWithForcedSampleCountOne BOOL MultisampleRTVWithForcedSampleCountOne

Specifies whether the hardware and driver support the msad4 intrinsic function in shaders. The runtime sets this member to TRUE if the hardware and driver support calls to msad4 intrinsic functions in shaders. If , the driver is legacy or the hardware does not support the option; the runtime will fail shader creation for shaders that use msad4.

hh404457 BOOL SAD4ShaderInstructions BOOL SAD4ShaderInstructions

Specifies whether the hardware and driver support the fma intrinsic function and other extended doubles instructions (DDIV and DRCP) in shaders. The fma intrinsic function emits an extended doubles DFMA instruction. The runtime sets this member to TRUE if the hardware and driver support extended doubles instructions in shaders (shader model 5 and higher). Support of this option implies support of basic double-precision shader instructions as well. You can use the value to query for support of double-precision shaders. If , the hardware and driver do not support the option; the runtime will fail shader creation for shaders that use extended doubles instructions.

hh404457 BOOL ExtendedDoublesShaderInstructions BOOL ExtendedDoublesShaderInstructions

Specifies whether the hardware and driver support sharing a greater variety of Texture2D resource types and formats. The runtime sets this member to TRUE if the hardware and driver support extended Texture2D resource sharing.

hh404457 BOOL ExtendedResourceSharing BOOL ExtendedResourceSharing
Note?? This structure is supported by the Direct3D 11.2 runtime, which is available on Windows?8.1 and later operating systems.?

Describes Direct3D 11.2 feature options in the current graphics driver.

If the Direct3D API is the Direct3D 11.2 runtime and can support 11.2 features, for will return a SUCCESS code when valid parameters are passed. The members of will be set appropriately based on the system's graphics hardware and graphics driver.

dn280377 D3D11_FEATURE_DATA_D3D11_OPTIONS1 D3D11_FEATURE_DATA_D3D11_OPTIONS1

Specifies whether the hardware and driver support tiled resources. The runtime sets this member to a -typed value that indicates if the hardware and driver support tiled resources and at what tier level.

dn280377 D3D11_TILED_RESOURCES_TIER TiledResourcesTier D3D11_TILED_RESOURCES_TIER TiledResourcesTier

Specifies whether the hardware and driver support the filtering options () of comparing the result to the minimum or maximum value during texture sampling. The runtime sets this member to TRUE if the hardware and driver support these filtering options.

dn280377 BOOL MinMaxFiltering BOOL MinMaxFiltering

Specifies whether the hardware and driver also support the method on depth formats. For info about valid depth formats, see .

dn280377 BOOL ClearViewAlsoSupportsDepthOnlyFormats BOOL ClearViewAlsoSupportsDepthOnlyFormats

Specifies support for creating resources that can be passed to the and methods. This means that the CPUAccessFlags member of the structure may be set with the desired elements when the Usage member of is set to . The runtime sets this member to TRUE if the hardware is capable of at least and the graphics device driver supports mappable default buffers.

dn280377 BOOL MapOnDefaultBuffers BOOL MapOnDefaultBuffers
No documentation. D3D11_FEATURE_DATA_D3D11_OPTIONS2 D3D11_FEATURE_DATA_D3D11_OPTIONS2 No documentation. BOOL PSSpecifiedStencilRefSupported BOOL PSSpecifiedStencilRefSupported No documentation. BOOL TypedUAVLoadAdditionalFormats BOOL TypedUAVLoadAdditionalFormats No documentation. BOOL ROVsSupported BOOL ROVsSupported No documentation. D3D11_CONSERVATIVE_RASTERIZATION_TIER ConservativeRasterizationTier D3D11_CONSERVATIVE_RASTERIZATION_TIER ConservativeRasterizationTier No documentation. D3D11_TILED_RESOURCES_TIER TiledResourcesTier D3D11_TILED_RESOURCES_TIER TiledResourcesTier No documentation. BOOL MapOnDefaultTextures BOOL MapOnDefaultTextures No documentation. BOOL StandardSwizzle BOOL StandardSwizzle No documentation. BOOL UnifiedMemoryArchitecture BOOL UnifiedMemoryArchitecture

Describes Direct3D 11.3 feature options in the current graphics driver.

dn933226 D3D11_FEATURE_DATA_D3D11_OPTIONS3 D3D11_FEATURE_DATA_D3D11_OPTIONS3

Whether to use the VP and RT array index from any shader feeding the rasterizer.

dn933226 BOOL VPAndRTArrayIndexFromAnyShaderFeedingRasterizer BOOL VPAndRTArrayIndexFromAnyShaderFeedingRasterizer

Describes Direct3D 11.4 feature options in the current graphics driver.

Use this structure with the member of .

Refer to the section on NV12 in Direct3D 11.4 Features.

mt732994 D3D11_FEATURE_DATA_D3D11_OPTIONS4 D3D11_FEATURE_DATA_D3D11_OPTIONS4

Specifies a that determines if NV12 textures can be shared across processes and D3D devices.

mt732994 BOOL ExtendedNV12SharedTextureSupported BOOL ExtendedNV12SharedTextureSupported
Note??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?

Describes Direct3D 9 feature options in the current graphics driver.

hh404458 D3D11_FEATURE_DATA_D3D9_OPTIONS D3D11_FEATURE_DATA_D3D9_OPTIONS

Specifies whether the driver supports the nonpowers-of-2-unconditionally feature. For more information about this feature, see feature level. The runtime sets this member to TRUE for hardware at Direct3D 10 and higher feature levels. For hardware at Direct3D 9.3 and lower feature levels, the runtime sets this member to if the hardware and driver support the powers-of-2 (2D textures must have widths and heights specified as powers of two) feature or the nonpowers-of-2-conditionally feature. For more information about this feature, see feature level.

hh404458 BOOL FullNonPow2TextureSupport BOOL FullNonPow2TextureSupport
Note??This structure is supported by the Direct3D 11.2 runtime, which is available on Windows?8.1 and later operating systems.?

Describes Direct3D 9 feature options in the current graphics driver.

You can use the enumeration value with to query a driver about support for Direct3D 9 feature options rather than making multiple calls to by using , , and , which provide identical info about supported Direct3D 9 feature options.

dn629642 D3D11_FEATURE_DATA_D3D9_OPTIONS1 D3D11_FEATURE_DATA_D3D9_OPTIONS1

Specifies whether the driver supports the nonpowers-of-2-unconditionally feature. For more info about this feature, see feature level. The runtime sets this member to TRUE for hardware at Direct3D 10 and higher feature levels. For hardware at Direct3D 9.3 and lower feature levels, the runtime sets this member to if the hardware and driver support the powers-of-2 (2D textures must have widths and heights specified as powers of two) feature or the nonpowers-of-2-conditionally feature.

dn629642 BOOL FullNonPow2TextureSupported BOOL FullNonPow2TextureSupported

Specifies whether the driver supports the shadowing feature with the comparison-filtering mode set to less than or equal to. The runtime sets this member to TRUE for hardware at Direct3D 10 and higher feature levels. For hardware at Direct3D 9.3 and lower feature levels, the runtime sets this member to TRUE only if the hardware and driver support the shadowing feature; otherwise .

dn629642 BOOL DepthAsTextureWithLessEqualComparisonFilterSupported BOOL DepthAsTextureWithLessEqualComparisonFilterSupported

Specifies whether the hardware and driver support simple instancing. The runtime sets this member to TRUE if the hardware and driver support simple instancing.

dn629642 BOOL SimpleInstancingSupported BOOL SimpleInstancingSupported

Specifies whether the hardware and driver support setting a single face of a TextureCube as a render target while the depth stencil surface that is bound alongside can be a Texture2D (as opposed to TextureCube). The runtime sets this member to TRUE if the hardware and driver support this feature; otherwise .

If the hardware and driver don't support this feature, the app must match the render target surface type with the depth stencil surface type. Because hardware at Direct3D 9.3 and lower feature levels doesn't allow TextureCube depth surfaces, the only way to render a scene into a TextureCube while having depth buffering enabled is to render each TextureCube face separately to a Texture2D render target first (because that can be matched with a Texture2D depth), and then copy the results into the TextureCube. If the hardware and driver support this feature, the app can just render to the TextureCube faces directly while getting depth buffering out of a Texture2D depth buffer.

You only need to query this feature from hardware at Direct3D 9.3 and lower feature levels because hardware at Direct3D 10.0 and higher feature levels allow TextureCube depth surfaces.

dn629642 BOOL TextureCubeFaceRenderTargetWithNonCubeDepthStencilSupported BOOL TextureCubeFaceRenderTargetWithNonCubeDepthStencilSupported
Note??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?

Describes Direct3D?9 shadow support in the current graphics driver.

Shadows are an important element in realistic 3D scenes. You can use the shadow buffer technique to render shadows. The basic principle of the technique is to use a depth buffer to store the scene depth info from the perspective of the light source, and then compare each point rendered in the scene with that buffer to determine if it is in shadow.

To render objects into the scene with shadows on them, you create sampler state objects with comparison filtering set and the comparison mode (ComparisonFunc) to LessEqual. You can also set BorderColor addressing on this depth sampler, even though BorderColor isn't typically allowed on feature levels 9.1 and 9.2. By using the border color and picking 0.0 or 1.0 as the border color value, you can control whether the regions off the edge of the shadow map appear to be always in shadow or never in shadow respectively. You can control the shadow filter quality by the Mag and Min filter settings in the comparison sampler. Point sampling will produce shadows with non-anti-aliased edges. Linear filter sampler settings will result in higher quality shadow edges, but might affect performance on some power-optimized devices.

Note??If you use a separate setting for Mag versus Min filter options, you produce an undefined result. Anisotropic filtering is not supported. The Mip filter choice is not relevant because feature level 9.x does not allow mipmapped depth buffers.?Note??On feature level 9.x, you can't compile a shader with the SampleCmp and SampleCmpLevelZero intrinsic functions by using older versions of the compiler. For example, you can't use the fxc.exe compiler that ships with the DirectX SDK or use the ** functions (like ) that are implemented in D3DCompiler_43.dll and earlier. These intrinsic functions on feature level 9.x are only supported in the fxc.exe compiler that ships with the Windows?8 SDK and later and with the ** functions that are implemented in D3DCompiler_44.dll and later. But these intrinsic functions are present in shader models for feature levels higher than 9.x.?
jj247569 D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT

Specifies whether the driver supports the shadowing feature with the comparison-filtering mode set to less than or equal to. The runtime sets this member to TRUE for hardware at Direct3D 10 and higher feature levels. For hardware at Direct3D 9.3 and lower feature levels, the runtime sets this member to TRUE only if the hardware and driver support the shadowing feature; otherwise .

jj247569 BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter
Note?? This structure is supported by the Direct3D 11.2 runtime, which is available on Windows?8.1 and later operating systems.?

Describes whether simple instancing is supported.

If the Direct3D API is the Direct3D 11.2 runtime and can support 11.2 features, for will return a SUCCESS code when valid parameters are passed. The SimpleInstancingSupported member of will be set to TRUE or .

Simple instancing means that instancing is supported with the caveat that the InstanceDataStepRate member of the structure must be equal to 1. This does not change the full instancing support provided by hardware at feature level 9.3 and above, and is meant to expose the instancing support that may be available on feature level 9.2 and 9.1 hardware.

dn280414 D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT

Specifies whether the hardware and driver support simple instancing. The runtime sets this member to TRUE if the hardware and driver support simple instancing.

dn280414 BOOL SimpleInstancingSupported BOOL SimpleInstancingSupported

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 feature data GPU virtual address support, including maximum address bits per resource and per process.

See .

mt158212 D3D11_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT D3D11_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT

The maximum GPU virtual address bits per resource.

mt158212 unsigned int MaxGPUVirtualAddressBitsPerResource unsigned int MaxGPUVirtualAddressBitsPerResource

The maximum GPU virtual address bits per process.

mt158212 unsigned int MaxGPUVirtualAddressBitsPerProcess unsigned int MaxGPUVirtualAddressBitsPerProcess
Note??This structure is supported by the Direct3D 11.2 runtime, which is available on Windows?8.1 and later operating systems.?

Describes whether a GPU profiling technique is supported.

If the Direct3D API is the Direct3D 11.2 runtime and can support 11.2 features, for will return a SUCCESS code when valid parameters are passed. The Profile member of will be set to TRUE or .

dn280415 D3D11_FEATURE_DATA_MARKER_SUPPORT D3D11_FEATURE_DATA_MARKER_SUPPORT

Specifies whether the hardware and driver support a GPU profiling technique that can be used with development tools. The runtime sets this member to TRUE if the hardware and driver support data marking.

dn280415 BOOL Profile BOOL Profile

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_FEATURE_DATA_SHADER_CACHE D3D11_FEATURE_DATA_SHADER_CACHE

The stencil operation to perform when stencil testing fails.

ff476109 unsigned int SupportFlags unsigned int SupportFlags
Note??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?

Describes precision support options for shaders in the current graphics driver.

For hardware at Direct3D 10 and higher feature levels, the runtime sets both members identically. For hardware at Direct3D 9.3 and lower feature levels, the runtime can set a lower precision support in the PixelShaderMinPrecision member than the AllOtherShaderStagesMinPrecision member; for 9.3 and lower, all other shader stages represent only the vertex shader.

For more info about HLSL minimum precision, see using HLSL minimum precision.

hh404460 D3D11_FEATURE_DATA_SHADER_MIN_PRECISION_SUPPORT D3D11_FEATURE_DATA_SHADER_MIN_PRECISION_SUPPORT

A combination of -typed values that are combined by using a bitwise OR operation. The resulting value specifies minimum precision levels that the driver supports for the pixel shader. A value of zero indicates that the driver supports only full 32-bit precision for the pixel shader.

hh404460 unsigned int PixelShaderMinPrecision unsigned int PixelShaderMinPrecision

A combination of -typed values that are combined by using a bitwise OR operation. The resulting value specifies minimum precision levels that the driver supports for all other shader stages. A value of zero indicates that the driver supports only full 32-bit precision for all other shader stages.

hh404460 unsigned int AllOtherShaderStagesMinPrecision unsigned int AllOtherShaderStagesMinPrecision

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

Allow or deny certain types of messages to pass through a filter.

ff476178 D3D11_INFO_QUEUE_FILTER D3D11_INFO_QUEUE_FILTER

Number of message categories to allow or deny.

ff476178 D3D11_INFO_QUEUE_FILTER_DESC AllowList D3D11_INFO_QUEUE_FILTER_DESC AllowList

Array of message categories to allow or deny. Array must have at least NumCategories members (see ).

ff476178 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.

A description of a single element for the input-assembler stage.

An input-layout object contains an array of structures, each structure defines one element being read from an input slot. Create an input-layout object by calling . For an example, see the "Create the Input-Layout Object" subtopic under the Getting Started with the Input-Assembler Stage topic.

ff476180 D3D11_INPUT_ELEMENT_DESC D3D11_INPUT_ELEMENT_DESC

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

An integer value that identifies the input-assembler (see input slot). Valid values are between 0 and 15, defined in D3D11.h.

ff476180 unsigned int InputSlot unsigned int InputSlot

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

Identifies the input data class for a single input slot (see ).

ff476180 D3D11_INPUT_CLASSIFICATION InputSlotClass D3D11_INPUT_CLASSIFICATION InputSlotClass

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
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 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.

[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]

Represents key exchange data for hardware content protection.

A reference to this structure is passed in the pData parameter of method when the is creating using the D3D11_KEY_EXCHANGE_HW_PROTECTION key exchange type.

dn894115 D3D11_KEY_EXCHANGE_HW_PROTECTION_DATA D3D11_KEY_EXCHANGE_HW_PROTECTION_DATA

The function ID of the DRM command. The values and meanings of the function ID are defined by the DRM specification.

dn894115 unsigned int HWProtectionFunctionID unsigned int HWProtectionFunctionID

Pointer to a buffer containing a structure that specifies memory reserved for IHV use and the input data for the DRM command.

dn894115 D3D11_KEY_EXCHANGE_HW_PROTECTION_INPUT_DATA* pInputData D3D11_KEY_EXCHANGE_HW_PROTECTION_INPUT_DATA pInputData

Pointer to a buffer containing a structure that specifies memory reserved for IHV use and the input data for the DRM command.

dn894115 D3D11_KEY_EXCHANGE_HW_PROTECTION_OUTPUT_DATA* pOutputData D3D11_KEY_EXCHANGE_HW_PROTECTION_OUTPUT_DATA pOutputData

The result of the hardware DRM command.

dn894115 HRESULT Status HRESULT Status

[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]

Represents key exchange input data for hardware content protection.

dn894116 D3D11_KEY_EXCHANGE_HW_PROTECTION_INPUT_DATA D3D11_KEY_EXCHANGE_HW_PROTECTION_INPUT_DATA

The size of the private data reserved for IHV usage. This size is determined from the pPrivateInputSize parameter returned by the function.

dn894116 unsigned int PrivateDataSize unsigned int PrivateDataSize

The size of the DRM command data.

dn894116 unsigned int HWProtectionDataSize unsigned int HWProtectionDataSize

If PrivateDataSize is greater than 0, pbInput[0] ? pbInput[PrivateDataSize - 1] is reserved for IHV use.

pbInput[PrivateDataSize] ? pbInput[HWProtectionDataSize + PrivateDataSize - 1] contains the input data for the DRM command. The format and size of the DRM command is defined by the DRM specification.

dn894116 unsigned char pbInput[4] unsigned char pbInput

[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]

Represents key exchange output data for hardware content protection.

dn894117 D3D11_KEY_EXCHANGE_HW_PROTECTION_OUTPUT_DATA D3D11_KEY_EXCHANGE_HW_PROTECTION_OUTPUT_DATA

The size of the private data reserved for IHV usage. This size is determined from the pPrivateOutputSize parameter returned by the function.

dn894117 unsigned int PrivateDataSize unsigned int PrivateDataSize

The maximum size of data that the driver can return in the output buffer. The last byte that it can write to is pbOuput[PrivateDataSize + MaxHWProtectionDataSize ? 1].

dn894117 unsigned int MaxHWProtectionDataSize unsigned int MaxHWProtectionDataSize

The size of the output data written by the driver.

dn894117 unsigned int HWProtectionDataSize unsigned int HWProtectionDataSize

The number of 100 nanosecond units spent transporting the data.

dn894117 unsigned longlong TransportTime unsigned longlong TransportTime

The number of 100 nanosecond units spent executing the content protection command.

dn894117 unsigned longlong ExecutionTime unsigned longlong ExecutionTime

If PrivateDataSize is greater than 0, pbInput[0] ? pbOutput[PrivateDataSize - 1] is reserved for IHV use.

pbOutput[PrivateDataSize] ? pbOutput[HWProtectionDataSize + PrivateDataSize - 1] contains the input data for the DRM command. The format and size of the DRM command is defined by the DRM specification.

dn894117 unsigned char pbOutput[4] unsigned char pbOutput

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

Contains a Message Authentication Code (MAC).

hh447631 D3D11_OMAC D3D11_OMAC

A byte array that contains the cryptographic MAC value of the message.

hh447631 unsigned char Omac[16] unsigned char Omac

Describes the tile structure of a tiled resource with mipmaps.

dn280418 D3D11_PACKED_MIP_DESC D3D11_PACKED_MIP_DESC

Number of standard mipmaps in the tiled resource.

dn280418 unsigned char NumStandardMips unsigned char NumStandardMips

Number of packed mipmaps in the tiled resource.

This number starts from the least detailed mipmap (either sharing tiles or using non standard tile layout). This number is 0 if no such packing is in the resource. For array surfaces, this value is the number of mipmaps that are packed for a given array slice where each array slice repeats the same packing.

On Tier_2 tiled resources hardware, mipmaps that fill at least one standard shaped tile in all dimensions are not allowed to be included in the set of packed mipmaps. On Tier_1 hardware, mipmaps that are an integer multiple of one standard shaped tile in all dimensions are not allowed to be included in the set of packed mipmaps. Mipmaps with at least one dimension less than the standard tile shape may or may not be packed. When a given mipmap needs to be packed, all coarser mipmaps for a given array slice are considered packed as well.

dn280418 unsigned char NumPackedMips unsigned char NumPackedMips

Number of tiles for the packed mipmaps in the tiled resource.

If there is no packing, this value is meaningless and is set to 0. Otherwise, it is set to the number of tiles that are needed to represent the set of packed mipmaps. The pixel layout within the packed mipmaps is hardware specific. If apps define only partial mappings for the set of tiles in packed mipmaps, read and write behavior is vendor specific and undefined. For arrays, this value is only the count of packed mipmaps within the subresources for each array slice.

dn280418 unsigned int NumTilesForPackedMips unsigned int NumTilesForPackedMips

Offset of the first packed tile for the resource in the overall range of tiles. If NumPackedMips is 0, this value is meaningless and is 0. Otherwise, it is the offset of the first packed tile for the resource in the overall range of tiles for the resource. A value of 0 for StartTileIndexInOverallResource means the entire resource is packed. For array surfaces, this is the offset for the tiles that contain the packed mipmaps for the first array slice. Packed mipmaps for each array slice in arrayed surfaces are at this offset past the beginning of the tiles for each array slice.

Note??The number of overall tiles, packed or not, for a given array slice is simply the total number of tiles for the resource divided by the resource's array size, so it is easy to locate the range of tiles for any given array slice, out of which StartTileIndexInOverallResource identifies which of those are packed. ?
dn280418 unsigned int StartTileIndexInOverallResource unsigned int StartTileIndexInOverallResource

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 a query.

dn899156 D3D11_QUERY_DESC1 D3D11_QUERY_DESC1

A -typed value that specifies the type of query.

dn899156 D3D11_QUERY Query D3D11_QUERY Query

A combination of -typed values that are combined by using a bitwise OR operation. The resulting value specifies query behavior.

dn899156 unsigned int MiscFlags unsigned int MiscFlags

A -typed value that specifies the context for the query.

dn899156 D3D11_CONTEXT_TYPE ContextType D3D11_CONTEXT_TYPE ContextType

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

?

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

?

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

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
Returns default values for . See MSDN documentation for default values. Note??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?

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
ForcedSampleCount0

?

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

?

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.

hh404489 D3D11_RASTERIZER_DESC1 D3D11_RASTERIZER_DESC1

Determines the fill mode to use when rendering.

hh404489 D3D11_FILL_MODE FillMode D3D11_FILL_MODE FillMode

Indicates that triangles facing the specified direction are not drawn.

hh404489 D3D11_CULL_MODE CullMode D3D11_CULL_MODE CullMode

Specifies whether a triangle is front- or back-facing. If 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 , the opposite is true.

hh404489 BOOL FrontCounterClockwise BOOL FrontCounterClockwise

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

hh404489 int DepthBias int DepthBias

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

hh404489 float DepthBiasClamp float DepthBiasClamp

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

hh404489 float SlopeScaledDepthBias float SlopeScaledDepthBias

Specifies whether to 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.

hh404489 BOOL DepthClipEnable BOOL DepthClipEnable

Specifies whether to enable scissor-rectangle culling. All pixels outside an active scissor rectangle are culled.

hh404489 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.

hh404489 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.

hh404489 BOOL AntialiasedLineEnable BOOL AntialiasedLineEnable

The sample count that is forced while UAV rendering or rasterizing. Valid values are 0, 1, 2, 4, 8, and optionally 16. 0 indicates that the sample count is not forced.

Note??

If you want to render with ForcedSampleCount set to 1 or greater, you must follow these guidelines:

  • Don't bind depth-stencil views.
  • Disable depth testing.
  • Ensure the shader doesn't output depth.
  • If you have any render-target views bound () and ForcedSampleCount is greater than 1, ensure that every render target has only a single sample.
  • Don't operate the shader at sample frequency. Therefore, returns .
Otherwise, rendering behavior is undefined. For info about how to configure depth-stencil, see Configuring Depth-Stencil Functionality. ?
hh404489 unsigned int ForcedSampleCount unsigned int ForcedSampleCount
Returns default values for . See MSDN documentation for default values.

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
ForcedSampleCount0
ConservativeRaster

?

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

?

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.

dn899157 D3D11_RASTERIZER_DESC2 D3D11_RASTERIZER_DESC2

A -typed value that determines the fill mode to use when rendering.

dn899157 D3D11_FILL_MODE FillMode D3D11_FILL_MODE FillMode

A -typed value that indicates that triangles facing the specified direction are not drawn.

dn899157 D3D11_CULL_MODE CullMode D3D11_CULL_MODE CullMode

Specifies whether a triangle is front- or back-facing. If 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 , the opposite is true.

dn899157 BOOL FrontCounterClockwise BOOL FrontCounterClockwise

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

dn899157 int DepthBias int DepthBias

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

dn899157 float DepthBiasClamp float DepthBiasClamp

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

dn899157 float SlopeScaledDepthBias float SlopeScaledDepthBias

Specifies whether to 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.

dn899157 BOOL DepthClipEnable BOOL DepthClipEnable

Specifies whether to enable scissor-rectangle culling. All pixels outside an active scissor rectangle are culled.

dn899157 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.

dn899157 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.

dn899157 BOOL AntialiasedLineEnable BOOL AntialiasedLineEnable

The sample count that is forced while UAV rendering or rasterizing. Valid values are 0, 1, 2, 4, 8, and optionally 16. 0 indicates that the sample count is not forced.

Note??

If you want to render with ForcedSampleCount set to 1 or greater, you must follow these guidelines:

  • Don't bind depth-stencil views.
  • Disable depth testing.
  • Ensure the shader doesn't output depth.
  • If you have any render-target views bound () and ForcedSampleCount is greater than 1, ensure that every render target has only a single sample.
  • Don't operate the shader at sample frequency. Therefore, returns .
Otherwise, rendering behavior is undefined. For info about how to configure depth-stencil, see Configuring Depth-Stencil Functionality. ?
dn899157 unsigned int ForcedSampleCount unsigned int ForcedSampleCount

A -typed value that identifies whether conservative rasterization is on or off.

dn899157 D3D11_CONSERVATIVE_RASTERIZATION_MODE ConservativeRaster D3D11_CONSERVATIVE_RASTERIZATION_MODE ConservativeRaster

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. Note??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?

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
LogicOpEnable
SrcBlend
DestBlend
BlendOp
SrcBlendAlpha
DestBlendAlpha
BlendOpAlpha
LogicOp
RenderTargetWriteMask

?

hh404492 D3D11_RENDER_TARGET_BLEND_DESC1 D3D11_RENDER_TARGET_BLEND_DESC1

Enable (or disable) blending.

hh404492 BOOL BlendEnable BOOL BlendEnable

Enable (or disable) a logical operation.

hh404492 BOOL LogicOpEnable BOOL LogicOpEnable

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.

hh404492 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.

hh404492 D3D11_BLEND DestBlend D3D11_BLEND DestBlend

This blend operation defines how to combine the SrcBlend and DestBlend operations.

hh404492 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.

hh404492 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.

hh404492 D3D11_BLEND DestBlendAlpha D3D11_BLEND DestBlendAlpha

This blend operation defines how to combine the SrcBlendAlpha and DestBlendAlpha operations.

hh404492 D3D11_BLEND_OP BlendOpAlpha D3D11_BLEND_OP BlendOpAlpha

A -typed value that specifies the logical operation to configure for the render target.

hh404492 D3D11_LOGIC_OP LogicOp D3D11_LOGIC_OP LogicOp

A write mask.

hh404492 D3D11_COLOR_WRITE_ENABLE RenderTargetWriteMask D3D11_COLOR_WRITE_ENABLE RenderTargetWriteMask

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

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 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 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 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 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 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

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 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

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

Describes 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 can't 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.

dn899158 D3D11_RENDER_TARGET_VIEW_DESC1 D3D11_RENDER_TARGET_VIEW_DESC1

Describes the subresource from a 2D texture to use in a render-target view.

dn899163 D3D11_TEX2D_RTV1 D3D11_TEX2D_RTV1

The index of the mipmap level to use mip slice.

dn899163 unsigned int MipSlice unsigned int MipSlice

The index (plane slice number) of the plane to use in the texture.

dn899163 unsigned int PlaneSlice unsigned int PlaneSlice

Describes the subresources from an array of 2D textures to use in a render-target view.

dn899160 D3D11_TEX2D_ARRAY_RTV1 D3D11_TEX2D_ARRAY_RTV1

The index of the mipmap level to use mip slice.

dn899160 unsigned int MipSlice unsigned int MipSlice

The index of the first texture to use in an array of textures.

dn899160 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures in the array to use in the render-target view, starting from FirstArraySlice.

dn899160 unsigned int ArraySize unsigned int ArraySize

The index (plane slice number) of the plane to use in an array of textures.

dn899160 unsigned int PlaneSlice unsigned int PlaneSlice

A -typed value that specifies the data format.

dn899158 DXGI_FORMAT Format DXGI_FORMAT Format

A -typed value that specifies the resource type and how the render-target resource will be accessed.

dn899158 D3D11_RTV_DIMENSION ViewDimension D3D11_RTV_DIMENSION ViewDimension

A structure that specifies which buffer elements can be accessed.

dn899158 D3D11_BUFFER_RTV Buffer D3D11_BUFFER_RTV Buffer

A structure that specifies the subresources in a 1D texture that can be accessed.

dn899158 D3D11_TEX1D_RTV Texture1D D3D11_TEX1D_RTV Texture1D

A structure that specifies the subresources in a 1D texture array that can be accessed.

dn899158 D3D11_TEX1D_ARRAY_RTV Texture1DArray D3D11_TEX1D_ARRAY_RTV Texture1DArray

A structure that specifies the subresources in a 2D texture that can be accessed.

dn899158 D3D11_TEX2D_RTV1 Texture2D D3D11_TEX2D_RTV1 Texture2D

A structure that specifies the subresources in a 2D texture array that can be accessed.

dn899158 D3D11_TEX2D_ARRAY_RTV1 Texture2DArray D3D11_TEX2D_ARRAY_RTV1 Texture2DArray

A structure that specifies a single subresource because a multisampled 2D texture only contains one subresource.

dn899158 D3D11_TEX2DMS_RTV Texture2DMS D3D11_TEX2DMS_RTV Texture2DMS

A structure that specifies the subresources in a multisampled 2D texture array that can be accessed.

dn899158 D3D11_TEX2DMS_ARRAY_RTV Texture2DMSArray D3D11_TEX2DMS_ARRAY_RTV Texture2DMSArray

A structure that specifies subresources in a 3D texture that can be accessed.

dn899158 D3D11_TEX3D_RTV Texture3D D3D11_TEX3D_RTV Texture3D

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

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

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

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 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 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 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 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 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 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 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 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

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

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 .

dn899159 D3D11_SHADER_RESOURCE_VIEW_DESC1 D3D11_SHADER_RESOURCE_VIEW_DESC1

Describes the subresource from a 2D texture to use in a shader-resource view.

dn899164 D3D11_TEX2D_SRV1 D3D11_TEX2D_SRV1

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 ).

dn899164 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.

dn899164 unsigned int MipLevels unsigned int MipLevels

The index (plane slice number) of the plane to use in the texture.

dn899164 unsigned int PlaneSlice unsigned int PlaneSlice

Describes the subresources from an array of 2D textures to use in a shader-resource view.

dn899161 D3D11_TEX2D_ARRAY_SRV1 D3D11_TEX2D_ARRAY_SRV1

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).

dn899161 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.

dn899161 unsigned int MipLevels unsigned int MipLevels

The index of the first texture to use in an array of textures.

dn899161 unsigned int FirstArraySlice unsigned int FirstArraySlice

Number of textures in the array.

dn899161 unsigned int ArraySize unsigned int ArraySize

The index (plane slice number) of the plane to use in an array of textures.

dn899161 unsigned int PlaneSlice unsigned int PlaneSlice

A -typed value that specifies the viewing format. See remarks.

dn899159 DXGI_FORMAT Format DXGI_FORMAT Format

A D3D11_SRV_DIMENSION-typed value that specifies the resource type of the view. This type is the same as the resource type of the underlying resource. This member also determines which _SRV to use in the union below.

dn899159 D3D_SRV_DIMENSION ViewDimension D3D_SRV_DIMENSION ViewDimension

A structure that views the resource as a buffer.

dn899159 D3D11_BUFFER_SRV Buffer D3D11_BUFFER_SRV Buffer

A structure that views the resource as a 1D texture.

dn899159 D3D11_TEX1D_SRV Texture1D D3D11_TEX1D_SRV Texture1D

A structure that views the resource as a 1D-texture array.

dn899159 D3D11_TEX1D_ARRAY_SRV Texture1DArray D3D11_TEX1D_ARRAY_SRV Texture1DArray

A structure that views the resource as a 2D-texture.

dn899159 D3D11_TEX2D_SRV1 Texture2D D3D11_TEX2D_SRV1 Texture2D

A structure that views the resource as a 2D-texture array.

dn899159 D3D11_TEX2D_ARRAY_SRV1 Texture2DArray D3D11_TEX2D_ARRAY_SRV1 Texture2DArray

A structure that views the resource as a 2D-multisampled texture.

dn899159 D3D11_TEX2DMS_SRV Texture2DMS D3D11_TEX2DMS_SRV Texture2DMS

A structure that views the resource as a 2D-multisampled-texture array.

dn899159 D3D11_TEX2DMS_ARRAY_SRV Texture2DMSArray D3D11_TEX2DMS_ARRAY_SRV Texture2DMSArray

A structure that views the resource as a 3D texture.

dn899159 D3D11_TEX3D_SRV Texture3D D3D11_TEX3D_SRV Texture3D

A structure that views the resource as a 3D-cube texture.

dn899159 D3D11_TEXCUBE_SRV TextureCube D3D11_TEXCUBE_SRV TextureCube

A structure that views the resource as a 3D-cube-texture array.

dn899159 D3D11_TEXCUBE_ARRAY_SRV TextureCubeArray D3D11_TEXCUBE_ARRAY_SRV TextureCubeArray

A structure that views the resource as a raw buffer. For more info about raw viewing of buffers, see Raw Views of Buffers.

dn899159 D3D11_BUFFEREX_SRV BufferEx D3D11_BUFFEREX_SRV BufferEx

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 tiled subresource volume.

Each packed mipmap is individually reported as 0 for WidthInTiles, HeightInTiles and DepthInTiles.

The total number of tiles in subresources is WidthInTiles*HeightInTiles*DepthInTiles.

dn280434 D3D11_SUBRESOURCE_TILING D3D11_SUBRESOURCE_TILING

The width in tiles of the subresource.

dn280434 unsigned int WidthInTiles unsigned int WidthInTiles

The height in tiles of the subresource.

dn280434 unsigned short HeightInTiles unsigned short HeightInTiles

The depth in tiles of the subresource.

dn280434 unsigned short DepthInTiles unsigned short DepthInTiles

The index of the tile in the overall tiled subresource to start with.

GetResourceTiling sets StartTileIndexInOverallResource to D3D11_PACKED_TILE (0xffffffff) to indicate that the whole structure is meaningless, and the info to which the pPackedMipDesc parameter of GetResourceTiling points applies. For packed tiles, the description of the packed mipmaps comes from a structure instead.

dn280434 unsigned int StartTileIndexInOverallResource unsigned int StartTileIndexInOverallResource

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 D3D10_REQ_TEXTURE1D_U_DIMENSION (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

Identifies a texture resource for a video processor output view.

hh447632 D3D11_TEX2D_ARRAY_VPOV D3D11_TEX2D_ARRAY_VPOV

The zero-based index into the array of subtextures.

hh447632 unsigned int MipSlice unsigned int MipSlice

The index of the first texture to use.

hh447632 unsigned int FirstArraySlice unsigned int FirstArraySlice

The number of textures in the array.

hh447632 unsigned int ArraySize unsigned int ArraySize

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 D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION (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 2D texture.

This structure is used in a call to .

In addition to this structure, you can also use the CD3D11_TEXTURE2D_DESC1 derived structure, which is defined in D3D11_3.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 D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION (8192) when you create your 2D texture.

dn899166 D3D11_TEXTURE2D_DESC1 D3D11_TEXTURE2D_DESC1

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.

dn899166 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.

dn899166 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.

dn899166 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.

dn899166 unsigned int ArraySize unsigned int ArraySize

Texture format (see ).

dn899166 DXGI_FORMAT Format DXGI_FORMAT Format

Structure that specifies multisampling parameters for the texture. See .

dn899166 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.

dn899166 D3D11_USAGE Usage D3D11_USAGE Usage

Flags (see ) for binding to pipeline stages. The flags can be combined by a logical OR.

dn899166 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.

dn899166 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.

dn899166 D3D11_RESOURCE_MISC_FLAG MiscFlags D3D11_RESOURCE_MISC_FLAG MiscFlags

A -typed value that identifies the layout of the texture.

The TextureLayout parameter selects both the actual layout of the texture in memory and the layout visible to the application while the texture is mapped. These flags may not be requested without CPU access also requested.

It is illegal to set CPU access flags on default textures without also setting TextureLayout to a value other than .

may only be used to create non-multisampled, textures with a single subresource (Planar YUV textures are supported). These textures may only be used as a source and destination of copy operations, and BindFlags must be zero.

may only be used to create non-multisampled, non-depth-stencil textures.

dn899166 D3D11_TEXTURE_LAYOUT TextureLayout D3D11_TEXTURE_LAYOUT TextureLayout

Identifies the texture resource for a video decoder output view.

hh447633 D3D11_TEX2D_VDOV D3D11_TEX2D_VDOV

The zero-based index of the texture.

hh447633 unsigned int ArraySlice unsigned int ArraySlice

Identifies the texture resource for a video processor input view.

hh447634 D3D11_TEX2D_VPIV D3D11_TEX2D_VPIV

The zero-based index into the array of subtextures.

hh447634 unsigned int MipSlice unsigned int MipSlice

The zero-based index of the texture.

hh447634 unsigned int ArraySlice unsigned int ArraySlice

Identifies a texture resource for a video processor output view.

hh447635 D3D11_TEX2D_VPOV D3D11_TEX2D_VPOV

The zero-based index into the array of subtextures.

hh447635 unsigned int MipSlice unsigned int MipSlice

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 D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION (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

Describes a 3D texture.

This structure is used in a call to .

In addition to this structure, you can also use the CD3D11_TEXTURE3D_DESC1 derived structure, which is defined in D3D11_3.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 D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION (2048) when you create your 3D texture.

dn899167 D3D11_TEXTURE3D_DESC1 D3D11_TEXTURE3D_DESC1

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.

dn899167 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.

dn899167 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.

dn899167 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.

dn899167 unsigned int MipLevels unsigned int MipLevels

Texture format (see ).

dn899167 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.

dn899167 D3D11_USAGE Usage D3D11_USAGE Usage

Flags (see ) for binding to pipeline stages. The flags can be combined by a logical OR.

dn899167 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.

dn899167 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.

dn899167 D3D11_RESOURCE_MISC_FLAG MiscFlags D3D11_RESOURCE_MISC_FLAG MiscFlags

A -typed value that identifies the layout of the texture.

The TextureLayout parameter selects both the actual layout of the texture in memory and the layout visible to the application while the texture is mapped. These flags may not be requested without CPU access also requested.

It is illegal to set CPU access flags on default textures without also setting Layout to a value other than .

may not be used with 3D textures. may not be used with 3D textures that have mipmaps.

dn899167 D3D11_TEXTURE_LAYOUT TextureLayout D3D11_TEXTURE_LAYOUT TextureLayout

Describes the coordinates of a tiled resource.

dn280437 D3D11_TILED_RESOURCE_COORDINATE D3D11_TILED_RESOURCE_COORDINATE

The x position of a tiled resource. Used for buffer and 1D, 2D, and 3D textures.

dn280437 unsigned int X unsigned int X

The y position of a tiled resource. Used for 2D and 3D textures.

dn280437 unsigned int Y unsigned int Y

The z position of a tiled resource. Used for 3D textures.

dn280437 unsigned int Z unsigned int Z

A subresource index value into mipmaps and arrays. Used for 1D, 2D, and 3D textures.

For mipmaps that use nonstandard tiling, or are packed, or both use nonstandard tiling and are packed, any subresource value that indicates any of the packed mipmaps all refer to the same tile.

dn280437 unsigned int Subresource unsigned int Subresource

Describes the size of a tiled region.

dn280442 D3D11_TILE_REGION_SIZE D3D11_TILE_REGION_SIZE

The number of tiles in the tiled region.

dn280442 unsigned int NumTiles unsigned int NumTiles

Specifies whether the runtime uses the Width, Height, and Depth members to define the region.

If TRUE, the runtime uses the Width, Height, and Depth members to define the region.

If , the runtime ignores the Width, Height, and Depth members and uses the NumTiles member to traverse tiles in the resource linearly across x, then y, then z (as applicable) and then spills over mipmaps/arrays in subresource order. For example, use this technique to map an entire resource at once.

Regardless of whether you specify TRUE or for bUseBox, you use a structure to specify the starting location for the region within the resource as a separate parameter outside of this structure by using x, y, and z coordinates.

When the region includes mipmaps that are packed with nonstandard tiling, bUseBox must be because tile dimensions are not standard and the app only knows a count of how many tiles are consumed by the packed area, which is per array slice. The corresponding (separate) starting location parameter uses x to offset into the flat range of tiles in this case, and y and z coordinates must each be 0.

dn280442 BOOL bUseBox BOOL bUseBox

The width of the tiled region, in tiles. Used for buffer and 1D, 2D, and 3D textures.

dn280442 unsigned int Width unsigned int Width

The height of the tiled region, in tiles. Used for 2D and 3D textures.

dn280442 unsigned short Height unsigned short Height

The depth of the tiled region, in tiles. Used for 3D textures or arrays. For arrays, used for advancing in depth jumps to next slice of same mipmap size, which isn't contiguous in the subresource counting space if there are multiple mipmaps.

dn280442 unsigned short Depth unsigned short Depth

Describes the shape of a tile by specifying its dimensions.

Texels are equivalent to pixels. For untyped buffer resources, a texel is just a byte. For multisample antialiasing (MSAA) surfaces, the numbers are still in terms of pixels/texels. The values here are independent of the surface dimensions. Even if the surface is smaller than what would fit in a tile, the full tile dimensions are reported here.

dn280443 D3D11_TILE_SHAPE D3D11_TILE_SHAPE

The width in texels of the tile.

dn280443 unsigned int WidthInTexels unsigned int WidthInTexels

The height in texels of the tile.

dn280443 unsigned int HeightInTexels unsigned int HeightInTexels

The depth in texels of the tile.

dn280443 unsigned int DepthInTexels unsigned int DepthInTexels

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

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 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 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 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 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

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 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.

dn899203 D3D11_UNORDERED_ACCESS_VIEW_DESC1 D3D11_UNORDERED_ACCESS_VIEW_DESC1

Describes a unordered-access 2D texture resource.

dn899165 D3D11_TEX2D_UAV1 D3D11_TEX2D_UAV1

The mipmap slice index.

dn899165 unsigned int MipSlice unsigned int MipSlice

The index (plane slice number) of the plane to use in the texture.

dn899165 unsigned int PlaneSlice unsigned int PlaneSlice

Describes an array of unordered-access 2D texture resources.

dn899162 D3D11_TEX2D_ARRAY_UAV1 D3D11_TEX2D_ARRAY_UAV1

The mipmap slice index.

dn899162 unsigned int MipSlice unsigned int MipSlice

The zero-based index of the first array slice to be accessed.

dn899162 unsigned int FirstArraySlice unsigned int FirstArraySlice

The number of slices in the array.

dn899162 unsigned int ArraySize unsigned int ArraySize

The index (plane slice number) of the plane to use in an array of textures.

dn899162 unsigned int PlaneSlice unsigned int PlaneSlice

A -typed value that specifies the data format.

dn899203 DXGI_FORMAT Format DXGI_FORMAT Format

A -typed value that specifies the resource type of the view. This type is the same as the resource type of the underlying resource. This member also determines which _UAV to use in the union below.

dn899203 D3D11_UAV_DIMENSION ViewDimension D3D11_UAV_DIMENSION ViewDimension

A structure that specifies which buffer elements can be accessed.

dn899203 D3D11_BUFFER_UAV Buffer D3D11_BUFFER_UAV Buffer

A structure that specifies the subresources in a 1D texture that can be accessed.

dn899203 D3D11_TEX1D_UAV Texture1D D3D11_TEX1D_UAV Texture1D

A structure that specifies the subresources in a 1D texture array that can be accessed.

dn899203 D3D11_TEX1D_ARRAY_UAV Texture1DArray D3D11_TEX1D_ARRAY_UAV Texture1DArray

A structure that specifies the subresources in a 2D texture that can be accessed.

dn899203 D3D11_TEX2D_UAV1 Texture2D D3D11_TEX2D_UAV1 Texture2D

A structure that specifies the subresources in a 2D texture array that can be accessed.

dn899203 D3D11_TEX2D_ARRAY_UAV1 Texture2DArray D3D11_TEX2D_ARRAY_UAV1 Texture2DArray

A structure that specifies subresources in a 3D texture that can be accessed.

dn899203 D3D11_TEX3D_UAV Texture3D D3D11_TEX3D_UAV Texture3D

Defines a color value for Microsoft Direct3D?11 video.

The anonymous union can represent both RGB and YCbCr colors. The interpretation of the union depends on the context.

hh447637 D3D11_VIDEO_COLOR D3D11_VIDEO_COLOR

A structure that contains a YCbCr color value.

hh447637 D3D11_VIDEO_COLOR_YCbCrA YCbCr D3D11_VIDEO_COLOR_YCbCrA YCbCr

A structure that contains an RGB color value.

hh447637 D3D11_VIDEO_COLOR_RGBA RGBA D3D11_VIDEO_COLOR_RGBA RGBA

Specifies an RGB color value.

The RGB values have a nominal range of [0...1]. For an RGB format with n bits per channel, the value of each color component is calculated as follows:

val = f * ((1 << n)-1)

For example, for RGB-32 (8 bits per channel), val = BYTE(f * 255.0).

hh447638 D3D11_VIDEO_COLOR_RGBA D3D11_VIDEO_COLOR_RGBA

The red value.

hh447638 float R float R

The green value.

hh447638 float G float G

The blue value.

hh447638 float B float B

The alpha value. Values range from 0 (transparent) to 1 (opaque).

hh447638 float A float A
No documentation. D3D11_VIDEO_COLOR_YCbCrA D3D11_VIDEO_COLOR_YCbCrA No documentation. float Y float Y No documentation. float Cb float Cb No documentation. float Cr float Cr No documentation. float A float A

Describes the content-protection capabilities of a graphics driver.

hh447640 D3D11_VIDEO_CONTENT_PROTECTION_CAPS D3D11_VIDEO_CONTENT_PROTECTION_CAPS

A bitwise OR of zero or more flags from the enumeration.

hh447640 unsigned int Caps unsigned int Caps

The number of cryptographic key-exchange types that are supported by the driver. To get the list of key-exchange types, call the method.

hh447640 unsigned int KeyExchangeTypeCount unsigned int KeyExchangeTypeCount

The encyrption block size, in bytes. The size of data to be encrypted must be a multiple of this value.

hh447640 unsigned int BlockAlignmentSize unsigned int BlockAlignmentSize

The total amount of memory, in bytes, that can be used to hold protected surfaces.

hh447640 unsigned longlong ProtectedMemorySize unsigned longlong ProtectedMemorySize

[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]

Provides data to the method.

This structure is passed in the pContentKey parameter of the function when D3D11_DECODER_ENCRYPTION_HW_CENC is specified in the guidConfigBitstreamEncryption member of the structure when creating the video decoder interface.

dn894118 D3D11_VIDEO_DECODER_BEGIN_FRAME_CRYPTO_SESSION D3D11_VIDEO_DECODER_BEGIN_FRAME_CRYPTO_SESSION
No documentation. dn894118 ID3D11CryptoSession* pCryptoSession ID3D11CryptoSession pCryptoSession No documentation. dn894118 unsigned int BlobSize unsigned int BlobSize No documentation. dn894118 void* pBlob void pBlob No documentation. dn894118 GUID* pKeyInfoId GUID pKeyInfoId No documentation. dn894118 unsigned int PrivateDataSize unsigned int PrivateDataSize No documentation. dn894118 void* pPrivateData void pPrivateData

Describes a compressed buffer for decoding.

hh447641 D3D11_VIDEO_DECODER_BUFFER_DESC D3D11_VIDEO_DECODER_BUFFER_DESC

The type of buffer, specified as a member of the enumeration.

hh447641 D3D11_VIDEO_DECODER_BUFFER_TYPE BufferType D3D11_VIDEO_DECODER_BUFFER_TYPE BufferType

Reserved.

hh447641 unsigned int BufferIndex unsigned int BufferIndex

The offset of the relevant data from the beginning of the buffer, in bytes. This value must be zero.

hh447641 unsigned int DataOffset unsigned int DataOffset

The macroblock address of the first macroblock in the buffer. The macroblock address is given in raster scan order.

hh447641 unsigned int DataSize unsigned int DataSize

The macroblock address of the first macroblock in the buffer. The macroblock address is given in raster scan order.

hh447641 unsigned int FirstMBaddress unsigned int FirstMBaddress

The number of macroblocks of data in the buffer. This count includes skipped macroblocks.

hh447641 unsigned int NumMBsInBuffer unsigned int NumMBsInBuffer

Reserved. Set to zero.

hh447641 unsigned int Width unsigned int Width

Reserved. Set to zero.

hh447641 unsigned int Height unsigned int Height

Reserved. Set to zero.

hh447641 unsigned int Stride unsigned int Stride

Reserved. Set to zero.

hh447641 unsigned int ReservedBits unsigned int ReservedBits

A reference to a buffer that contains an initialization vector (IV) for encrypted data. If the decode buffer does not contain encrypted data, set this member to null.

hh447641 void* pIV void pIV

The size of the buffer specified in the pIV parameter. If pIV is null, set this member to zero.

hh447641 unsigned int IVSize unsigned int IVSize

If TRUE, the video surfaces are partially encrypted.

hh447641 BOOL PartialEncryption BOOL PartialEncryption

A structure that specifies which bytes of the surface are encrypted.

hh447641 D3D11_ENCRYPTED_BLOCK_INFO EncryptedBlockInfo D3D11_ENCRYPTED_BLOCK_INFO EncryptedBlockInfo

[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]

Describes a compressed buffer for decoding.

dn894119 D3D11_VIDEO_DECODER_BUFFER_DESC1 D3D11_VIDEO_DECODER_BUFFER_DESC1

The type of buffer.

dn894119 D3D11_VIDEO_DECODER_BUFFER_TYPE BufferType D3D11_VIDEO_DECODER_BUFFER_TYPE BufferType

The offset of the relevant data from the beginning of the buffer, in bytes. This value must be zero.

dn894119 unsigned int DataOffset unsigned int DataOffset

Size of the relevant data.

dn894119 unsigned int DataSize unsigned int DataSize

A reference to a buffer that contains an initialization vector (IV) for encrypted data. If the decode buffer does not contain encrypted data, set this member to null.

dn894119 void* pIV void pIV

The size of the buffer specified in the pIV parameter. If pIV is null, set this member to zero.

dn894119 unsigned int IVSize unsigned int IVSize

A reference to an array of structures, which indicates exactly which bytes in the decode buffer are encrypted and which are in the clear. If the decode buffer does not contain encrypted data, set this member to null.

Values in the sub sample mapping blocks are relative to the start of the decode buffer.

dn894119 D3D11_VIDEO_DECODER_SUB_SAMPLE_MAPPING_BLOCK* pSubSampleMappingBlock D3D11_VIDEO_DECODER_SUB_SAMPLE_MAPPING_BLOCK pSubSampleMappingBlock

The number of structures specified in the pSubSampleMappingBlocks parameter. If pSubSampleMappingBlocks is null, set this member to zero.

dn894119 unsigned int SubSampleMappingCount unsigned int SubSampleMappingCount

Describes the configuration of a Microsoft Direct3D?11 decoder device for DirectX Video Acceleration (DXVA).

hh447643 D3D11_VIDEO_DECODER_CONFIG D3D11_VIDEO_DECODER_CONFIG

If the bitstream data buffers are encrypted using the D3D11CryptoSession mechanism, this should be set to zero. If no encryption is applied, the value is DXVA_NoEncrypt. If ConfigBitstreamRaw is 0, the value must be DXVA_NoEncrypt.

hh447643 GUID guidConfigBitstreamEncryption GUID guidConfigBitstreamEncryption

If the macroblock control data buffers are encrypted using the D3D11CryptoSession mechanism, this should be set to zero. If no encryption is applied, the value is DXVA_NoEncrypt. If ConfigBitstreamRaw is 1, the value must be DXVA_NoEncrypt.

hh447643 GUID guidConfigMBcontrolEncryption GUID guidConfigMBcontrolEncryption

If the residual difference decoding data buffers are encrypted using the D3D11CryptoSession mechanism, this should be set to zero. If no encryption is applied, the value is DXVA_NoEncrypt. If ConfigBitstreamRaw is 1, the value must be DXVA_NoEncrypt.

hh447643 GUID guidConfigResidDiffEncryption GUID guidConfigResidDiffEncryption

Indicates whether the host-decoder sends raw bit-stream data. If the value is 1, the data for the pictures will be sent in bit-stream buffers as raw bit-stream content. If the value is 0, picture data will be sent using macroblock control command buffers. If either ConfigResidDiffHost or ConfigResidDiffAccelerator is 1, the value must be 0.

hh447643 unsigned int ConfigBitstreamRaw unsigned int ConfigBitstreamRaw

Specifies whether macroblock control commands are in raster scan order or in arbitrary order. If the value is 1, the macroblock control commands within each macroblock control command buffer are in raster-scan order. If the value is 0, the order is arbitrary. For some types of bit streams, forcing raster order either greatly increases the number of required macroblock control buffers that must be processed, or requires host reordering of the control information. Therefore, supporting arbitrary order can be more efficient.

hh447643 unsigned int ConfigMBcontrolRasterOrder unsigned int ConfigMBcontrolRasterOrder

Contains the host residual difference configuration. If the value is 1, some residual difference decoding data may be sent as blocks in the spatial domain from the host. If the value is 0, spatial domain data will not be sent.

hh447643 unsigned int ConfigResidDiffHost unsigned int ConfigResidDiffHost

Indicates the word size used to represent residual difference spatial-domain blocks for predicted (non-intra) pictures when using host-based residual difference decoding.

If ConfigResidDiffHost is 1 and ConfigSpatialResid8 is 1, the host will send residual difference spatial-domain blocks for non-intra macroblocks using 8-bit signed samples and for intra macroblocks in predicted (non-intra) pictures in a format that depends on the value of ConfigIntraResidUnsigned:

  • If ConfigIntraResidUnsigned is 0, spatial-domain blocks for intra macroblocks are sent as 8-bit signed integer values relative to a constant reference value of 2^(BPP?1).
  • If ConfigIntraResidUnsigned is 1, spatial-domain blocks for intra macroblocks are sent as 8-bit unsigned integer values relative to a constant reference value of 0.

If ConfigResidDiffHost is 1 and ConfigSpatialResid8 is 0, the host will send residual difference spatial-domain blocks of data for non-intra macroblocks using 16-bit signed samples and for intra macroblocks in predicted (non-intra) pictures in a format that depends on the value of ConfigIntraResidUnsigned:

  • If ConfigIntraResidUnsigned is 0, spatial domain blocks for intra macroblocks are sent as 16-bit signed integer values relative to a constant reference value of 2^(BPP?1).
  • If ConfigIntraResidUnsigned is 1, spatial domain blocks for intra macroblocks are sent as 16-bit unsigned integer values relative to a constant reference value of 0.

If ConfigResidDiffHost is 0, ConfigSpatialResid8 must be 0.

For intra pictures, spatial-domain blocks must be sent using 8-bit samples if bits-per-pixel (BPP) is 8, and using 16-bit samples if BPP > 8. If ConfigIntraResidUnsigned is 0, these samples are sent as signed integer values relative to a constant reference value of 2^(BPP?1), and if ConfigIntraResidUnsigned is 1, these samples are sent as unsigned integer values relative to a constant reference value of 0.

hh447643 unsigned int ConfigSpatialResid8 unsigned int ConfigSpatialResid8

If the value is 1, 8-bit difference overflow blocks are subtracted rather than added. The value must be 0 unless ConfigSpatialResid8 is 1.

The ability to subtract differences rather than add them enables 8-bit difference decoding to be fully compliant with the full ?255 range of values required in video decoder specifications, because +255 cannot be represented as the addition of two signed 8-bit numbers, but any number in the range ?255 can be represented as the difference between two signed 8-bit numbers (+255 = +127 minus ?128).

hh447643 unsigned int ConfigResid8Subtraction unsigned int ConfigResid8Subtraction

If the value is 1, spatial-domain blocks for intra macroblocks must be clipped to an 8-bit range on the host and spatial-domain blocks for non-intra macroblocks must be clipped to a 9-bit range on the host. If the value is 0, no such clipping is necessary by the host.

The value must be 0 unless ConfigSpatialResid8 is 0 and ConfigResidDiffHost is 1.

hh447643 unsigned int ConfigSpatialHost8or9Clipping unsigned int ConfigSpatialHost8or9Clipping

If the value is 1, any spatial-domain residual difference data must be sent in a chrominance-interleaved form matching the YUV format chrominance interleaving pattern. The value must be 0 unless ConfigResidDiffHost is 1 and the YUV format is NV12 or NV21.

hh447643 unsigned int ConfigSpatialResidInterleaved unsigned int ConfigSpatialResidInterleaved

Indicates the method of representation of spatial-domain blocks of residual difference data for intra blocks when using host-based difference decoding.

If ConfigResidDiffHost is 1 and ConfigIntraResidUnsigned is 0, spatial-domain residual difference data blocks for intra macroblocks must be sent as follows:

  • In a non-intra picture, if ConfigSpatialResid8 is 0, the spatial-domain residual difference data blocks for intra macroblocks are sent as 16-bit signed integer values relative to a constant reference value of 2^(BPP?1).
  • In a non-intra picture, if ConfigSpatialResid8 is 1, the spatial-domain residual difference data blocks for intra macroblocks are sent as 8-bit signed integer values relative to a constant reference value of 2^(BPP?1).
  • In an intra picture, if BPP is 8, the spatial-domain residual difference data blocks for intra macroblocks are sent as 8-bit signed integer values relative to a constant reference value of 2^(BPP?1), regardless of the value of ConfigSpatialResid8.

If ConfigResidDiffHost is 1 and ConfigIntraResidUnsigned is 1, spatial-domain residual difference data blocks for intra macroblocks must be sent as follows:

  • In a non-intra picture, if ConfigSpatialResid8 is 0, the spatial-domain residual difference data blocks for intra macroblocks must be sent as 16-bit unsigned integer values relative to a constant reference value of 0.
  • In a non-intra picture, if ConfigSpatialResid8 is 1, the spatial-domain residual difference data blocks for intra macroblocks are sent as 8-bit unsigned integer values relative to a constant reference value of 0.
  • In an intra picture, if BPP is 8, the spatial-domain residual difference data blocks for intra macroblocks are sent as 8-bit unsigned integer values relative to a constant reference value of 0, regardless of the value of ConfigSpatialResid8.

The value of the member must be 0 unless ConfigResidDiffHost is 1.

hh447643 unsigned int ConfigIntraResidUnsigned unsigned int ConfigIntraResidUnsigned

If the value is 1, transform-domain blocks of coefficient data may be sent from the host for accelerator-based IDCT. If the value is 0, accelerator-based IDCT will not be used. If both ConfigResidDiffHost and ConfigResidDiffAccelerator are 1, this indicates that some residual difference decoding will be done on the host and some on the accelerator, as indicated by macroblock-level control commands.

The value must be 0 if ConfigBitstreamRaw is 1.

hh447643 unsigned int ConfigResidDiffAccelerator unsigned int ConfigResidDiffAccelerator

If the value is 1, the inverse scan for transform-domain block processing will be performed on the host, and absolute indices will be sent instead for any transform coefficients. If the value is 0, the inverse scan will be performed on the accelerator.

The value must be 0 if ConfigResidDiffAccelerator is 0 or if Config4GroupedCoefs is 1.

hh447643 unsigned int ConfigHostInverseScan unsigned int ConfigHostInverseScan

If the value is 1, the IDCT specified in Annex W of ITU-T Recommendation H.263 is used. If the value is 0, any compliant IDCT can be used for off-host IDCT.

The H.263 annex does not comply with the IDCT requirements of MPEG-2 corrigendum 2, so the value must not be 1 for use with MPEG-2 video.

The value must be 0 if ConfigResidDiffAccelerator is 0, indicating purely host-based residual difference decoding.

hh447643 unsigned int ConfigSpecificIDCT unsigned int ConfigSpecificIDCT

If the value is 1, transform coefficients for off-host IDCT will be sent using the DXVA_TCoef4Group structure. If the value is 0, the DXVA_TCoefSingle structure is used. The value must be 0 if ConfigResidDiffAccelerator is 0 or if ConfigHostInverseScan is 1.

hh447643 unsigned int Config4GroupedCoefs unsigned int Config4GroupedCoefs

Specifies how many frames the decoder device processes at any one time.

hh447643 unsigned short ConfigMinRenderTargetBuffCount unsigned short ConfigMinRenderTargetBuffCount

Contains decoder-specific configuration information.

hh447643 unsigned short ConfigDecoderSpecific unsigned short ConfigDecoderSpecific

Describes a video stream for a Microsoft Direct3D?11 video decoder or video processor.

hh447644 D3D11_VIDEO_DECODER_DESC D3D11_VIDEO_DECODER_DESC

The decoding profile. To get the list of profiles supported by the device, call the method.

hh447644 GUID Guid GUID Guid

The width of the video frame, in pixels.

hh447644 unsigned int SampleWidth unsigned int SampleWidth

The height of the video frame, in pixels.

hh447644 unsigned int SampleHeight unsigned int SampleHeight

The output surface format, specified as a value.

hh447644 DXGI_FORMAT OutputFormat DXGI_FORMAT OutputFormat

Contains driver-specific data for the method.

The exact meaning of each structure member depends on the value of Function.

hh447645 D3D11_VIDEO_DECODER_EXTENSION D3D11_VIDEO_DECODER_EXTENSION
No documentation. hh447645 unsigned int Function unsigned int Function No documentation. hh447645 void* pPrivateInputData void pPrivateInputData No documentation. hh447645 unsigned int PrivateInputDataSize unsigned int PrivateInputDataSize No documentation. hh447645 void* pPrivateOutputData void pPrivateOutputData No documentation. hh447645 unsigned int PrivateOutputDataSize unsigned int PrivateOutputDataSize No documentation. hh447645 unsigned int ResourceCount unsigned int ResourceCount No documentation. hh447645 ID3D11Resource** ppResourceList ID3D11Resource ppResourceList

Describes a video decoder output view.

hh447646 D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC

The decoding profile. To get the list of profiles supported by the device, call the method.

hh447646 GUID DecodeProfile GUID DecodeProfile

The resource type of the view, specified as a member of the enumeration.

hh447646 D3D11_VDOV_DIMENSION ViewDimension D3D11_VDOV_DIMENSION ViewDimension

A structure that identifies the texture resource for the output view.

hh447646 D3D11_TEX2D_VDOV Texture2D D3D11_TEX2D_VDOV Texture2D

[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]

Describes a sub sample mapping block.

Values in the sub sample mapping blocks are relative to the start of the decode buffer.

dn894121 D3D11_VIDEO_DECODER_SUB_SAMPLE_MAPPING_BLOCK D3D11_VIDEO_DECODER_SUB_SAMPLE_MAPPING_BLOCK

The number of clear (non-encrypted) bytes at the start of the block.

dn894121 unsigned int ClearSize unsigned int ClearSize

The number of encrypted bytes following the clear bytes.

dn894121 unsigned int EncryptedSize unsigned int EncryptedSize

Describes the capabilities of a Microsoft Direct3D?11 video processor.

The video processor stores state information for each input stream. These states persist between blits. With each blit, the application selects which streams to enable or disable. Disabling a stream does not affect the state information for that stream.

The MaxStreamStates member gives the maximum number of stream states that can be saved. The MaxInputStreams member gives the maximum number of streams that can be enabled during a blit. These two values can differ.

hh447650 D3D11_VIDEO_PROCESSOR_CAPS D3D11_VIDEO_PROCESSOR_CAPS

A bitwise OR of zero or more flags from the enumeration.

hh447650 unsigned int DeviceCaps unsigned int DeviceCaps

A bitwise OR of zero or more flags from the enumeration.

hh447650 unsigned int FeatureCaps unsigned int FeatureCaps

A bitwise OR of zero or more flags from the D3D11_VIDEO_PROCESSPR_FILTER_CAPS enumeration.

hh447650 unsigned int FilterCaps unsigned int FilterCaps

A bitwise OR of zero or more flags from the enumeration.

hh447650 unsigned int InputFormatCaps unsigned int InputFormatCaps

A bitwise OR of zero or more flags from the enumeration.

hh447650 unsigned int AutoStreamCaps unsigned int AutoStreamCaps

A bitwise OR of zero or more flags from the enumeration.

hh447650 unsigned int StereoCaps unsigned int StereoCaps

The number of frame-rate conversion capabilities. To enumerate the frame-rate conversion capabilities, call the method.

hh447650 unsigned int RateConversionCapsCount unsigned int RateConversionCapsCount

The maximum number of input streams that can be enabled at the same time.

hh447650 unsigned int MaxInputStreams unsigned int MaxInputStreams

The maximum number of input streams for which the device can store state data.

hh447650 unsigned int MaxStreamStates unsigned int MaxStreamStates

Specifies the color space for video processing.

The RGB_Range member applies to RGB output, while the YCbCr_Matrix and YCbCr_xvYCC members apply to YCbCr output. If the driver performs color-space conversion on the background color, it uses the values that apply to both color spaces.

If the driver supports extended YCbCr (xvYCC), it returns the capabilities flag in the method. Otherwise, the driver ignores the value of YCbCr_xvYCC and treats all YCbCr output as conventional YCbCr.

If extended YCbCr is supported, it can be used with either transfer matrix. Extended YCbCr does not change the black point or white point?the black point is still 16 and the white point is still 235. However, extended YCbCr explicitly allows blacker-than-black values in the range 1?15, and whiter-than-white values in the range 236?254. When extended YCbCr is used, the driver should not clip the luma values to the nominal 16?235 range.

hh447651 D3D11_VIDEO_PROCESSOR_COLOR_SPACE D3D11_VIDEO_PROCESSOR_COLOR_SPACE

Specifies whether the output is intended for playback or video processing (such as editing or authoring). The device can optimize the processing based on the type. The default state value is 0 (playback).

ValueMeaning
0

Playback

1

Video processing

?

hh447651 unsigned int Usage unsigned int Usage

Specifies the RGB color range. The default state value is 0 (full range).

ValueMeaning
0

Full range (0-255)

1

Limited range (16-235)

?

hh447651 unsigned int RGB_Range unsigned int RGB_Range

Specifies the YCbCr transfer matrix. The default state value is 0 (BT.601).

ValueMeaning
0

ITU-R BT.601

1

ITU-R BT.709

?

hh447651 unsigned int YCbCr_Matrix unsigned int YCbCr_Matrix

Specifies whether the output uses conventional YCbCr or extended YCbCr (xvYCC). The default state value is zero (conventional YCbCr).

ValueMeaning
0

Conventional YCbCr

1

Extended YCbCr (xvYCC)

?

hh447651 unsigned int YCbCr_xvYCC unsigned int YCbCr_xvYCC

Specifies the .

Introduced in Windows?8.1.

hh447651 unsigned int Nominal_Range unsigned int Nominal_Range

Reserved. Set to zero.

hh447651 unsigned int Reserved unsigned int Reserved

Describes a video stream for a video processor.

hh447652 D3D11_VIDEO_PROCESSOR_CONTENT_DESC D3D11_VIDEO_PROCESSOR_CONTENT_DESC

A member of the enumeration that describes how the video stream is interlaced.

hh447652 D3D11_VIDEO_FRAME_FORMAT InputFrameFormat D3D11_VIDEO_FRAME_FORMAT InputFrameFormat

The frame rate of the input video stream, specified as a structure.

hh447652 DXGI_RATIONAL InputFrameRate DXGI_RATIONAL InputFrameRate

The width of the input frames, in pixels.

hh447652 unsigned int InputWidth unsigned int InputWidth

The height of the input frames, in pixels.

hh447652 unsigned int InputHeight unsigned int InputHeight

The frame rate of the output video stream, specified as a structure.

hh447652 DXGI_RATIONAL OutputFrameRate DXGI_RATIONAL OutputFrameRate

The width of the output frames, in pixels.

hh447652 unsigned int OutputWidth unsigned int OutputWidth

The height of the output frames, in pixels.

hh447652 unsigned int OutputHeight unsigned int OutputHeight

A member of the enumeration that describes how the video processor will be used. The value indicates the desired trade-off between speed and video quality. The driver uses this flag as a hint when it creates the video processor.

hh447652 D3D11_VIDEO_USAGE Usage D3D11_VIDEO_USAGE Usage

Specifies a custom rate for frame-rate conversion or inverse telecine (IVTC).

The CustomRate member gives the rate conversion factor, while the remaining members define the pattern of input and output samples.

hh447653 D3D11_VIDEO_PROCESSOR_CUSTOM_RATE D3D11_VIDEO_PROCESSOR_CUSTOM_RATE

The ratio of the output frame rate to the input frame rate, expressed as a structure that holds a rational number.

hh447653 DXGI_RATIONAL CustomRate DXGI_RATIONAL CustomRate

The number of output frames that will be generated for every N input samples, where N = InputFramesOrFields.

hh447653 unsigned int OutputFrames unsigned int OutputFrames

If TRUE, the input stream must be interlaced. Otherwise, the input stream must be progressive.

hh447653 BOOL InputInterlaced BOOL InputInterlaced

The number of input fields or frames for every N output frames that will be generated, where N = OutputFrames.

hh447653 unsigned int InputFramesOrFields unsigned int InputFramesOrFields

Defines the range of supported values for an image filter.

The multiplier enables the filter range to have a fractional step value.

For example, a hue filter might have an actual range of [?180.0 ... +180.0] with a step size of 0.25. The device would report the following range and multiplier:

  • Minimum: ?720
  • Maximum: +720
  • Multiplier: 0.25

In this case, a filter value of 2 would be interpreted by the device as 0.50 (or 2 ? 0.25).

The device should use a multiplier that can be represented exactly as a base-2 fraction.

hh447657 D3D11_VIDEO_PROCESSOR_FILTER_RANGE D3D11_VIDEO_PROCESSOR_FILTER_RANGE

The minimum value of the filter.

hh447657 int Minimum int Minimum

The maximum value of the filter.

hh447657 int Maximum int Maximum

The default value of the filter.

hh447657 int Default int Default

A multiplier. Use the following formula to translate the filter setting into the actual filter value: Actual Value = Set Value???Multiplier.

hh447657 float Multiplier float Multiplier

Describes a video processor input view.

hh447660 D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC

The surface format. If zero, the driver uses the DXGI format that was used to create the resource. If you are using feature level 9, the value must be zero.

hh447660 unsigned int FourCC unsigned int FourCC

The resource type of the view, specified as a member of the enumeration.

hh447660 D3D11_VPIV_DIMENSION ViewDimension D3D11_VPIV_DIMENSION ViewDimension

A structure that identifies the texture resource.

hh447660 D3D11_TEX2D_VPIV Texture2D D3D11_TEX2D_VPIV Texture2D

Describes a video processor output view.

hh447663 D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC

The resource type of the view, specified as a member of the enumeration.

hh447663 D3D11_VPOV_DIMENSION ViewDimension D3D11_VPOV_DIMENSION ViewDimension

A structure that identifies the texture resource for the output view.

Use this member of the union when ViewDimension equals .

hh447663 D3D11_TEX2D_VPOV Texture2D D3D11_TEX2D_VPOV Texture2D

A structure that identifies the texture array for the output view.

Use this member of the union when ViewDimension equals .

hh447663 D3D11_TEX2D_ARRAY_VPOV Texture2DArray D3D11_TEX2D_ARRAY_VPOV Texture2DArray

Defines a group of video processor capabilities that are associated with frame-rate conversion, including deinterlacing and inverse telecine.

hh447665 D3D11_VIDEO_PROCESSOR_RATE_CONVERSION_CAPS D3D11_VIDEO_PROCESSOR_RATE_CONVERSION_CAPS

The number of past reference frames required to perform the optimal video processing.

hh447665 unsigned int PastFrames unsigned int PastFrames

The number of future reference frames required to perform the optimal video processing.

hh447665 unsigned int FutureFrames unsigned int FutureFrames

A bitwise OR of zero or more flags from the enumeration.

hh447665 unsigned int ProcessorCaps unsigned int ProcessorCaps

A bitwise OR of zero or more flags from the enumeration.

hh447665 unsigned int ITelecineCaps unsigned int ITelecineCaps

The number of custom frame rates that the driver supports. To get the list of custom frame rates, call the method.

hh447665 unsigned int CustomRateCount unsigned int CustomRateCount

Contains stream-level data for the method.

If the stereo 3D format is , the ppPastSurfaces, pInputSurface, and ppFutureSurfaces members contain the left view.

hh447670 D3D11_VIDEO_PROCESSOR_STREAM D3D11_VIDEO_PROCESSOR_STREAM
No documentation. hh447670 BOOL Enable BOOL Enable No documentation. hh447670 unsigned int OutputIndex unsigned int OutputIndex No documentation. hh447670 unsigned int InputFrameOrField unsigned int InputFrameOrField No documentation. hh447670 unsigned int PastFrames unsigned int PastFrames No documentation. hh447670 unsigned int FutureFrames unsigned int FutureFrames No documentation. hh447670 ID3D11VideoProcessorInputView** ppPastSurfaces ID3D11VideoProcessorInputView ppPastSurfaces No documentation. hh447670 ID3D11VideoProcessorInputView* pInputSurface ID3D11VideoProcessorInputView pInputSurface No documentation. hh447670 ID3D11VideoProcessorInputView** ppFutureSurfaces ID3D11VideoProcessorInputView ppFutureSurfaces No documentation. hh447670 ID3D11VideoProcessorInputView** ppPastSurfacesRight ID3D11VideoProcessorInputView ppPastSurfacesRight No documentation. hh447670 ID3D11VideoProcessorInputView* pInputSurfaceRight ID3D11VideoProcessorInputView pInputSurfaceRight No documentation. hh447670 ID3D11VideoProcessorInputView** ppFutureSurfacesRight ID3D11VideoProcessorInputView ppFutureSurfacesRight

[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]

Provides information about the input streams passed into the ID3DVideoContext1::VideoProcessorGetBehaviorHints method.

dn894123 D3D11_VIDEO_PROCESSOR_STREAM_BEHAVIOR_HINT D3D11_VIDEO_PROCESSOR_STREAM_BEHAVIOR_HINT
No documentation. dn894123 BOOL Enable BOOL Enable No documentation. dn894123 unsigned int Width unsigned int Width No documentation. dn894123 unsigned int Height unsigned int Height No documentation. dn894123 DXGI_FORMAT Format DXGI_FORMAT Format

[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]

Describes a video sample.

dn894124 D3D11_VIDEO_SAMPLE_DESC D3D11_VIDEO_SAMPLE_DESC

The width of the video sample.

dn894124 unsigned int Width unsigned int Width

The height of the video sample.

dn894124 unsigned int Height unsigned int Height

The format of the video sample.

dn894124 DXGI_FORMAT Format DXGI_FORMAT Format

The colorspace of the sample.

dn894124 DXGI_COLOR_SPACE_TYPE ColorSpace DXGI_COLOR_SPACE_TYPE ColorSpace
Internal class used to initialize this assembly. Initializes this assembly. This method is called when the assembly is loaded. The namespace provides a managed Direct3D11 API. ff476080 Direct3D11 Direct3D11 Properties defining the way a buffer is bound to the pipeline as a target for stream output operations. 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). Initializes a new instance of the struct. The buffer being bound. The offset to the first vertex (in bytes). Properties defining the way a buffer (containing vertex data) is bound to the pipeline for rendering. 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). 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).