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    • JeremyAnsel.DirectX.D2D1
      • D2D1AlphaMode
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    • JeremyAnsel.DirectX.D3D10
      • D3D10CreateDeviceOptions
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    • JeremyAnsel.DirectX.D3D11
      • D3D11AsyncGetDataOptions
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    • JeremyAnsel.DirectX.D3DCompiler
      • D3DCompile
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    • JeremyAnsel.DirectX.DWrite
      • DWriteBreakCondition
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    • JeremyAnsel.DirectX.DXCommon
      • DXComObject
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      • XMColor
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    • JeremyAnsel.DirectX.DXMath.Collision
      • BoundingBox
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    Class D3D11DeviceContext

    Represents a device context which generates rendering commands.

    Inheritance
    object
    DXComObject
    D3D11DeviceChild
    D3D11DeviceContext
    Implements
    IDisposable
    Inherited Members
    D3D11DeviceChild.D3D11DeviceChildGuid
    D3D11DeviceChild.SetPrivateDataText(in Guid, string)
    D3D11DeviceChild.SetPrivateDataText(in Guid, ReadOnlySpan<char>)
    D3D11DeviceChild.GetPrivateDataText(in Guid)
    D3D11DeviceChild.GetPrivateDataTextCharCount(in Guid)
    D3D11DeviceChild.GetPrivateDataTextChars(in Guid, Span<char>)
    D3D11DeviceChild.SetDebugName(string)
    D3D11DeviceChild.SetDebugName(ReadOnlySpan<char>)
    D3D11DeviceChild.GetDebugName()
    D3D11DeviceChild.GetDebugNameCharCount()
    D3D11DeviceChild.GetDebugNameChars(Span<char>)
    D3D11DeviceChild.GetDevice()
    DXComObject.Handle
    DXComObject.Dispose()
    DXComObject.AddRef()
    DXComObject.Release()
    DXComObject.QueryInterface(in Guid)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: JeremyAnsel.DirectX.D3D11
    Assembly: JeremyAnsel.DirectX.D3D11.dll
    Syntax
    [SecurityCritical]
    public class D3D11DeviceContext : D3D11DeviceChild, IDisposable

    Constructors

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    D3D11DeviceContext(nint)

    Initializes a new instance of the D3D11DeviceContext class.

    Declaration
    public D3D11DeviceContext(nint comPtr)
    Parameters
    Type Name Description
    nint comPtr

    Fields

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    D3D11DeviceContextGuid

    The interface GUID.

    Declaration
    public static readonly Guid D3D11DeviceContextGuid
    Field Value
    Type Description
    Guid

    Properties

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    ContextType

    Gets the type of device context.

    Declaration
    public D3D11DeviceContextType ContextType { get; }
    Property Value
    Type Description
    D3D11DeviceContextType

    Methods

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    Begin(D3D11Asynchronous?)

    Mark the beginning of a series of commands.

    Declaration
    public void Begin(D3D11Asynchronous? async)
    Parameters
    Type Name Description
    D3D11Asynchronous async

    A D3D11Asynchronous interface.

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    ClearDepthStencilView(D3D11DepthStencilView?, D3D11ClearOptions, float, byte)

    Clears the depth-stencil resource.

    Declaration
    public void ClearDepthStencilView(D3D11DepthStencilView? depthStencilView, D3D11ClearOptions clearOptions, float depth, byte stencil)
    Parameters
    Type Name Description
    D3D11DepthStencilView depthStencilView

    The depth stencil to be cleared.

    D3D11ClearOptions clearOptions

    Identify the type of data to clear.

    float depth

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

    byte stencil

    Clear the stencil buffer with this value.

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    ClearRenderTargetView(D3D11RenderTargetView?, ReadOnlySpan<float>)

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

    Declaration
    public void ClearRenderTargetView(D3D11RenderTargetView? renderTargetView, ReadOnlySpan<float> colorRgba)
    Parameters
    Type Name Description
    D3D11RenderTargetView renderTargetView

    The render target.

    ReadOnlySpan<float> colorRgba

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

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    ClearRenderTargetView(D3D11RenderTargetView?, float, float, float, float)

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

    Declaration
    public void ClearRenderTargetView(D3D11RenderTargetView? renderTargetView, float colorRgbaR, float colorRgbaG, float colorRgbaB, float colorRgbaA)
    Parameters
    Type Name Description
    D3D11RenderTargetView renderTargetView

    The render target.

    float colorRgbaR

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

    float colorRgbaG

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

    float colorRgbaB

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

    float colorRgbaA

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

    Exceptions
    Type Condition
    ArgumentNullException
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    ClearRenderTargetView(D3D11RenderTargetView?, float[]?)

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

    Declaration
    public void ClearRenderTargetView(D3D11RenderTargetView? renderTargetView, float[]? colorRgba)
    Parameters
    Type Name Description
    D3D11RenderTargetView renderTargetView

    The render target.

    float[] colorRgba

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

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    ClearState()

    Restore all default settings.

    Declaration
    public void ClearState()
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    ClearUnorderedAccessViewFloat(D3D11UnorderedAccessView?, ReadOnlySpan<float>)

    Clears an unordered access resource with a float value.

    Declaration
    public void ClearUnorderedAccessViewFloat(D3D11UnorderedAccessView? unorderedAccessView, ReadOnlySpan<float> values)
    Parameters
    Type Name Description
    D3D11UnorderedAccessView unorderedAccessView

    The unordered access resource to clear.

    ReadOnlySpan<float> values

    Values to copy to corresponding channels.

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    ClearUnorderedAccessViewFloat(D3D11UnorderedAccessView?, float, float, float, float)

    Clears an unordered access resource with a float value.

    Declaration
    public void ClearUnorderedAccessViewFloat(D3D11UnorderedAccessView? unorderedAccessView, float valuesX, float valuesY, float valuesZ, float valuesW)
    Parameters
    Type Name Description
    D3D11UnorderedAccessView unorderedAccessView

    The unordered access resource to clear.

    float valuesX

    Values to copy to corresponding channels.

    float valuesY

    Values to copy to corresponding channels.

    float valuesZ

    Values to copy to corresponding channels.

    float valuesW

    Values to copy to corresponding channels.

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    ClearUnorderedAccessViewFloat(D3D11UnorderedAccessView?, float[]?)

    Clears an unordered access resource with a float value.

    Declaration
    public void ClearUnorderedAccessViewFloat(D3D11UnorderedAccessView? unorderedAccessView, float[]? values)
    Parameters
    Type Name Description
    D3D11UnorderedAccessView unorderedAccessView

    The unordered access resource to clear.

    float[] values

    Values to copy to corresponding channels.

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    ClearUnorderedAccessViewUInt(D3D11UnorderedAccessView?, ReadOnlySpan<uint>)

    Clears an unordered access resource with bit-precise values.

    Declaration
    public void ClearUnorderedAccessViewUInt(D3D11UnorderedAccessView? unorderedAccessView, ReadOnlySpan<uint> values)
    Parameters
    Type Name Description
    D3D11UnorderedAccessView unorderedAccessView

    The unordered access resource to clear.

    ReadOnlySpan<uint> values

    Values to copy to corresponding channels.

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    ClearUnorderedAccessViewUInt(D3D11UnorderedAccessView?, uint, uint, uint, uint)

    Clears an unordered access resource with bit-precise values.

    Declaration
    public void ClearUnorderedAccessViewUInt(D3D11UnorderedAccessView? unorderedAccessView, uint valuesX, uint valuesY, uint valuesZ, uint valuesW)
    Parameters
    Type Name Description
    D3D11UnorderedAccessView unorderedAccessView

    The unordered access resource to clear.

    uint valuesX

    Values to copy to corresponding channels.

    uint valuesY

    Values to copy to corresponding channels.

    uint valuesZ

    Values to copy to corresponding channels.

    uint valuesW

    Values to copy to corresponding channels.

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    ClearUnorderedAccessViewUInt(D3D11UnorderedAccessView?, uint[]?)

    Clears an unordered access resource with bit-precise values.

    Declaration
    public void ClearUnorderedAccessViewUInt(D3D11UnorderedAccessView? unorderedAccessView, uint[]? values)
    Parameters
    Type Name Description
    D3D11UnorderedAccessView unorderedAccessView

    The unordered access resource to clear.

    uint[] values

    Values to copy to corresponding channels.

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    ComputeShaderGetConstantBuffers(uint, Span<D3D11Buffer?>)

    Get the constant buffers used by the compute shader stage.

    Declaration
    public void ComputeShaderGetConstantBuffers(uint startSlot, Span<D3D11Buffer?> constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin retrieving constant buffers from.

    Span<D3D11Buffer> constantBuffers

    Array of constant buffer interface pointers to be returned by the method.

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    ComputeShaderGetConstantBuffers(uint, uint)

    Get the constant buffers used by the compute shader stage.

    Declaration
    public D3D11Buffer?[] ComputeShaderGetConstantBuffers(uint startSlot, uint numBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin retrieving constant buffers from.

    uint numBuffers

    Number of buffers to retrieve.

    Returns
    Type Description
    D3D11Buffer[]

    Array of constant buffer interface pointers to be returned by the method.

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    ComputeShaderGetSamplers(uint, Span<D3D11SamplerState?>)

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

    Declaration
    public void ComputeShaderGetSamplers(uint startSlot, Span<D3D11SamplerState?> samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into a zero-based array to begin getting samplers from.

    Span<D3D11SamplerState> samplers

    An array of sampler-state interfaces.

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    ComputeShaderGetSamplers(uint, uint)

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

    Declaration
    public D3D11SamplerState?[] ComputeShaderGetSamplers(uint startSlot, uint numSamplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into a zero-based array to begin getting samplers from.

    uint numSamplers

    Number of samplers to get from a device context.

    Returns
    Type Description
    D3D11SamplerState[]

    An array of sampler-state interfaces.

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    ComputeShaderGetShader()

    Get the compute shader currently set on the device.

    Declaration
    public D3D11ComputeShader? ComputeShaderGetShader()
    Returns
    Type Description
    D3D11ComputeShader

    A compute shader.

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    ComputeShaderGetShader(out uint, D3D11ClassInstance?[])

    Get the compute shader currently set on the device.

    Declaration
    public D3D11ComputeShader? ComputeShaderGetShader(out uint numClassInstances, D3D11ClassInstance?[] classInstances)
    Parameters
    Type Name Description
    uint numClassInstances

    The number of class-instance elements in the array.

    D3D11ClassInstance[] classInstances

    An array of class instance interfaces.

    Returns
    Type Description
    D3D11ComputeShader

    A compute shader.

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    ComputeShaderGetShader(out uint, Span<D3D11ClassInstance?>)

    Get the compute shader currently set on the device.

    Declaration
    public D3D11ComputeShader? ComputeShaderGetShader(out uint numClassInstances, Span<D3D11ClassInstance?> classInstances)
    Parameters
    Type Name Description
    uint numClassInstances

    The number of class-instance elements in the array.

    Span<D3D11ClassInstance> classInstances

    An array of class instance interfaces.

    Returns
    Type Description
    D3D11ComputeShader

    A compute shader.

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    ComputeShaderGetShaderResources(uint, Span<D3D11ShaderResourceView?>)

    Get the compute shader resources.

    Declaration
    public void ComputeShaderGetShaderResources(uint startSlot, Span<D3D11ShaderResourceView?> shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin getting shader resources from.

    Span<D3D11ShaderResourceView> shaderResourceViews

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

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    ComputeShaderGetShaderResources(uint, uint)

    Get the compute shader resources.

    Declaration
    public D3D11ShaderResourceView?[] ComputeShaderGetShaderResources(uint startSlot, uint numViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin getting shader resources from.

    uint numViews

    The number of resources to get from the device.

    Returns
    Type Description
    D3D11ShaderResourceView[]

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

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    ComputeShaderGetUnorderedAccessViews(uint, Span<D3D11UnorderedAccessView?>)

    Gets an array of views for an unordered resource.

    Declaration
    public void ComputeShaderGetUnorderedAccessViews(uint startSlot, Span<D3D11UnorderedAccessView?> unorderedAccessViews)
    Parameters
    Type Name Description
    uint startSlot

    Index of the first element in the zero-based array to return.

    Span<D3D11UnorderedAccessView> unorderedAccessViews

    An array of interface pointers.

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    ComputeShaderGetUnorderedAccessViews(uint, uint)

    Gets an array of views for an unordered resource.

    Declaration
    public D3D11UnorderedAccessView?[] ComputeShaderGetUnorderedAccessViews(uint startSlot, uint numUnorderedAccessViews)
    Parameters
    Type Name Description
    uint startSlot

    Index of the first element in the zero-based array to return.

    uint numUnorderedAccessViews

    Number of views to get.

    Returns
    Type Description
    D3D11UnorderedAccessView[]

    An array of interface pointers.

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    ComputeShaderSetConstantBuffers(uint, D3D11Buffer?)

    Sets the constant buffers used by the compute shader stage.

    Declaration
    public void ComputeShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers

    Array of constant buffers.

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    ComputeShaderSetConstantBuffers(uint, D3D11Buffer?, D3D11Buffer?)

    Sets the constant buffers used by the compute shader stage.

    Declaration
    public void ComputeShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers0, D3D11Buffer? constantBuffers1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers0

    Array of constant buffers.

    D3D11Buffer constantBuffers1

    Array of constant buffers.

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    ComputeShaderSetConstantBuffers(uint, D3D11Buffer?, D3D11Buffer?, D3D11Buffer?)

    Sets the constant buffers used by the compute shader stage.

    Declaration
    public void ComputeShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers0, D3D11Buffer? constantBuffers1, D3D11Buffer? constantBuffers2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers0

    Array of constant buffers.

    D3D11Buffer constantBuffers1

    Array of constant buffers.

    D3D11Buffer constantBuffers2

    Array of constant buffers.

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    ComputeShaderSetConstantBuffers(uint, D3D11Buffer?[]?)

    Sets the constant buffers used by the compute shader stage.

    Declaration
    public void ComputeShaderSetConstantBuffers(uint startSlot, D3D11Buffer?[]? constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting constant buffers to.

    D3D11Buffer[] constantBuffers

    Array of constant buffers.

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    ComputeShaderSetConstantBuffers(uint, ReadOnlySpan<D3D11Buffer?>)

    Sets the constant buffers used by the compute shader stage.

    Declaration
    public void ComputeShaderSetConstantBuffers(uint startSlot, ReadOnlySpan<D3D11Buffer?> constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting constant buffers to.

    ReadOnlySpan<D3D11Buffer> constantBuffers

    Array of constant buffers.

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    ComputeShaderSetSamplers(uint, D3D11SamplerState?)

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

    Declaration
    public void ComputeShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers

    An array of sampler-state interfaces.

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    ComputeShaderSetSamplers(uint, D3D11SamplerState?, D3D11SamplerState?)

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

    Declaration
    public void ComputeShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers0, D3D11SamplerState? samplers1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers0

    An array of sampler-state interfaces.

    D3D11SamplerState samplers1

    An array of sampler-state interfaces.

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    ComputeShaderSetSamplers(uint, D3D11SamplerState?, D3D11SamplerState?, D3D11SamplerState?)

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

    Declaration
    public void ComputeShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers0, D3D11SamplerState? samplers1, D3D11SamplerState? samplers2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers0

    An array of sampler-state interfaces.

    D3D11SamplerState samplers1

    An array of sampler-state interfaces.

    D3D11SamplerState samplers2

    An array of sampler-state interfaces.

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    ComputeShaderSetSamplers(uint, D3D11SamplerState?[]?)

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

    Declaration
    public void ComputeShaderSetSamplers(uint startSlot, D3D11SamplerState?[]? samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState[] samplers

    An array of sampler-state interfaces.

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    ComputeShaderSetSamplers(uint, ReadOnlySpan<D3D11SamplerState?>)

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

    Declaration
    public void ComputeShaderSetSamplers(uint startSlot, ReadOnlySpan<D3D11SamplerState?> samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    ReadOnlySpan<D3D11SamplerState> samplers

    An array of sampler-state interfaces.

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    ComputeShaderSetShader(D3D11ComputeShader?)

    Set a compute shader to the device.

    Declaration
    public void ComputeShaderSetShader(D3D11ComputeShader? computeShader)
    Parameters
    Type Name Description
    D3D11ComputeShader computeShader

    A compute shader.

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    ComputeShaderSetShader(D3D11ComputeShader?, D3D11ClassInstance?[]?)

    Set a compute shader to the device.

    Declaration
    public void ComputeShaderSetShader(D3D11ComputeShader? computeShader, D3D11ClassInstance?[]? classInstances)
    Parameters
    Type Name Description
    D3D11ComputeShader computeShader

    A compute shader.

    D3D11ClassInstance[] classInstances

    An array of class-instance interfaces.

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    ComputeShaderSetShader(D3D11ComputeShader?, ReadOnlySpan<D3D11ClassInstance?>)

    Set a compute shader to the device.

    Declaration
    public void ComputeShaderSetShader(D3D11ComputeShader? computeShader, ReadOnlySpan<D3D11ClassInstance?> classInstances)
    Parameters
    Type Name Description
    D3D11ComputeShader computeShader

    A compute shader.

    ReadOnlySpan<D3D11ClassInstance> classInstances

    An array of class-instance interfaces.

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    ComputeShaderSetShaderResources(uint, D3D11ShaderResourceView?)

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

    Declaration
    public void ComputeShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews

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

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    ComputeShaderSetShaderResources(uint, D3D11ShaderResourceView?, D3D11ShaderResourceView?)

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

    Declaration
    public void ComputeShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews0, D3D11ShaderResourceView? shaderResourceViews1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews0

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

    D3D11ShaderResourceView shaderResourceViews1

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

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    ComputeShaderSetShaderResources(uint, D3D11ShaderResourceView?, D3D11ShaderResourceView?, D3D11ShaderResourceView?)

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

    Declaration
    public void ComputeShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews0, D3D11ShaderResourceView? shaderResourceViews1, D3D11ShaderResourceView? shaderResourceViews2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews0

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

    D3D11ShaderResourceView shaderResourceViews1

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

    D3D11ShaderResourceView shaderResourceViews2

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

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    ComputeShaderSetShaderResources(uint, D3D11ShaderResourceView?[]?)

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

    Declaration
    public void ComputeShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView?[]? shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView[] shaderResourceViews

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

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    ComputeShaderSetShaderResources(uint, ReadOnlySpan<D3D11ShaderResourceView?>)

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

    Declaration
    public void ComputeShaderSetShaderResources(uint startSlot, ReadOnlySpan<D3D11ShaderResourceView?> shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    ReadOnlySpan<D3D11ShaderResourceView> shaderResourceViews

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

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    ComputeShaderSetUnorderedAccessViews(uint, D3D11UnorderedAccessView?, uint)

    Sets an array of views for an unordered resource.

    Declaration
    public void ComputeShaderSetUnorderedAccessViews(uint startSlot, D3D11UnorderedAccessView? unorderedAccessViews, uint uavInitialCounts)
    Parameters
    Type Name Description
    uint startSlot

    Index of the first element in the zero-based array to begin setting.

    D3D11UnorderedAccessView unorderedAccessViews

    An array of unordered access views to be set.

    uint uavInitialCounts

    An array of append and consume buffer offsets. A value of -1 indicates to keep the current offset.

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    ComputeShaderSetUnorderedAccessViews(uint, D3D11UnorderedAccessView?[]?, uint[]?)

    Sets an array of views for an unordered resource.

    Declaration
    public void ComputeShaderSetUnorderedAccessViews(uint startSlot, D3D11UnorderedAccessView?[]? unorderedAccessViews, uint[]? uavInitialCounts)
    Parameters
    Type Name Description
    uint startSlot

    Index of the first element in the zero-based array to begin setting.

    D3D11UnorderedAccessView[] unorderedAccessViews

    An array of unordered access views to be set.

    uint[] uavInitialCounts

    An array of append and consume buffer offsets. A value of -1 indicates to keep the current offset.

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    ComputeShaderSetUnorderedAccessViews(uint, ReadOnlySpan<D3D11UnorderedAccessView?>, ReadOnlySpan<uint>)

    Sets an array of views for an unordered resource.

    Declaration
    public void ComputeShaderSetUnorderedAccessViews(uint startSlot, ReadOnlySpan<D3D11UnorderedAccessView?> unorderedAccessViews, ReadOnlySpan<uint> uavInitialCounts)
    Parameters
    Type Name Description
    uint startSlot

    Index of the first element in the zero-based array to begin setting.

    ReadOnlySpan<D3D11UnorderedAccessView> unorderedAccessViews

    An array of unordered access views to be set.

    ReadOnlySpan<uint> uavInitialCounts

    An array of append and consume buffer offsets. A value of -1 indicates to keep the current offset.

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    CopyResource(D3D11Resource?, D3D11Resource?)

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

    Declaration
    public void CopyResource(D3D11Resource? destination, D3D11Resource? source)
    Parameters
    Type Name Description
    D3D11Resource destination

    The destination resource.

    D3D11Resource source

    The source resource.

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    CopyStructureCount(D3D11Buffer?, uint, D3D11UnorderedAccessView?)

    Copies data from a buffer holding variable length data.

    Declaration
    public void CopyStructureCount(D3D11Buffer? destinationBuffer, uint destinationAlignedByteOffset, D3D11UnorderedAccessView? sourceView)
    Parameters
    Type Name Description
    D3D11Buffer destinationBuffer

    The destination buffer.

    uint destinationAlignedByteOffset

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

    D3D11UnorderedAccessView sourceView

    A structured buffer resource.

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    CopySubresourceRegion(D3D11Resource?, uint, uint, uint, uint, D3D11Resource?, uint)

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

    Declaration
    public void CopySubresourceRegion(D3D11Resource? destinationResource, uint destinationSubresource, uint destinationX, uint destinationY, uint destinationZ, D3D11Resource? sourceResource, uint sourceSubresource)
    Parameters
    Type Name Description
    D3D11Resource destinationResource

    The destination resource.

    uint destinationSubresource

    Destination subresource index.

    uint destinationX

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

    uint destinationY

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

    uint destinationZ

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

    D3D11Resource sourceResource

    The source resource.

    uint sourceSubresource

    Source subresource index.

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    CopySubresourceRegion(D3D11Resource?, uint, uint, uint, uint, D3D11Resource?, uint, D3D11Box?)

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

    Declaration
    public void CopySubresourceRegion(D3D11Resource? destinationResource, uint destinationSubresource, uint destinationX, uint destinationY, uint destinationZ, D3D11Resource? sourceResource, uint sourceSubresource, D3D11Box? sourceBox)
    Parameters
    Type Name Description
    D3D11Resource destinationResource

    The destination resource.

    uint destinationSubresource

    Destination subresource index.

    uint destinationX

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

    uint destinationY

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

    uint destinationZ

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

    D3D11Resource sourceResource

    The source resource.

    uint sourceSubresource

    Source subresource index.

    D3D11Box? sourceBox

    A 3D box that defines the source subresource that can be copied.

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    Dispatch(uint, uint, uint)

    Execute a command list from a thread group.

    Declaration
    public void Dispatch(uint threadGroupCountX, uint threadGroupCountY, uint threadGroupCountZ)
    Parameters
    Type Name Description
    uint threadGroupCountX

    The number of groups dispatched in the x direction.

    uint threadGroupCountY

    The number of groups dispatched in the y direction.

    uint threadGroupCountZ

    The number of groups dispatched in the z direction.

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    DispatchIndirect(D3D11Buffer?, uint)

    Execute a command list over one or more thread groups.

    Declaration
    public void DispatchIndirect(D3D11Buffer? bufferForArgs, uint alignedByteOffsetForArgs)
    Parameters
    Type Name Description
    D3D11Buffer bufferForArgs

    A buffer, which must be loaded with data that matches the argument list.

    uint alignedByteOffsetForArgs

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

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    DomainShaderGetConstantBuffers(uint, Span<D3D11Buffer?>)

    Get the constant buffers used by the domain shader stage.

    Declaration
    public void DomainShaderGetConstantBuffers(uint startSlot, Span<D3D11Buffer?> constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin retrieving constant buffers from.

    Span<D3D11Buffer> constantBuffers

    Array of constant buffer interface pointers to be returned by the method.

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    DomainShaderGetConstantBuffers(uint, uint)

    Get the constant buffers used by the domain shader stage.

    Declaration
    public D3D11Buffer?[] DomainShaderGetConstantBuffers(uint startSlot, uint numBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin retrieving constant buffers from.

    uint numBuffers

    Number of buffers to retrieve.

    Returns
    Type Description
    D3D11Buffer[]

    Array of constant buffer interface pointers to be returned by the method.

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    DomainShaderGetSamplers(uint, Span<D3D11SamplerState?>)

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

    Declaration
    public void DomainShaderGetSamplers(uint startSlot, Span<D3D11SamplerState?> samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into a zero-based array to begin getting samplers from.

    Span<D3D11SamplerState> samplers

    An array of sampler-state interfaces.

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    DomainShaderGetSamplers(uint, uint)

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

    Declaration
    public D3D11SamplerState?[] DomainShaderGetSamplers(uint startSlot, uint numSamplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into a zero-based array to begin getting samplers from.

    uint numSamplers

    Number of samplers to get from a device context.

    Returns
    Type Description
    D3D11SamplerState[]

    An array of sampler-state interfaces.

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    DomainShaderGetShader()

    Get the domain shader currently set on the device.

    Declaration
    public D3D11DomainShader? DomainShaderGetShader()
    Returns
    Type Description
    D3D11DomainShader

    A domain shader.

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    DomainShaderGetShader(out uint, D3D11ClassInstance?[])

    Get the domain shader currently set on the device.

    Declaration
    public D3D11DomainShader? DomainShaderGetShader(out uint numClassInstances, D3D11ClassInstance?[] classInstances)
    Parameters
    Type Name Description
    uint numClassInstances

    The number of class-instance elements in the array.

    D3D11ClassInstance[] classInstances

    An array of class instance interfaces.

    Returns
    Type Description
    D3D11DomainShader

    A domain shader.

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    DomainShaderGetShader(out uint, Span<D3D11ClassInstance?>)

    Get the domain shader currently set on the device.

    Declaration
    public D3D11DomainShader? DomainShaderGetShader(out uint numClassInstances, Span<D3D11ClassInstance?> classInstances)
    Parameters
    Type Name Description
    uint numClassInstances

    The number of class-instance elements in the array.

    Span<D3D11ClassInstance> classInstances

    An array of class instance interfaces.

    Returns
    Type Description
    D3D11DomainShader

    A domain shader.

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    DomainShaderGetShaderResources(uint, Span<D3D11ShaderResourceView?>)

    Get the domain shader resources.

    Declaration
    public void DomainShaderGetShaderResources(uint startSlot, Span<D3D11ShaderResourceView?> shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin getting shader resources from.

    Span<D3D11ShaderResourceView> shaderResourceViews

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

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    DomainShaderGetShaderResources(uint, uint)

    Get the domain shader resources.

    Declaration
    public D3D11ShaderResourceView?[] DomainShaderGetShaderResources(uint startSlot, uint numViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin getting shader resources from.

    uint numViews

    The number of resources to get from the device.

    Returns
    Type Description
    D3D11ShaderResourceView[]

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

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    DomainShaderSetConstantBuffers(uint, D3D11Buffer?)

    Sets the constant buffers used by the domain shader stage.

    Declaration
    public void DomainShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers

    Array of constant buffers being given to the device.

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    DomainShaderSetConstantBuffers(uint, D3D11Buffer?, D3D11Buffer?)

    Sets the constant buffers used by the domain shader stage.

    Declaration
    public void DomainShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers0, D3D11Buffer? constantBuffers1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers0

    Array of constant buffers being given to the device.

    D3D11Buffer constantBuffers1

    Array of constant buffers being given to the device.

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    DomainShaderSetConstantBuffers(uint, D3D11Buffer?, D3D11Buffer?, D3D11Buffer?)

    Sets the constant buffers used by the domain shader stage.

    Declaration
    public void DomainShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers0, D3D11Buffer? constantBuffers1, D3D11Buffer? constantBuffers2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers0

    Array of constant buffers being given to the device.

    D3D11Buffer constantBuffers1

    Array of constant buffers being given to the device.

    D3D11Buffer constantBuffers2

    Array of constant buffers being given to the device.

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    DomainShaderSetConstantBuffers(uint, D3D11Buffer?[]?)

    Sets the constant buffers used by the domain shader stage.

    Declaration
    public void DomainShaderSetConstantBuffers(uint startSlot, D3D11Buffer?[]? constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting constant buffers to.

    D3D11Buffer[] constantBuffers

    Array of constant buffers being given to the device.

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    DomainShaderSetConstantBuffers(uint, ReadOnlySpan<D3D11Buffer?>)

    Sets the constant buffers used by the domain shader stage.

    Declaration
    public void DomainShaderSetConstantBuffers(uint startSlot, ReadOnlySpan<D3D11Buffer?> constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting constant buffers to.

    ReadOnlySpan<D3D11Buffer> constantBuffers

    Array of constant buffers being given to the device.

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    DomainShaderSetSamplers(uint, D3D11SamplerState?)

    Set an array of sampler states to the domain shader stage.

    Declaration
    public void DomainShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers

    An array of sampler-state interfaces.

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    DomainShaderSetSamplers(uint, D3D11SamplerState?, D3D11SamplerState?)

    Set an array of sampler states to the domain shader stage.

    Declaration
    public void DomainShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers0, D3D11SamplerState? samplers1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers0

    An array of sampler-state interfaces.

    D3D11SamplerState samplers1

    An array of sampler-state interfaces.

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    DomainShaderSetSamplers(uint, D3D11SamplerState?, D3D11SamplerState?, D3D11SamplerState?)

    Set an array of sampler states to the domain shader stage.

    Declaration
    public void DomainShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers0, D3D11SamplerState? samplers1, D3D11SamplerState? samplers2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers0

    An array of sampler-state interfaces.

    D3D11SamplerState samplers1

    An array of sampler-state interfaces.

    D3D11SamplerState samplers2

    An array of sampler-state interfaces.

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    DomainShaderSetSamplers(uint, D3D11SamplerState?[]?)

    Set an array of sampler states to the domain shader stage.

    Declaration
    public void DomainShaderSetSamplers(uint startSlot, D3D11SamplerState?[]? samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState[] samplers

    An array of sampler-state interfaces.

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    DomainShaderSetSamplers(uint, ReadOnlySpan<D3D11SamplerState?>)

    Set an array of sampler states to the domain shader stage.

    Declaration
    public void DomainShaderSetSamplers(uint startSlot, ReadOnlySpan<D3D11SamplerState?> samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    ReadOnlySpan<D3D11SamplerState> samplers

    An array of sampler-state interfaces.

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    DomainShaderSetShader(D3D11DomainShader?)

    Set a domain shader to the device.

    Declaration
    public void DomainShaderSetShader(D3D11DomainShader? domainShader)
    Parameters
    Type Name Description
    D3D11DomainShader domainShader

    A domain shader.

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    DomainShaderSetShader(D3D11DomainShader?, D3D11ClassInstance?[]?)

    Set a domain shader to the device.

    Declaration
    public void DomainShaderSetShader(D3D11DomainShader? domainShader, D3D11ClassInstance?[]? classInstances)
    Parameters
    Type Name Description
    D3D11DomainShader domainShader

    A domain shader.

    D3D11ClassInstance[] classInstances

    An array of class-instance interfaces.

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    DomainShaderSetShader(D3D11DomainShader?, ReadOnlySpan<D3D11ClassInstance?>)

    Set a domain shader to the device.

    Declaration
    public void DomainShaderSetShader(D3D11DomainShader? domainShader, ReadOnlySpan<D3D11ClassInstance?> classInstances)
    Parameters
    Type Name Description
    D3D11DomainShader domainShader

    A domain shader.

    ReadOnlySpan<D3D11ClassInstance> classInstances

    An array of class-instance interfaces.

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    DomainShaderSetShaderResources(uint, D3D11ShaderResourceView?)

    Bind an array of shader resources to the domain shader stage.

    Declaration
    public void DomainShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews

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

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    DomainShaderSetShaderResources(uint, D3D11ShaderResourceView?, D3D11ShaderResourceView?)

    Bind an array of shader resources to the domain shader stage.

    Declaration
    public void DomainShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews0, D3D11ShaderResourceView? shaderResourceViews1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews0

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

    D3D11ShaderResourceView shaderResourceViews1

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

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    DomainShaderSetShaderResources(uint, D3D11ShaderResourceView?, D3D11ShaderResourceView?, D3D11ShaderResourceView?)

    Bind an array of shader resources to the domain shader stage.

    Declaration
    public void DomainShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews0, D3D11ShaderResourceView? shaderResourceViews1, D3D11ShaderResourceView? shaderResourceViews2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews0

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

    D3D11ShaderResourceView shaderResourceViews1

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

    D3D11ShaderResourceView shaderResourceViews2

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

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    DomainShaderSetShaderResources(uint, D3D11ShaderResourceView?[]?)

    Bind an array of shader resources to the domain shader stage.

    Declaration
    public void DomainShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView?[]? shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView[] shaderResourceViews

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

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    DomainShaderSetShaderResources(uint, ReadOnlySpan<D3D11ShaderResourceView?>)

    Bind an array of shader resources to the domain shader stage.

    Declaration
    public void DomainShaderSetShaderResources(uint startSlot, ReadOnlySpan<D3D11ShaderResourceView?> shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    ReadOnlySpan<D3D11ShaderResourceView> shaderResourceViews

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

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    Draw(uint, uint)

    Draw non-indexed, non-instanced primitives.

    Declaration
    public void Draw(uint vertexCount, uint startVertexLocation)
    Parameters
    Type Name Description
    uint vertexCount

    Number of vertices to draw.

    uint startVertexLocation

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

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    DrawAuto()

    Draw geometry of an unknown size.

    Declaration
    public void DrawAuto()
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    DrawIndexed(uint, uint, int)

    Draw indexed, non-instanced primitives.

    Declaration
    public void DrawIndexed(uint indexCount, uint startIndexLocation, int baseVertexLocation)
    Parameters
    Type Name Description
    uint indexCount

    Number of indices to draw.

    uint startIndexLocation

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

    int baseVertexLocation

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

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    DrawIndexedInstanced(uint, uint, uint, int, uint)

    Draw indexed, instanced primitives.

    Declaration
    public void DrawIndexedInstanced(uint indexCountPerInstance, uint instanceCount, uint startIndexLocation, int baseVertexLocation, uint startInstanceLocation)
    Parameters
    Type Name Description
    uint indexCountPerInstance

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

    uint instanceCount

    Number of instances to draw.

    uint startIndexLocation

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

    int baseVertexLocation

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

    uint startInstanceLocation

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

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    DrawIndexedInstancedIndirect(D3D11Buffer?, uint)

    Draw indexed, instanced, GPU-generated primitives.

    Declaration
    public void DrawIndexedInstancedIndirect(D3D11Buffer? bufferForArgs, uint alignedByteOffsetForArgs)
    Parameters
    Type Name Description
    D3D11Buffer bufferForArgs

    A buffer containing the GPU generated primitives.

    uint alignedByteOffsetForArgs

    Offset to the start of the GPU generated primitives.

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    DrawInstanced(uint, uint, uint, uint)

    Draw non-indexed, instanced primitives.

    Declaration
    public void DrawInstanced(uint vertexCountPerInstance, uint instanceCount, uint startVertexLocation, uint startInstanceLocation)
    Parameters
    Type Name Description
    uint vertexCountPerInstance

    Number of vertices to draw.

    uint instanceCount

    Number of instances to draw.

    uint startVertexLocation

    Index of the first vertex.

    uint startInstanceLocation

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

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    DrawInstancedIndirect(D3D11Buffer?, uint)

    Draw instanced, GPU-generated primitives.

    Declaration
    public void DrawInstancedIndirect(D3D11Buffer? bufferForArgs, uint alignedByteOffsetForArgs)
    Parameters
    Type Name Description
    D3D11Buffer bufferForArgs

    A buffer containing the GPU generated primitives.

    uint alignedByteOffsetForArgs

    Offset to the start of the GPU generated primitives.

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    End(D3D11Asynchronous?)

    Mark the end of a series of commands.

    Declaration
    public void End(D3D11Asynchronous? async)
    Parameters
    Type Name Description
    D3D11Asynchronous async

    A D3D11Asynchronous interface.

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    ExecuteCommandList(D3D11CommandList?, bool)

    Queues commands from a command list onto a device.

    Declaration
    public void ExecuteCommandList(D3D11CommandList? commandList, bool restoreContextState)
    Parameters
    Type Name Description
    D3D11CommandList commandList

    A command list.

    bool restoreContextState

    A value indicating whether the target context state is saved prior to and restored after the execution of a command list.

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    FinishCommandList(bool)

    Create a command list and record graphics commands into it.

    Declaration
    public D3D11CommandList FinishCommandList(bool restoreDeferredContextState)
    Parameters
    Type Name Description
    bool restoreDeferredContextState

    A value indicating whether the runtime saves deferred context state before it executes FinishCommandList and restores it afterwards.

    Returns
    Type Description
    D3D11CommandList

    The recorded command list.

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    Flush()

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

    Declaration
    public void Flush()
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    GenerateMips(D3D11ShaderResourceView?)

    Generates mipmaps for the given shader resource.

    Declaration
    public void GenerateMips(D3D11ShaderResourceView? shaderResourceView)
    Parameters
    Type Name Description
    D3D11ShaderResourceView shaderResourceView

    The shader resource.

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    GeometryShaderGetConstantBuffers(uint, Span<D3D11Buffer?>)

    Get the constant buffers used by the geometry shader pipeline stage.

    Declaration
    public void GeometryShaderGetConstantBuffers(uint startSlot, Span<D3D11Buffer?> constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin retrieving constant buffers from.

    Span<D3D11Buffer> constantBuffers

    Array of constant buffer interface pointers to be returned.

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    GeometryShaderGetConstantBuffers(uint, uint)

    Get the constant buffers used by the geometry shader pipeline stage.

    Declaration
    public D3D11Buffer?[] GeometryShaderGetConstantBuffers(uint startSlot, uint numBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin retrieving constant buffers from.

    uint numBuffers

    Number of buffers to retrieve.

    Returns
    Type Description
    D3D11Buffer[]

    Array of constant buffer interface pointers to be returned.

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    GeometryShaderGetSamplers(uint, Span<D3D11SamplerState?>)

    Get an array of sampler state interfaces from the geometry shader pipeline stage.

    Declaration
    public void GeometryShaderGetSamplers(uint startSlot, Span<D3D11SamplerState?> samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into a zero-based array to begin getting samplers from.

    Span<D3D11SamplerState> samplers

    An array of sampler-state interfaces.

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    GeometryShaderGetSamplers(uint, uint)

    Get an array of sampler state interfaces from the geometry shader pipeline stage.

    Declaration
    public D3D11SamplerState?[] GeometryShaderGetSamplers(uint startSlot, uint numSamplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into a zero-based array to begin getting samplers from.

    uint numSamplers

    Number of samplers to get from a device context.

    Returns
    Type Description
    D3D11SamplerState[]

    An array of sampler-state interfaces.

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    GeometryShaderGetShader()

    Get the geometry shader currently set on the device.

    Declaration
    public D3D11GeometryShader? GeometryShaderGetShader()
    Returns
    Type Description
    D3D11GeometryShader

    A geometry shader.

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    GeometryShaderGetShader(out uint, D3D11ClassInstance?[])

    Get the geometry shader currently set on the device.

    Declaration
    public D3D11GeometryShader? GeometryShaderGetShader(out uint numClassInstances, D3D11ClassInstance?[] classInstances)
    Parameters
    Type Name Description
    uint numClassInstances

    The number of class-instance elements in the array.

    D3D11ClassInstance[] classInstances

    An array of class instance interfaces.

    Returns
    Type Description
    D3D11GeometryShader

    A geometry shader.

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    GeometryShaderGetShader(out uint, Span<D3D11ClassInstance?>)

    Get the geometry shader currently set on the device.

    Declaration
    public D3D11GeometryShader? GeometryShaderGetShader(out uint numClassInstances, Span<D3D11ClassInstance?> classInstances)
    Parameters
    Type Name Description
    uint numClassInstances

    The number of class-instance elements in the array.

    Span<D3D11ClassInstance> classInstances

    An array of class instance interfaces.

    Returns
    Type Description
    D3D11GeometryShader

    A geometry shader.

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    GeometryShaderGetShaderResources(uint, Span<D3D11ShaderResourceView?>)

    Get the geometry shader resources.

    Declaration
    public void GeometryShaderGetShaderResources(uint startSlot, Span<D3D11ShaderResourceView?> shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin getting shader resources from.

    Span<D3D11ShaderResourceView> shaderResourceViews

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

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    GeometryShaderGetShaderResources(uint, uint)

    Get the geometry shader resources.

    Declaration
    public D3D11ShaderResourceView?[] GeometryShaderGetShaderResources(uint startSlot, uint numViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin getting shader resources from.

    uint numViews

    The number of resources to get from the device.

    Returns
    Type Description
    D3D11ShaderResourceView[]

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

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    GeometryShaderSetConstantBuffers(uint, D3D11Buffer?)

    Sets the constant buffers used by the geometry shader pipeline stage.

    Declaration
    public void GeometryShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers

    Array of constant buffers.

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    GeometryShaderSetConstantBuffers(uint, D3D11Buffer?, D3D11Buffer?)

    Sets the constant buffers used by the geometry shader pipeline stage.

    Declaration
    public void GeometryShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers0, D3D11Buffer? constantBuffers1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers0

    Array of constant buffers.

    D3D11Buffer constantBuffers1

    Array of constant buffers.

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    GeometryShaderSetConstantBuffers(uint, D3D11Buffer?, D3D11Buffer?, D3D11Buffer?)

    Sets the constant buffers used by the geometry shader pipeline stage.

    Declaration
    public void GeometryShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers0, D3D11Buffer? constantBuffers1, D3D11Buffer? constantBuffers2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers0

    Array of constant buffers.

    D3D11Buffer constantBuffers1

    Array of constant buffers.

    D3D11Buffer constantBuffers2

    Array of constant buffers.

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    GeometryShaderSetConstantBuffers(uint, D3D11Buffer?[]?)

    Sets the constant buffers used by the geometry shader pipeline stage.

    Declaration
    public void GeometryShaderSetConstantBuffers(uint startSlot, D3D11Buffer?[]? constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer[] constantBuffers

    Array of constant buffers.

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    GeometryShaderSetConstantBuffers(uint, ReadOnlySpan<D3D11Buffer?>)

    Sets the constant buffers used by the geometry shader pipeline stage.

    Declaration
    public void GeometryShaderSetConstantBuffers(uint startSlot, ReadOnlySpan<D3D11Buffer?> constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    ReadOnlySpan<D3D11Buffer> constantBuffers

    Array of constant buffers.

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    GeometryShaderSetSamplers(uint, D3D11SamplerState?)

    Set an array of sampler states to the geometry shader pipeline stage.

    Declaration
    public void GeometryShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers

    An array of sampler-state interfaces.

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    GeometryShaderSetSamplers(uint, D3D11SamplerState?, D3D11SamplerState?)

    Set an array of sampler states to the geometry shader pipeline stage.

    Declaration
    public void GeometryShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers0, D3D11SamplerState? samplers1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers0

    An array of sampler-state interfaces.

    D3D11SamplerState samplers1

    An array of sampler-state interfaces.

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    GeometryShaderSetSamplers(uint, D3D11SamplerState?, D3D11SamplerState?, D3D11SamplerState?)

    Set an array of sampler states to the geometry shader pipeline stage.

    Declaration
    public void GeometryShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers0, D3D11SamplerState? samplers1, D3D11SamplerState? samplers2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers0

    An array of sampler-state interfaces.

    D3D11SamplerState samplers1

    An array of sampler-state interfaces.

    D3D11SamplerState samplers2

    An array of sampler-state interfaces.

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    GeometryShaderSetSamplers(uint, D3D11SamplerState?[]?)

    Set an array of sampler states to the geometry shader pipeline stage.

    Declaration
    public void GeometryShaderSetSamplers(uint startSlot, D3D11SamplerState?[]? samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState[] samplers

    An array of sampler-state interfaces.

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    GeometryShaderSetSamplers(uint, ReadOnlySpan<D3D11SamplerState?>)

    Set an array of sampler states to the geometry shader pipeline stage.

    Declaration
    public void GeometryShaderSetSamplers(uint startSlot, ReadOnlySpan<D3D11SamplerState?> samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    ReadOnlySpan<D3D11SamplerState> samplers

    An array of sampler-state interfaces.

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    GeometryShaderSetShader(D3D11GeometryShader?)

    Set a geometry shader to the device.

    Declaration
    public void GeometryShaderSetShader(D3D11GeometryShader? geometryShader)
    Parameters
    Type Name Description
    D3D11GeometryShader geometryShader

    A geometry shader.

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    GeometryShaderSetShader(D3D11GeometryShader?, D3D11ClassInstance?[]?)

    Set a geometry shader to the device.

    Declaration
    public void GeometryShaderSetShader(D3D11GeometryShader? geometryShader, D3D11ClassInstance?[]? classInstances)
    Parameters
    Type Name Description
    D3D11GeometryShader geometryShader

    A geometry shader.

    D3D11ClassInstance[] classInstances

    An array of class-instance interfaces.

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    GeometryShaderSetShader(D3D11GeometryShader?, ReadOnlySpan<D3D11ClassInstance?>)

    Set a geometry shader to the device.

    Declaration
    public void GeometryShaderSetShader(D3D11GeometryShader? geometryShader, ReadOnlySpan<D3D11ClassInstance?> classInstances)
    Parameters
    Type Name Description
    D3D11GeometryShader geometryShader

    A geometry shader.

    ReadOnlySpan<D3D11ClassInstance> classInstances

    An array of class-instance interfaces.

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    GeometryShaderSetShaderResources(uint, D3D11ShaderResourceView?)

    Bind an array of shader resources to the geometry shader stage.

    Declaration
    public void GeometryShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews

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

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    GeometryShaderSetShaderResources(uint, D3D11ShaderResourceView?, D3D11ShaderResourceView?)

    Bind an array of shader resources to the geometry shader stage.

    Declaration
    public void GeometryShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews0, D3D11ShaderResourceView? shaderResourceViews1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews0

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

    D3D11ShaderResourceView shaderResourceViews1

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

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    GeometryShaderSetShaderResources(uint, D3D11ShaderResourceView?, D3D11ShaderResourceView?, D3D11ShaderResourceView?)

    Bind an array of shader resources to the geometry shader stage.

    Declaration
    public void GeometryShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews0, D3D11ShaderResourceView? shaderResourceViews1, D3D11ShaderResourceView? shaderResourceViews2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews0

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

    D3D11ShaderResourceView shaderResourceViews1

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

    D3D11ShaderResourceView shaderResourceViews2

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

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    GeometryShaderSetShaderResources(uint, D3D11ShaderResourceView?[]?)

    Bind an array of shader resources to the geometry shader stage.

    Declaration
    public void GeometryShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView?[]? shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView[] shaderResourceViews

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

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    GeometryShaderSetShaderResources(uint, ReadOnlySpan<D3D11ShaderResourceView?>)

    Bind an array of shader resources to the geometry shader stage.

    Declaration
    public void GeometryShaderSetShaderResources(uint startSlot, ReadOnlySpan<D3D11ShaderResourceView?> shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    ReadOnlySpan<D3D11ShaderResourceView> shaderResourceViews

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

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    GetData(D3D11Asynchronous?)

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

    Declaration
    public bool GetData(D3D11Asynchronous? async)
    Parameters
    Type Name Description
    D3D11Asynchronous async

    A D3D11Asynchronous interface for the object about which GetData retrieves data.

    Returns
    Type Description
    bool

    A boolean value indicating whether the operation succeeded.

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    GetData(D3D11Asynchronous?, D3D11AsyncGetDataOptions)

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

    Declaration
    public bool GetData(D3D11Asynchronous? async, D3D11AsyncGetDataOptions options)
    Parameters
    Type Name Description
    D3D11Asynchronous async

    A D3D11Asynchronous interface for the object about which GetData retrieves data.

    D3D11AsyncGetDataOptions options

    Optional flags.

    Returns
    Type Description
    bool

    A boolean value indicating whether the operation succeeded.

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    GetData<T>(D3D11Asynchronous?, D3D11AsyncGetDataOptions, out T)

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

    Declaration
    public bool GetData<T>(D3D11Asynchronous? async, D3D11AsyncGetDataOptions options, out T data) where T : unmanaged
    Parameters
    Type Name Description
    D3D11Asynchronous async

    A D3D11Asynchronous interface for the object about which GetData retrieves data.

    D3D11AsyncGetDataOptions options

    Optional flags.

    T data

    The data.

    Returns
    Type Description
    bool

    A boolean value indicating whether the operation succeeded.

    Type Parameters
    Name Description
    T

    The type of data.

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    GetData<T>(D3D11Asynchronous?, out T)

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

    Declaration
    public bool GetData<T>(D3D11Asynchronous? async, out T data) where T : unmanaged
    Parameters
    Type Name Description
    D3D11Asynchronous async

    A D3D11Asynchronous interface for the object about which GetData retrieves data.

    T data

    The data.

    Returns
    Type Description
    bool

    A boolean value indicating whether the operation succeeded.

    Type Parameters
    Name Description
    T

    The type of data.

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    GetPredication(out bool)

    Get the rendering predicate state.

    Declaration
    public D3D11Predicate? GetPredication(out bool predicateValue)
    Parameters
    Type Name Description
    bool predicateValue

    The predicate comparison value.

    Returns
    Type Description
    D3D11Predicate
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    GetResourceMinLod(D3D11Resource?)

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

    Declaration
    public float GetResourceMinLod(D3D11Resource? resource)
    Parameters
    Type Name Description
    D3D11Resource resource

    The resource.

    Returns
    Type Description
    float

    The minimum LOD.

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    HullShaderGetConstantBuffers(uint, Span<D3D11Buffer?>)

    Get the constant buffers used by the hull shader stage.

    Declaration
    public void HullShaderGetConstantBuffers(uint startSlot, Span<D3D11Buffer?> constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin retrieving constant buffers from.

    Span<D3D11Buffer> constantBuffers

    Array of constant buffer interface pointers to be returned by the method.

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    HullShaderGetConstantBuffers(uint, uint)

    Get the constant buffers used by the hull shader stage.

    Declaration
    public D3D11Buffer?[] HullShaderGetConstantBuffers(uint startSlot, uint numBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin retrieving constant buffers from.

    uint numBuffers

    Number of buffers to retrieve.

    Returns
    Type Description
    D3D11Buffer[]

    Array of constant buffer interface pointers to be returned by the method.

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    HullShaderGetSamplers(uint, Span<D3D11SamplerState?>)

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

    Declaration
    public void HullShaderGetSamplers(uint startSlot, Span<D3D11SamplerState?> samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into a zero-based array to begin getting samplers from.

    Span<D3D11SamplerState> samplers

    An array of sampler-state interfaces.

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    HullShaderGetSamplers(uint, uint)

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

    Declaration
    public D3D11SamplerState?[] HullShaderGetSamplers(uint startSlot, uint numSamplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into a zero-based array to begin getting samplers from.

    uint numSamplers

    Number of samplers to get from a device context.

    Returns
    Type Description
    D3D11SamplerState[]

    An array of sampler-state interfaces.

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    HullShaderGetShader()

    Get the hull shader currently set on the device.

    Declaration
    public D3D11HullShader? HullShaderGetShader()
    Returns
    Type Description
    D3D11HullShader

    A hull shader.

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    HullShaderGetShader(out uint, D3D11ClassInstance?[])

    Get the hull shader currently set on the device.

    Declaration
    public D3D11HullShader? HullShaderGetShader(out uint numClassInstances, D3D11ClassInstance?[] classInstances)
    Parameters
    Type Name Description
    uint numClassInstances

    The number of class-instance elements in the array.

    D3D11ClassInstance[] classInstances

    An array of class instance interfaces.

    Returns
    Type Description
    D3D11HullShader

    A hull shader.

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    HullShaderGetShader(out uint, Span<D3D11ClassInstance?>)

    Get the hull shader currently set on the device.

    Declaration
    public D3D11HullShader? HullShaderGetShader(out uint numClassInstances, Span<D3D11ClassInstance?> classInstances)
    Parameters
    Type Name Description
    uint numClassInstances

    The number of class-instance elements in the array.

    Span<D3D11ClassInstance> classInstances

    An array of class instance interfaces.

    Returns
    Type Description
    D3D11HullShader

    A hull shader.

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    HullShaderGetShaderResources(uint, Span<D3D11ShaderResourceView?>)

    Get the hull shader resources.

    Declaration
    public void HullShaderGetShaderResources(uint startSlot, Span<D3D11ShaderResourceView?> shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin getting shader resources from.

    Span<D3D11ShaderResourceView> shaderResourceViews

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

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    HullShaderGetShaderResources(uint, uint)

    Get the hull shader resources.

    Declaration
    public D3D11ShaderResourceView?[] HullShaderGetShaderResources(uint startSlot, uint numViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin getting shader resources from.

    uint numViews

    The number of resources to get from the device.

    Returns
    Type Description
    D3D11ShaderResourceView[]

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

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    HullShaderSetConstantBuffers(uint, D3D11Buffer?)

    Set the constant buffers used by the hull shader stage.

    Declaration
    public void HullShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers

    Array of constant buffers being given to the device.

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    HullShaderSetConstantBuffers(uint, D3D11Buffer?, D3D11Buffer?)

    Set the constant buffers used by the hull shader stage.

    Declaration
    public void HullShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers0, D3D11Buffer? constantBuffers1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers0

    Array of constant buffers being given to the device.

    D3D11Buffer constantBuffers1

    Array of constant buffers being given to the device.

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    HullShaderSetConstantBuffers(uint, D3D11Buffer?, D3D11Buffer?, D3D11Buffer?)

    Set the constant buffers used by the hull shader stage.

    Declaration
    public void HullShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers0, D3D11Buffer? constantBuffers1, D3D11Buffer? constantBuffers2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers0

    Array of constant buffers being given to the device.

    D3D11Buffer constantBuffers1

    Array of constant buffers being given to the device.

    D3D11Buffer constantBuffers2

    Array of constant buffers being given to the device.

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    HullShaderSetConstantBuffers(uint, D3D11Buffer?[]?)

    Set the constant buffers used by the hull shader stage.

    Declaration
    public void HullShaderSetConstantBuffers(uint startSlot, D3D11Buffer?[]? constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer[] constantBuffers

    Array of constant buffers being given to the device.

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    HullShaderSetConstantBuffers(uint, ReadOnlySpan<D3D11Buffer?>)

    Set the constant buffers used by the hull shader stage.

    Declaration
    public void HullShaderSetConstantBuffers(uint startSlot, ReadOnlySpan<D3D11Buffer?> constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    ReadOnlySpan<D3D11Buffer> constantBuffers

    Array of constant buffers being given to the device.

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    HullShaderSetSamplers(uint, D3D11SamplerState?)

    Set an array of sampler states to the hull shader stage.

    Declaration
    public void HullShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting samplers to.

    D3D11SamplerState samplers

    An array of sampler-state interfaces.

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    HullShaderSetSamplers(uint, D3D11SamplerState?, D3D11SamplerState?)

    Set an array of sampler states to the hull shader stage.

    Declaration
    public void HullShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers0, D3D11SamplerState? samplers1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting samplers to.

    D3D11SamplerState samplers0

    An array of sampler-state interfaces.

    D3D11SamplerState samplers1

    An array of sampler-state interfaces.

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    HullShaderSetSamplers(uint, D3D11SamplerState?, D3D11SamplerState?, D3D11SamplerState?)

    Set an array of sampler states to the hull shader stage.

    Declaration
    public void HullShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers0, D3D11SamplerState? samplers1, D3D11SamplerState? samplers2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting samplers to.

    D3D11SamplerState samplers0

    An array of sampler-state interfaces.

    D3D11SamplerState samplers1

    An array of sampler-state interfaces.

    D3D11SamplerState samplers2

    An array of sampler-state interfaces.

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    HullShaderSetSamplers(uint, D3D11SamplerState?[]?)

    Set an array of sampler states to the hull shader stage.

    Declaration
    public void HullShaderSetSamplers(uint startSlot, D3D11SamplerState?[]? samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting samplers to.

    D3D11SamplerState[] samplers

    An array of sampler-state interfaces.

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    HullShaderSetSamplers(uint, ReadOnlySpan<D3D11SamplerState?>)

    Set an array of sampler states to the hull shader stage.

    Declaration
    public void HullShaderSetSamplers(uint startSlot, ReadOnlySpan<D3D11SamplerState?> samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the zero-based array to begin setting samplers to.

    ReadOnlySpan<D3D11SamplerState> samplers

    An array of sampler-state interfaces.

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    HullShaderSetShader(D3D11HullShader?)

    Set a hull shader to the device.

    Declaration
    public void HullShaderSetShader(D3D11HullShader? hullShader)
    Parameters
    Type Name Description
    D3D11HullShader hullShader

    A hull shader.

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    HullShaderSetShader(D3D11HullShader?, D3D11ClassInstance?[]?)

    Set a hull shader to the device.

    Declaration
    public void HullShaderSetShader(D3D11HullShader? hullShader, D3D11ClassInstance?[]? classInstances)
    Parameters
    Type Name Description
    D3D11HullShader hullShader

    A hull shader.

    D3D11ClassInstance[] classInstances

    An array of class-instance interfaces.

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    HullShaderSetShader(D3D11HullShader?, ReadOnlySpan<D3D11ClassInstance?>)

    Set a hull shader to the device.

    Declaration
    public void HullShaderSetShader(D3D11HullShader? hullShader, ReadOnlySpan<D3D11ClassInstance?> classInstances)
    Parameters
    Type Name Description
    D3D11HullShader hullShader

    A hull shader.

    ReadOnlySpan<D3D11ClassInstance> classInstances

    An array of class-instance interfaces.

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    HullShaderSetShaderResources(uint, D3D11ShaderResourceView?)

    Bind an array of shader resources to the hull shader stage.

    Declaration
    public void HullShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews

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

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    HullShaderSetShaderResources(uint, D3D11ShaderResourceView?, D3D11ShaderResourceView?)

    Bind an array of shader resources to the hull shader stage.

    Declaration
    public void HullShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews0, D3D11ShaderResourceView? shaderResourceViews1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews0

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

    D3D11ShaderResourceView shaderResourceViews1

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

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    HullShaderSetShaderResources(uint, D3D11ShaderResourceView?, D3D11ShaderResourceView?, D3D11ShaderResourceView?)

    Bind an array of shader resources to the hull shader stage.

    Declaration
    public void HullShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews0, D3D11ShaderResourceView? shaderResourceViews1, D3D11ShaderResourceView? shaderResourceViews2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews0

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

    D3D11ShaderResourceView shaderResourceViews1

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

    D3D11ShaderResourceView shaderResourceViews2

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

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    HullShaderSetShaderResources(uint, D3D11ShaderResourceView?[]?)

    Bind an array of shader resources to the hull shader stage.

    Declaration
    public void HullShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView?[]? shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView[] shaderResourceViews

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

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    HullShaderSetShaderResources(uint, ReadOnlySpan<D3D11ShaderResourceView?>)

    Bind an array of shader resources to the hull shader stage.

    Declaration
    public void HullShaderSetShaderResources(uint startSlot, ReadOnlySpan<D3D11ShaderResourceView?> shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    ReadOnlySpan<D3D11ShaderResourceView> shaderResourceViews

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

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    InputAssemblerGetIndexBuffer(out DxgiFormat, out uint)

    Get the index buffer that is bound to the input-assembler stage.

    Declaration
    public D3D11Buffer? InputAssemblerGetIndexBuffer(out DxgiFormat format, out uint offset)
    Parameters
    Type Name Description
    DxgiFormat format

    The format of the data in the index buffer.

    uint offset

    Offset (in bytes) from the start of the index buffer, to the first index to use.

    Returns
    Type Description
    D3D11Buffer
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    InputAssemblerGetInputLayout()

    Get the input-layout object that is bound to the input-assembler stage.

    Declaration
    public D3D11InputLayout? InputAssemblerGetInputLayout()
    Returns
    Type Description
    D3D11InputLayout

    The input-layout object.

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    InputAssemblerGetPrimitiveTopology()

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

    Declaration
    public D3D11PrimitiveTopology InputAssemblerGetPrimitiveTopology()
    Returns
    Type Description
    D3D11PrimitiveTopology

    The type of primitive, and ordering of the primitive data.

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    InputAssemblerGetVertexBuffers(uint)

    Get the vertex buffers bound to the input-assembler stage.

    Declaration
    public D3D11Buffer? InputAssemblerGetVertexBuffers(uint startSlot)
    Parameters
    Type Name Description
    uint startSlot

    The input slot of the first vertex buffer to get.

    Returns
    Type Description
    D3D11Buffer
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    InputAssemblerGetVertexBuffers(uint, Span<D3D11Buffer?>, Span<uint>, Span<uint>)

    Get the vertex buffers bound to the input-assembler stage.

    Declaration
    public void InputAssemblerGetVertexBuffers(uint startSlot, Span<D3D11Buffer?> vertexBuffers, Span<uint> strides, Span<uint> offsets)
    Parameters
    Type Name Description
    uint startSlot

    The input slot of the first vertex buffer to get.

    Span<D3D11Buffer> vertexBuffers

    An array of vertex buffers.

    Span<uint> strides

    An array of stride values.

    Span<uint> offsets

    An array of offset values.

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    InputAssemblerGetVertexBuffers(uint, uint, out D3D11Buffer?[], out uint[], out uint[])

    Get the vertex buffers bound to the input-assembler stage.

    Declaration
    public void InputAssemblerGetVertexBuffers(uint startSlot, uint numBuffers, out D3D11Buffer?[] vertexBuffers, out uint[] strides, out uint[] offsets)
    Parameters
    Type Name Description
    uint startSlot

    The input slot of the first vertex buffer to get.

    uint numBuffers

    The number of vertex buffers to get starting at the offset.

    D3D11Buffer[] vertexBuffers

    An array of vertex buffers.

    uint[] strides

    An array of stride values.

    uint[] offsets

    An array of offset values.

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    InputAssemblerSetIndexBuffer(D3D11Buffer?, DxgiFormat, uint)

    Bind an index buffer to the input-assembler stage.

    Declaration
    public void InputAssemblerSetIndexBuffer(D3D11Buffer? indexBuffer, DxgiFormat format, uint offset)
    Parameters
    Type Name Description
    D3D11Buffer indexBuffer

    An D3D11Buffer object, that contains indices.

    DxgiFormat format

    The format of the data in the index buffer.

    uint offset

    Offset (in bytes) from the start of the index buffer to the first index to use.

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    InputAssemblerSetInputLayout(D3D11InputLayout?)

    Bind an input-layout object to the input-assembler stage.

    Declaration
    public void InputAssemblerSetInputLayout(D3D11InputLayout? inputLayout)
    Parameters
    Type Name Description
    D3D11InputLayout inputLayout

    The input-layout object.

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    InputAssemblerSetPrimitiveTopology(D3D11PrimitiveTopology)

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

    Declaration
    public void InputAssemblerSetPrimitiveTopology(D3D11PrimitiveTopology topology)
    Parameters
    Type Name Description
    D3D11PrimitiveTopology topology

    The type of primitive and ordering of the primitive data.

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    InputAssemblerSetVertexBuffers(uint, D3D11Buffer?, uint, uint)

    Bind an array of vertex buffers to the input-assembler stage.

    Declaration
    public void InputAssemblerSetVertexBuffers(uint startSlot, D3D11Buffer? vertexBuffers, uint strides, uint offsets)
    Parameters
    Type Name Description
    uint startSlot

    The first input slot for binding.

    D3D11Buffer vertexBuffers

    An array of vertex buffers.

    uint strides

    An array of stride values; one stride value for each buffer in the vertex-buffer array.

    uint offsets

    An array of offset values; one offset value for each buffer in the vertex-buffer array.

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    InputAssemblerSetVertexBuffers(uint, D3D11Buffer?[]?, uint[]?, uint[]?)

    Bind an array of vertex buffers to the input-assembler stage.

    Declaration
    public void InputAssemblerSetVertexBuffers(uint startSlot, D3D11Buffer?[]? vertexBuffers, uint[]? strides, uint[]? offsets)
    Parameters
    Type Name Description
    uint startSlot

    The first input slot for binding.

    D3D11Buffer[] vertexBuffers

    An array of vertex buffers.

    uint[] strides

    An array of stride values; one stride value for each buffer in the vertex-buffer array.

    uint[] offsets

    An array of offset values; one offset value for each buffer in the vertex-buffer array.

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    InputAssemblerSetVertexBuffers(uint, D3D11VertexBufferBinding)

    Bind an array of vertex buffers to the input-assembler stage.

    Declaration
    public void InputAssemblerSetVertexBuffers(uint startSlot, D3D11VertexBufferBinding vertexBuffers)
    Parameters
    Type Name Description
    uint startSlot

    The first input slot for binding.

    D3D11VertexBufferBinding vertexBuffers

    An array of vertex buffers.

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    InputAssemblerSetVertexBuffers(uint, D3D11VertexBufferBinding[]?)

    Bind an array of vertex buffers to the input-assembler stage.

    Declaration
    public void InputAssemblerSetVertexBuffers(uint startSlot, D3D11VertexBufferBinding[]? vertexBuffers)
    Parameters
    Type Name Description
    uint startSlot

    The first input slot for binding.

    D3D11VertexBufferBinding[] vertexBuffers

    An array of vertex buffers.

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    InputAssemblerSetVertexBuffers(uint, ReadOnlySpan<D3D11Buffer?>, ReadOnlySpan<uint>, ReadOnlySpan<uint>)

    Bind an array of vertex buffers to the input-assembler stage.

    Declaration
    public void InputAssemblerSetVertexBuffers(uint startSlot, ReadOnlySpan<D3D11Buffer?> vertexBuffers, ReadOnlySpan<uint> strides, ReadOnlySpan<uint> offsets)
    Parameters
    Type Name Description
    uint startSlot

    The first input slot for binding.

    ReadOnlySpan<D3D11Buffer> vertexBuffers

    An array of vertex buffers.

    ReadOnlySpan<uint> strides

    An array of stride values; one stride value for each buffer in the vertex-buffer array.

    ReadOnlySpan<uint> offsets

    An array of offset values; one offset value for each buffer in the vertex-buffer array.

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    InputAssemblerSetVertexBuffers(uint, ReadOnlySpan<D3D11VertexBufferBinding>)

    Bind an array of vertex buffers to the input-assembler stage.

    Declaration
    public void InputAssemblerSetVertexBuffers(uint startSlot, ReadOnlySpan<D3D11VertexBufferBinding> vertexBuffers)
    Parameters
    Type Name Description
    uint startSlot

    The first input slot for binding.

    ReadOnlySpan<D3D11VertexBufferBinding> vertexBuffers

    An array of vertex buffers.

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    Map(D3D11Resource?, uint, D3D11MapCpuPermission, D3D11MapOptions)

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

    Declaration
    public D3D11MappedSubResource Map(D3D11Resource? resource, uint subresource, D3D11MapCpuPermission cpuPermission, D3D11MapOptions options)
    Parameters
    Type Name Description
    D3D11Resource resource

    A D3D11Resource interface.

    uint subresource

    Index number of the subresource.

    D3D11MapCpuPermission cpuPermission

    The CPU's read and write permissions for a resource.

    D3D11MapOptions options

    Specifies what the CPU does when the GPU is busy.

    Returns
    Type Description
    D3D11MappedSubResource

    The mapped subresource.

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    OutputMergerGetBlendState(out float[], out uint)

    Get the blend state of the output-merger stage.

    Declaration
    public D3D11BlendState? OutputMergerGetBlendState(out float[] blendFactor, out uint sampleMask)
    Parameters
    Type Name Description
    float[] blendFactor

    Array of blend factors, one for each RGBA component.

    uint sampleMask

    A sample mask.

    Returns
    Type Description
    D3D11BlendState

    A blend-state interface.

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    OutputMergerGetBlendState(Span<float>, out uint)

    Get the blend state of the output-merger stage.

    Declaration
    public D3D11BlendState? OutputMergerGetBlendState(Span<float> blendFactor, out uint sampleMask)
    Parameters
    Type Name Description
    Span<float> blendFactor

    Array of blend factors, one for each RGBA component.

    uint sampleMask

    A sample mask.

    Returns
    Type Description
    D3D11BlendState

    A blend-state interface.

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    OutputMergerGetDepthStencilState(out uint)

    Gets the depth-stencil state of the output-merger stage.

    Declaration
    public D3D11DepthStencilState? OutputMergerGetDepthStencilState(out uint stencilReference)
    Parameters
    Type Name Description
    uint stencilReference

    The stencil reference value used in the depth-stencil test.

    Returns
    Type Description
    D3D11DepthStencilState

    A depth-stencil state interface.

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    OutputMergerGetRenderTargets(D3D11RenderTargetView?[], out D3D11DepthStencilView?)

    Get pointers to the resources bound to the output-merger stage.

    Declaration
    public void OutputMergerGetRenderTargets(D3D11RenderTargetView?[] renderTargetViews, out D3D11DepthStencilView? depthStencilView)
    Parameters
    Type Name Description
    D3D11RenderTargetView[] renderTargetViews

    The render target views.

    D3D11DepthStencilView depthStencilView

    A depth-stencil view.

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    OutputMergerGetRenderTargets(Span<D3D11RenderTargetView?>, out D3D11DepthStencilView?)

    Get pointers to the resources bound to the output-merger stage.

    Declaration
    public void OutputMergerGetRenderTargets(Span<D3D11RenderTargetView?> renderTargetViews, out D3D11DepthStencilView? depthStencilView)
    Parameters
    Type Name Description
    Span<D3D11RenderTargetView> renderTargetViews

    The render target views.

    D3D11DepthStencilView depthStencilView

    A depth-stencil view.

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    OutputMergerGetRenderTargetsAndUnorderedAccessViews(D3D11RenderTargetView?[], out D3D11DepthStencilView?, uint, D3D11UnorderedAccessView?[])

    Get pointers to the resources bound to the output-merger stage.

    Declaration
    public void OutputMergerGetRenderTargetsAndUnorderedAccessViews(D3D11RenderTargetView?[] renderTargetViews, out D3D11DepthStencilView? depthStencilView, uint uavStartSlot, D3D11UnorderedAccessView?[] unorderedAccessViews)
    Parameters
    Type Name Description
    D3D11RenderTargetView[] renderTargetViews

    The render-target views.

    D3D11DepthStencilView depthStencilView

    A depth-stencil view.

    uint uavStartSlot

    Index into a zero-based array to begin retrieving unordered-access views.

    D3D11UnorderedAccessView[] unorderedAccessViews

    The unordered-access views that are retrieved.

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    OutputMergerGetRenderTargetsAndUnorderedAccessViews(Span<D3D11RenderTargetView?>, out D3D11DepthStencilView?, uint, Span<D3D11UnorderedAccessView?>)

    Get pointers to the resources bound to the output-merger stage.

    Declaration
    public void OutputMergerGetRenderTargetsAndUnorderedAccessViews(Span<D3D11RenderTargetView?> renderTargetViews, out D3D11DepthStencilView? depthStencilView, uint uavStartSlot, Span<D3D11UnorderedAccessView?> unorderedAccessViews)
    Parameters
    Type Name Description
    Span<D3D11RenderTargetView> renderTargetViews

    The render-target views.

    D3D11DepthStencilView depthStencilView

    A depth-stencil view.

    uint uavStartSlot

    Index into a zero-based array to begin retrieving unordered-access views.

    Span<D3D11UnorderedAccessView> unorderedAccessViews

    The unordered-access views that are retrieved.

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    OutputMergerSetBlendState(D3D11BlendState?, ReadOnlySpan<float>, uint)

    Set the blend state of the output-merger stage.

    Declaration
    public void OutputMergerSetBlendState(D3D11BlendState? blendState, ReadOnlySpan<float> blendFactor, uint sampleMask)
    Parameters
    Type Name Description
    D3D11BlendState blendState

    A blend-state interface.

    ReadOnlySpan<float> blendFactor

    Array of blend factors, one for each RGBA component. The blend factors modulate values for the pixel shader, render target, or both.

    uint sampleMask

    32-bit sample coverage. The default value is 0xffffffff.

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    OutputMergerSetBlendState(D3D11BlendState?, float, float, float, float, uint)

    Set the blend state of the output-merger stage.

    Declaration
    public void OutputMergerSetBlendState(D3D11BlendState? blendState, float blendFactorR, float blendFactorG, float blendFactorB, float blendFactorA, uint sampleMask)
    Parameters
    Type Name Description
    D3D11BlendState blendState

    A blend-state interface.

    float blendFactorR

    Array of blend factors, one for each RGBA component. The blend factors modulate values for the pixel shader, render target, or both.

    float blendFactorG

    Array of blend factors, one for each RGBA component. The blend factors modulate values for the pixel shader, render target, or both.

    float blendFactorB

    Array of blend factors, one for each RGBA component. The blend factors modulate values for the pixel shader, render target, or both.

    float blendFactorA

    Array of blend factors, one for each RGBA component. The blend factors modulate values for the pixel shader, render target, or both.

    uint sampleMask

    32-bit sample coverage. The default value is 0xffffffff.

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    OutputMergerSetBlendState(D3D11BlendState?, float[]?, uint)

    Set the blend state of the output-merger stage.

    Declaration
    public void OutputMergerSetBlendState(D3D11BlendState? blendState, float[]? blendFactor, uint sampleMask)
    Parameters
    Type Name Description
    D3D11BlendState blendState

    A blend-state interface.

    float[] blendFactor

    Array of blend factors, one for each RGBA component. The blend factors modulate values for the pixel shader, render target, or both.

    uint sampleMask

    32-bit sample coverage. The default value is 0xffffffff.

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    OutputMergerSetDepthStencilState(D3D11DepthStencilState?, uint)

    Sets the depth-stencil state of the output-merger stage.

    Declaration
    public void OutputMergerSetDepthStencilState(D3D11DepthStencilState? depthStencilState, uint stencilReference)
    Parameters
    Type Name Description
    D3D11DepthStencilState depthStencilState

    A depth-stencil state interface.

    uint stencilReference

    Reference value to perform against when doing a depth-stencil test.

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    OutputMergerSetRenderTargets(D3D11RenderTargetView?, D3D11DepthStencilView?)

    Bind one or more render targets atomically and the depth-stencil buffer to the output-merger stage.

    Declaration
    public void OutputMergerSetRenderTargets(D3D11RenderTargetView? renderTargetViews, D3D11DepthStencilView? depthStencilView)
    Parameters
    Type Name Description
    D3D11RenderTargetView renderTargetViews

    The render targets to bind to the device.

    D3D11DepthStencilView depthStencilView

    The depth-stencil view to bind to the device.

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    OutputMergerSetRenderTargets(D3D11RenderTargetView?, D3D11RenderTargetView?, D3D11DepthStencilView?)

    Bind one or more render targets atomically and the depth-stencil buffer to the output-merger stage.

    Declaration
    public void OutputMergerSetRenderTargets(D3D11RenderTargetView? renderTargetViews0, D3D11RenderTargetView? renderTargetViews1, D3D11DepthStencilView? depthStencilView)
    Parameters
    Type Name Description
    D3D11RenderTargetView renderTargetViews0

    The render targets to bind to the device.

    D3D11RenderTargetView renderTargetViews1

    The render targets to bind to the device.

    D3D11DepthStencilView depthStencilView

    The depth-stencil view to bind to the device.

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    OutputMergerSetRenderTargets(D3D11RenderTargetView?, D3D11RenderTargetView?, D3D11RenderTargetView?, D3D11DepthStencilView?)

    Bind one or more render targets atomically and the depth-stencil buffer to the output-merger stage.

    Declaration
    public void OutputMergerSetRenderTargets(D3D11RenderTargetView? renderTargetViews0, D3D11RenderTargetView? renderTargetViews1, D3D11RenderTargetView? renderTargetViews2, D3D11DepthStencilView? depthStencilView)
    Parameters
    Type Name Description
    D3D11RenderTargetView renderTargetViews0

    The render targets to bind to the device.

    D3D11RenderTargetView renderTargetViews1

    The render targets to bind to the device.

    D3D11RenderTargetView renderTargetViews2

    The render targets to bind to the device.

    D3D11DepthStencilView depthStencilView

    The depth-stencil view to bind to the device.

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    OutputMergerSetRenderTargets(D3D11RenderTargetView?[]?, D3D11DepthStencilView?)

    Bind one or more render targets atomically and the depth-stencil buffer to the output-merger stage.

    Declaration
    public void OutputMergerSetRenderTargets(D3D11RenderTargetView?[]? renderTargetViews, D3D11DepthStencilView? depthStencilView)
    Parameters
    Type Name Description
    D3D11RenderTargetView[] renderTargetViews

    The render targets to bind to the device.

    D3D11DepthStencilView depthStencilView

    The depth-stencil view to bind to the device.

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    OutputMergerSetRenderTargets(ReadOnlySpan<D3D11RenderTargetView?>, D3D11DepthStencilView?)

    Bind one or more render targets atomically and the depth-stencil buffer to the output-merger stage.

    Declaration
    public void OutputMergerSetRenderTargets(ReadOnlySpan<D3D11RenderTargetView?> renderTargetViews, D3D11DepthStencilView? depthStencilView)
    Parameters
    Type Name Description
    ReadOnlySpan<D3D11RenderTargetView> renderTargetViews

    The render targets to bind to the device.

    D3D11DepthStencilView depthStencilView

    The depth-stencil view to bind to the device.

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    OutputMergerSetRenderTargetsAndUnorderedAccessViews(D3D11RenderTargetView?[]?, D3D11DepthStencilView?, uint, D3D11UnorderedAccessView?[]?, uint[]?)

    Binds resources to the output-merger stage.

    Declaration
    public void OutputMergerSetRenderTargetsAndUnorderedAccessViews(D3D11RenderTargetView?[]? renderTargetViews, D3D11DepthStencilView? depthStencilView, uint uavStartSlot, D3D11UnorderedAccessView?[]? unorderedAccessViews, uint[]? uavInitialCounts)
    Parameters
    Type Name Description
    D3D11RenderTargetView[] renderTargetViews

    The render targets to bind to the device.

    D3D11DepthStencilView depthStencilView

    The depth-stencil view to bind to the device.

    uint uavStartSlot

    Index into a zero-based array to begin setting unordered-access views.

    D3D11UnorderedAccessView[] unorderedAccessViews

    The unordered-access views to bind to the device.

    uint[] uavInitialCounts

    An array of append and consume buffer offsets. A value of -1 indicates to keep the current offset.

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    OutputMergerSetRenderTargetsAndUnorderedAccessViews(ReadOnlySpan<D3D11RenderTargetView?>, D3D11DepthStencilView?, uint, ReadOnlySpan<D3D11UnorderedAccessView?>, ReadOnlySpan<uint>)

    Binds resources to the output-merger stage.

    Declaration
    public void OutputMergerSetRenderTargetsAndUnorderedAccessViews(ReadOnlySpan<D3D11RenderTargetView?> renderTargetViews, D3D11DepthStencilView? depthStencilView, uint uavStartSlot, ReadOnlySpan<D3D11UnorderedAccessView?> unorderedAccessViews, ReadOnlySpan<uint> uavInitialCounts)
    Parameters
    Type Name Description
    ReadOnlySpan<D3D11RenderTargetView> renderTargetViews

    The render targets to bind to the device.

    D3D11DepthStencilView depthStencilView

    The depth-stencil view to bind to the device.

    uint uavStartSlot

    Index into a zero-based array to begin setting unordered-access views.

    ReadOnlySpan<D3D11UnorderedAccessView> unorderedAccessViews

    The unordered-access views to bind to the device.

    ReadOnlySpan<uint> uavInitialCounts

    An array of append and consume buffer offsets. A value of -1 indicates to keep the current offset.

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    PixelShaderGetConstantBuffers(uint, Span<D3D11Buffer?>)

    Get the constant buffers used by the pixel shader pipeline stage.

    Declaration
    public void PixelShaderGetConstantBuffers(uint startSlot, Span<D3D11Buffer?> constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin retrieving constant buffers from.

    Span<D3D11Buffer> constantBuffers

    Array of constant buffer interface pointers to be returned.

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    PixelShaderGetConstantBuffers(uint, uint)

    Get the constant buffers used by the pixel shader pipeline stage.

    Declaration
    public D3D11Buffer?[] PixelShaderGetConstantBuffers(uint startSlot, uint numBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin retrieving constant buffers from.

    uint numBuffers

    Number of buffers to retrieve.

    Returns
    Type Description
    D3D11Buffer[]

    Array of constant buffer interface pointers to be returned.

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    PixelShaderGetSamplers(uint, Span<D3D11SamplerState?>)

    Get an array of sampler states from the pixel shader pipeline stage.

    Declaration
    public void PixelShaderGetSamplers(uint startSlot, Span<D3D11SamplerState?> samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into a zero-based array to begin getting samplers from.

    Span<D3D11SamplerState> samplers

    Array of sampler-state interface pointers.

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    PixelShaderGetSamplers(uint, uint)

    Get an array of sampler states from the pixel shader pipeline stage.

    Declaration
    public D3D11SamplerState?[] PixelShaderGetSamplers(uint startSlot, uint numSamplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into a zero-based array to begin getting samplers from.

    uint numSamplers

    Number of samplers to get from a device context.

    Returns
    Type Description
    D3D11SamplerState[]

    Array of sampler-state interface pointers.

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    PixelShaderGetShader()

    Get the pixel shader currently set on the device.

    Declaration
    public D3D11PixelShader? PixelShaderGetShader()
    Returns
    Type Description
    D3D11PixelShader

    A pixel shader.

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    PixelShaderGetShader(out uint, D3D11ClassInstance?[])

    Get the pixel shader currently set on the device.

    Declaration
    public D3D11PixelShader? PixelShaderGetShader(out uint numClassInstances, D3D11ClassInstance?[] classInstances)
    Parameters
    Type Name Description
    uint numClassInstances

    The number of class-instance elements in the array.

    D3D11ClassInstance[] classInstances

    An array of class instance interfaces.

    Returns
    Type Description
    D3D11PixelShader

    A pixel shader.

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    PixelShaderGetShader(out uint, Span<D3D11ClassInstance?>)

    Get the pixel shader currently set on the device.

    Declaration
    public D3D11PixelShader? PixelShaderGetShader(out uint numClassInstances, Span<D3D11ClassInstance?> classInstances)
    Parameters
    Type Name Description
    uint numClassInstances

    The number of class-instance elements in the array.

    Span<D3D11ClassInstance> classInstances

    An array of class instance interfaces.

    Returns
    Type Description
    D3D11PixelShader

    A pixel shader.

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    PixelShaderGetShaderResources(uint, Span<D3D11ShaderResourceView?>)

    Get the pixel shader resources.

    Declaration
    public void PixelShaderGetShaderResources(uint startSlot, Span<D3D11ShaderResourceView?> shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin getting shader resources from.

    Span<D3D11ShaderResourceView> shaderResourceViews

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

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    PixelShaderGetShaderResources(uint, uint)

    Get the pixel shader resources.

    Declaration
    public D3D11ShaderResourceView?[] PixelShaderGetShaderResources(uint startSlot, uint numViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin getting shader resources from.

    uint numViews

    The number of resources to get from the device.

    Returns
    Type Description
    D3D11ShaderResourceView[]

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

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    PixelShaderSetConstantBuffers(uint, D3D11Buffer?)

    Sets the constant buffers used by the pixel shader pipeline stage.

    Declaration
    public void PixelShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers

    Array of constant buffers.

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    PixelShaderSetConstantBuffers(uint, D3D11Buffer?, D3D11Buffer?)

    Sets the constant buffers used by the pixel shader pipeline stage.

    Declaration
    public void PixelShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers0, D3D11Buffer? constantBuffers1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers0

    Array of constant buffers.

    D3D11Buffer constantBuffers1

    Array of constant buffers.

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    PixelShaderSetConstantBuffers(uint, D3D11Buffer?, D3D11Buffer?, D3D11Buffer?)

    Sets the constant buffers used by the pixel shader pipeline stage.

    Declaration
    public void PixelShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers0, D3D11Buffer? constantBuffers1, D3D11Buffer? constantBuffers2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers0

    Array of constant buffers.

    D3D11Buffer constantBuffers1

    Array of constant buffers.

    D3D11Buffer constantBuffers2

    Array of constant buffers.

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    PixelShaderSetConstantBuffers(uint, D3D11Buffer?[]?)

    Sets the constant buffers used by the pixel shader pipeline stage.

    Declaration
    public void PixelShaderSetConstantBuffers(uint startSlot, D3D11Buffer?[]? constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer[] constantBuffers

    Array of constant buffers.

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    PixelShaderSetConstantBuffers(uint, ReadOnlySpan<D3D11Buffer?>)

    Sets the constant buffers used by the pixel shader pipeline stage.

    Declaration
    public void PixelShaderSetConstantBuffers(uint startSlot, ReadOnlySpan<D3D11Buffer?> constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    ReadOnlySpan<D3D11Buffer> constantBuffers

    Array of constant buffers.

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    PixelShaderSetSamplers(uint, D3D11SamplerState?)

    Set an array of sampler states to the pixel shader pipeline stage.

    Declaration
    public void PixelShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers

    An array of sampler-state interfaces.

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    PixelShaderSetSamplers(uint, D3D11SamplerState?, D3D11SamplerState?)

    Set an array of sampler states to the pixel shader pipeline stage.

    Declaration
    public void PixelShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers0, D3D11SamplerState? samplers1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers0

    An array of sampler-state interfaces.

    D3D11SamplerState samplers1

    An array of sampler-state interfaces.

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    PixelShaderSetSamplers(uint, D3D11SamplerState?, D3D11SamplerState?, D3D11SamplerState?)

    Set an array of sampler states to the pixel shader pipeline stage.

    Declaration
    public void PixelShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers0, D3D11SamplerState? samplers1, D3D11SamplerState? samplers2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers0

    An array of sampler-state interfaces.

    D3D11SamplerState samplers1

    An array of sampler-state interfaces.

    D3D11SamplerState samplers2

    An array of sampler-state interfaces.

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    PixelShaderSetSamplers(uint, D3D11SamplerState?[]?)

    Set an array of sampler states to the pixel shader pipeline stage.

    Declaration
    public void PixelShaderSetSamplers(uint startSlot, D3D11SamplerState?[]? samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState[] samplers

    An array of sampler-state interfaces.

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    PixelShaderSetSamplers(uint, ReadOnlySpan<D3D11SamplerState?>)

    Set an array of sampler states to the pixel shader pipeline stage.

    Declaration
    public void PixelShaderSetSamplers(uint startSlot, ReadOnlySpan<D3D11SamplerState?> samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    ReadOnlySpan<D3D11SamplerState> samplers

    An array of sampler-state interfaces.

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    PixelShaderSetShader(D3D11PixelShader?)

    Sets a pixel shader to the device.

    Declaration
    public void PixelShaderSetShader(D3D11PixelShader? pixelShader)
    Parameters
    Type Name Description
    D3D11PixelShader pixelShader

    A pixel shader.

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    PixelShaderSetShader(D3D11PixelShader?, D3D11ClassInstance?[]?)

    Sets a pixel shader to the device.

    Declaration
    public void PixelShaderSetShader(D3D11PixelShader? pixelShader, D3D11ClassInstance?[]? classInstances)
    Parameters
    Type Name Description
    D3D11PixelShader pixelShader

    A pixel shader.

    D3D11ClassInstance[] classInstances

    An array of class-instance interfaces.

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    PixelShaderSetShader(D3D11PixelShader?, ReadOnlySpan<D3D11ClassInstance?>)

    Sets a pixel shader to the device.

    Declaration
    public void PixelShaderSetShader(D3D11PixelShader? pixelShader, ReadOnlySpan<D3D11ClassInstance?> classInstances)
    Parameters
    Type Name Description
    D3D11PixelShader pixelShader

    A pixel shader.

    ReadOnlySpan<D3D11ClassInstance> classInstances

    An array of class-instance interfaces.

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    PixelShaderSetShaderResources(uint, D3D11ShaderResourceView?)

    Bind an array of shader resources to the pixel shader stage.

    Declaration
    public void PixelShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews

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

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    PixelShaderSetShaderResources(uint, D3D11ShaderResourceView?, D3D11ShaderResourceView?)

    Bind an array of shader resources to the pixel shader stage.

    Declaration
    public void PixelShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews0, D3D11ShaderResourceView? shaderResourceViews1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews0

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

    D3D11ShaderResourceView shaderResourceViews1

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

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    PixelShaderSetShaderResources(uint, D3D11ShaderResourceView?, D3D11ShaderResourceView?, D3D11ShaderResourceView?)

    Bind an array of shader resources to the pixel shader stage.

    Declaration
    public void PixelShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews0, D3D11ShaderResourceView? shaderResourceViews1, D3D11ShaderResourceView? shaderResourceViews2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews0

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

    D3D11ShaderResourceView shaderResourceViews1

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

    D3D11ShaderResourceView shaderResourceViews2

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

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    PixelShaderSetShaderResources(uint, D3D11ShaderResourceView?[]?)

    Bind an array of shader resources to the pixel shader stage.

    Declaration
    public void PixelShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView?[]? shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView[] shaderResourceViews

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

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    PixelShaderSetShaderResources(uint, ReadOnlySpan<D3D11ShaderResourceView?>)

    Bind an array of shader resources to the pixel shader stage.

    Declaration
    public void PixelShaderSetShaderResources(uint startSlot, ReadOnlySpan<D3D11ShaderResourceView?> shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    ReadOnlySpan<D3D11ShaderResourceView> shaderResourceViews

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

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    RasterizerStageGetScissorRects()

    Get the array of scissor rectangles bound to the rasterizer stage.

    Declaration
    public D3D11Rect[] RasterizerStageGetScissorRects()
    Returns
    Type Description
    D3D11Rect[]

    An array of scissor rectangles.

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    RasterizerStageGetScissorRects(Span<D3D11Rect>)

    Get the array of scissor rectangles bound to the rasterizer stage.

    Declaration
    public void RasterizerStageGetScissorRects(Span<D3D11Rect> rects)
    Parameters
    Type Name Description
    Span<D3D11Rect> rects
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    RasterizerStageGetScissorRectsCount()

    Declaration
    public uint RasterizerStageGetScissorRectsCount()
    Returns
    Type Description
    uint
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    RasterizerStageGetState()

    Get the rasterizer state from the rasterizer stage of the pipeline.

    Declaration
    public D3D11RasterizerState? RasterizerStageGetState()
    Returns
    Type Description
    D3D11RasterizerState

    A rasterizer-state interface.

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    RasterizerStageGetViewports()

    Gets the array of viewports bound to the rasterizer stage.

    Declaration
    public D3D11Viewport[] RasterizerStageGetViewports()
    Returns
    Type Description
    D3D11Viewport[]

    The viewports that are bound to the rasterizer stage.

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    RasterizerStageGetViewports(Span<D3D11Viewport>)

    Gets the array of viewports bound to the rasterizer stage.

    Declaration
    public void RasterizerStageGetViewports(Span<D3D11Viewport> viewports)
    Parameters
    Type Name Description
    Span<D3D11Viewport> viewports

    The viewports that are bound to the rasterizer stage.

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    RasterizerStageGetViewportsCount()

    Declaration
    public uint RasterizerStageGetViewportsCount()
    Returns
    Type Description
    uint
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    RasterizerStageSetScissorRects(in D3D11Rect)

    Bind an array of scissor rectangles to the rasterizer stage.

    Declaration
    public void RasterizerStageSetScissorRects(in D3D11Rect rects)
    Parameters
    Type Name Description
    D3D11Rect rects

    An array of scissor rectangles.

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    RasterizerStageSetScissorRects(in D3D11Rect, in D3D11Rect)

    Bind an array of scissor rectangles to the rasterizer stage.

    Declaration
    public void RasterizerStageSetScissorRects(in D3D11Rect rects0, in D3D11Rect rects1)
    Parameters
    Type Name Description
    D3D11Rect rects0

    An array of scissor rectangles.

    D3D11Rect rects1

    An array of scissor rectangles.

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    RasterizerStageSetScissorRects(in D3D11Rect, in D3D11Rect, in D3D11Rect)

    Bind an array of scissor rectangles to the rasterizer stage.

    Declaration
    public void RasterizerStageSetScissorRects(in D3D11Rect rects0, in D3D11Rect rects1, in D3D11Rect rects2)
    Parameters
    Type Name Description
    D3D11Rect rects0

    An array of scissor rectangles.

    D3D11Rect rects1

    An array of scissor rectangles.

    D3D11Rect rects2

    An array of scissor rectangles.

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    RasterizerStageSetScissorRects(D3D11Rect[]?)

    Bind an array of scissor rectangles to the rasterizer stage.

    Declaration
    public void RasterizerStageSetScissorRects(D3D11Rect[]? rects)
    Parameters
    Type Name Description
    D3D11Rect[] rects

    An array of scissor rectangles.

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    RasterizerStageSetScissorRects(ReadOnlySpan<D3D11Rect>)

    Bind an array of scissor rectangles to the rasterizer stage.

    Declaration
    public void RasterizerStageSetScissorRects(ReadOnlySpan<D3D11Rect> rects)
    Parameters
    Type Name Description
    ReadOnlySpan<D3D11Rect> rects

    An array of scissor rectangles.

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    RasterizerStageSetState(D3D11RasterizerState?)

    Set the rasterizer state for the rasterizer stage of the pipeline.

    Declaration
    public void RasterizerStageSetState(D3D11RasterizerState? rasterizerState)
    Parameters
    Type Name Description
    D3D11RasterizerState rasterizerState

    A rasterizer-state interface.

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    RasterizerStageSetViewports(in D3D11Viewport)

    Bind an array of viewports to the rasterizer stage of the pipeline.

    Declaration
    public void RasterizerStageSetViewports(in D3D11Viewport viewports)
    Parameters
    Type Name Description
    D3D11Viewport viewports

    An array of D3D11Viewport structures to bind to the device.

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    RasterizerStageSetViewports(in D3D11Viewport, in D3D11Viewport)

    Bind an array of viewports to the rasterizer stage of the pipeline.

    Declaration
    public void RasterizerStageSetViewports(in D3D11Viewport viewports0, in D3D11Viewport viewports1)
    Parameters
    Type Name Description
    D3D11Viewport viewports0

    An array of D3D11Viewport structures to bind to the device.

    D3D11Viewport viewports1

    An array of D3D11Viewport structures to bind to the device.

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    RasterizerStageSetViewports(in D3D11Viewport, in D3D11Viewport, in D3D11Viewport)

    Bind an array of viewports to the rasterizer stage of the pipeline.

    Declaration
    public void RasterizerStageSetViewports(in D3D11Viewport viewports0, in D3D11Viewport viewports1, in D3D11Viewport viewports2)
    Parameters
    Type Name Description
    D3D11Viewport viewports0

    An array of D3D11Viewport structures to bind to the device.

    D3D11Viewport viewports1

    An array of D3D11Viewport structures to bind to the device.

    D3D11Viewport viewports2

    An array of D3D11Viewport structures to bind to the device.

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    RasterizerStageSetViewports(D3D11Viewport[]?)

    Bind an array of viewports to the rasterizer stage of the pipeline.

    Declaration
    public void RasterizerStageSetViewports(D3D11Viewport[]? viewports)
    Parameters
    Type Name Description
    D3D11Viewport[] viewports

    An array of D3D11Viewport structures to bind to the device.

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    RasterizerStageSetViewports(ReadOnlySpan<D3D11Viewport>)

    Bind an array of viewports to the rasterizer stage of the pipeline.

    Declaration
    public void RasterizerStageSetViewports(ReadOnlySpan<D3D11Viewport> viewports)
    Parameters
    Type Name Description
    ReadOnlySpan<D3D11Viewport> viewports

    An array of D3D11Viewport structures to bind to the device.

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    ResolveSubresource(D3D11Resource?, uint, D3D11Resource?, uint, DxgiFormat)

    Copy a multisampled resource into a non-multisampled resource.

    Declaration
    public void ResolveSubresource(D3D11Resource? destinationResource, uint destinationSubresource, D3D11Resource? sourceResource, uint sourceSubresource, DxgiFormat format)
    Parameters
    Type Name Description
    D3D11Resource destinationResource

    Destination resource.

    uint destinationSubresource

    A zero-based index, that identifies the destination subresource.

    D3D11Resource sourceResource

    Source resource.

    uint sourceSubresource

    The source subresource of the source resource.

    DxgiFormat format

    Indicates how the multisampled resource will be resolved to a single-sampled resource.

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    SetPredication(D3D11Predicate?, bool)

    Set a rendering predicate.

    Declaration
    public void SetPredication(D3D11Predicate? predicate, bool value)
    Parameters
    Type Name Description
    D3D11Predicate predicate

    A predicate.

    bool value

    A value indicating whether rendering will be affected by when the predicate's conditions are met or not met.

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    SetResourceMinLod(D3D11Resource?, float)

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

    Declaration
    public void SetResourceMinLod(D3D11Resource? resource, float minLod)
    Parameters
    Type Name Description
    D3D11Resource resource

    The resource.

    float minLod

    The level-of-detail, which ranges between 0 and the maximum number of mipmap levels of the resource.

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    StreamOutputGetTargets(Span<D3D11Buffer?>)

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

    Declaration
    public void StreamOutputGetTargets(Span<D3D11Buffer?> targets)
    Parameters
    Type Name Description
    Span<D3D11Buffer> targets

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

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    StreamOutputGetTargets(uint)

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

    Declaration
    public D3D11Buffer?[] StreamOutputGetTargets(uint numBuffers)
    Parameters
    Type Name Description
    uint numBuffers

    Number of buffers to get.

    Returns
    Type Description
    D3D11Buffer[]

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

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    StreamOutputSetTargets()

    Reference value to perform against when doing a depth-stencil test.

    Declaration
    public void StreamOutputSetTargets()
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    StreamOutputSetTargets(D3D11Buffer?, uint)

    Reference value to perform against when doing a depth-stencil test.

    Declaration
    public void StreamOutputSetTargets(D3D11Buffer? targets, uint offsets)
    Parameters
    Type Name Description
    D3D11Buffer targets

    The array of output buffers to bind to the device.

    uint offsets

    Array of offsets to the output buffers.

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    StreamOutputSetTargets(D3D11Buffer?, uint, D3D11Buffer?, uint)

    Reference value to perform against when doing a depth-stencil test.

    Declaration
    public void StreamOutputSetTargets(D3D11Buffer? targets0, uint offsets0, D3D11Buffer? targets1, uint offsets1)
    Parameters
    Type Name Description
    D3D11Buffer targets0

    The array of output buffers to bind to the device.

    uint offsets0

    Array of offsets to the output buffers.

    D3D11Buffer targets1

    The array of output buffers to bind to the device.

    uint offsets1

    Array of offsets to the output buffers.

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    StreamOutputSetTargets(D3D11Buffer?, uint, D3D11Buffer?, uint, D3D11Buffer?, uint)

    Reference value to perform against when doing a depth-stencil test.

    Declaration
    public void StreamOutputSetTargets(D3D11Buffer? targets0, uint offsets0, D3D11Buffer? targets1, uint offsets1, D3D11Buffer? targets2, uint offsets2)
    Parameters
    Type Name Description
    D3D11Buffer targets0

    The array of output buffers to bind to the device.

    uint offsets0

    Array of offsets to the output buffers.

    D3D11Buffer targets1

    The array of output buffers to bind to the device.

    uint offsets1

    Array of offsets to the output buffers.

    D3D11Buffer targets2

    The array of output buffers to bind to the device.

    uint offsets2

    Array of offsets to the output buffers.

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    StreamOutputSetTargets(D3D11Buffer?[]?, uint[]?)

    Reference value to perform against when doing a depth-stencil test.

    Declaration
    public void StreamOutputSetTargets(D3D11Buffer?[]? targets, uint[]? offsets)
    Parameters
    Type Name Description
    D3D11Buffer[] targets

    The array of output buffers to bind to the device.

    uint[] offsets

    Array of offsets to the output buffers.

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    StreamOutputSetTargets(ReadOnlySpan<D3D11Buffer?>, ReadOnlySpan<uint>)

    Reference value to perform against when doing a depth-stencil test.

    Declaration
    public void StreamOutputSetTargets(ReadOnlySpan<D3D11Buffer?> targets, ReadOnlySpan<uint> offsets)
    Parameters
    Type Name Description
    ReadOnlySpan<D3D11Buffer> targets

    The array of output buffers to bind to the device.

    ReadOnlySpan<uint> offsets

    Array of offsets to the output buffers.

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    Unmap(D3D11Resource?, uint)

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

    Declaration
    public void Unmap(D3D11Resource? resource, uint subresource)
    Parameters
    Type Name Description
    D3D11Resource resource

    A D3D11Resource interface.

    uint subresource

    A subresource to be unmapped.

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    UpdateSubresource<T>(D3D11Resource?, uint, D3D11Box?, ReadOnlySpan<T>, uint, uint)

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

    Declaration
    public void UpdateSubresource<T>(D3D11Resource? destinationResource, uint destinationSubresource, D3D11Box? destinationBox, ReadOnlySpan<T> sourceData, uint sourceRowPitch, uint sourceDepthPitch) where T : unmanaged
    Parameters
    Type Name Description
    D3D11Resource destinationResource

    The destination resource.

    uint destinationSubresource

    A zero-based index, that identifies the destination subresource.

    D3D11Box? destinationBox

    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.

    ReadOnlySpan<T> sourceData

    A pointer to the source data in memory.

    uint sourceRowPitch

    The size of one row of the source data.

    uint sourceDepthPitch

    The size of one depth slice of source data.

    Type Parameters
    Name Description
    T

    The type of data.

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    UpdateSubresource<T>(D3D11Resource?, uint, D3D11Box?, in T, uint, uint)

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

    Declaration
    public void UpdateSubresource<T>(D3D11Resource? destinationResource, uint destinationSubresource, D3D11Box? destinationBox, in T sourceData, uint sourceRowPitch, uint sourceDepthPitch) where T : unmanaged
    Parameters
    Type Name Description
    D3D11Resource destinationResource

    The destination resource.

    uint destinationSubresource

    A zero-based index, that identifies the destination subresource.

    D3D11Box? destinationBox

    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.

    T sourceData

    A pointer to the source data in memory.

    uint sourceRowPitch

    The size of one row of the source data.

    uint sourceDepthPitch

    The size of one depth slice of source data.

    Type Parameters
    Name Description
    T

    The type of data.

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    UpdateSubresource<T>(D3D11Resource?, uint, D3D11Box?, T[], uint, uint)

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

    Declaration
    public void UpdateSubresource<T>(D3D11Resource? destinationResource, uint destinationSubresource, D3D11Box? destinationBox, T[] sourceData, uint sourceRowPitch, uint sourceDepthPitch) where T : unmanaged
    Parameters
    Type Name Description
    D3D11Resource destinationResource

    The destination resource.

    uint destinationSubresource

    A zero-based index, that identifies the destination subresource.

    D3D11Box? destinationBox

    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.

    T[] sourceData

    A pointer to the source data in memory.

    uint sourceRowPitch

    The size of one row of the source data.

    uint sourceDepthPitch

    The size of one depth slice of source data.

    Type Parameters
    Name Description
    T

    The type of data.

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    VertexShaderGetConstantBuffers(uint, Span<D3D11Buffer?>)

    Get the constant buffers used by the vertex shader pipeline stage.

    Declaration
    public void VertexShaderGetConstantBuffers(uint startSlot, Span<D3D11Buffer?> constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin retrieving constant buffers from.

    Span<D3D11Buffer> constantBuffers

    Array of constant buffer interface pointers to be returned.

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    VertexShaderGetConstantBuffers(uint, uint)

    Get the constant buffers used by the vertex shader pipeline stage.

    Declaration
    public D3D11Buffer?[] VertexShaderGetConstantBuffers(uint startSlot, uint numBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin retrieving constant buffers from.

    uint numBuffers

    Number of buffers to retrieve.

    Returns
    Type Description
    D3D11Buffer[]

    Array of constant buffer interface pointers to be returned.

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    VertexShaderGetSamplers(uint, Span<D3D11SamplerState?>)

    Get an array of sampler states from the vertex shader pipeline stage.

    Declaration
    public void VertexShaderGetSamplers(uint startSlot, Span<D3D11SamplerState?> samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into a zero-based array to begin getting samplers from.

    Span<D3D11SamplerState> samplers

    Array of sampler-state interface pointers to be returned by the device.

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    VertexShaderGetSamplers(uint, uint)

    Get an array of sampler states from the vertex shader pipeline stage.

    Declaration
    public D3D11SamplerState?[] VertexShaderGetSamplers(uint startSlot, uint numSamplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into a zero-based array to begin getting samplers from.

    uint numSamplers

    Number of samplers to get from a device context.

    Returns
    Type Description
    D3D11SamplerState[]

    Array of sampler-state interface pointers to be returned by the device.

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    VertexShaderGetShader()

    Get the vertex shader currently set on the device.

    Declaration
    public D3D11VertexShader? VertexShaderGetShader()
    Returns
    Type Description
    D3D11VertexShader

    A vertex shader.

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    VertexShaderGetShader(out uint, D3D11ClassInstance?[])

    Get the vertex shader currently set on the device.

    Declaration
    public D3D11VertexShader? VertexShaderGetShader(out uint numClassInstances, D3D11ClassInstance?[] classInstances)
    Parameters
    Type Name Description
    uint numClassInstances

    The number of class-instance elements in the array.

    D3D11ClassInstance[] classInstances

    An array of class instance interfaces.

    Returns
    Type Description
    D3D11VertexShader

    A vertex shader.

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    VertexShaderGetShader(out uint, Span<D3D11ClassInstance?>)

    Get the vertex shader currently set on the device.

    Declaration
    public D3D11VertexShader? VertexShaderGetShader(out uint numClassInstances, Span<D3D11ClassInstance?> classInstances)
    Parameters
    Type Name Description
    uint numClassInstances

    The number of class-instance elements in the array.

    Span<D3D11ClassInstance> classInstances

    An array of class instance interfaces.

    Returns
    Type Description
    D3D11VertexShader

    A vertex shader.

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    VertexShaderGetShaderResources(uint, Span<D3D11ShaderResourceView?>)

    Get the vertex shader resources.

    Declaration
    public void VertexShaderGetShaderResources(uint startSlot, Span<D3D11ShaderResourceView?> shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin getting shader resources from.

    Span<D3D11ShaderResourceView> shaderResourceViews

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

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    VertexShaderGetShaderResources(uint, uint)

    Get the vertex shader resources.

    Declaration
    public D3D11ShaderResourceView?[] VertexShaderGetShaderResources(uint startSlot, uint numViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin getting shader resources from.

    uint numViews

    The number of resources to get from the device.

    Returns
    Type Description
    D3D11ShaderResourceView[]

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

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    VertexShaderSetConstantBuffers(uint, D3D11Buffer?)

    Sets the constant buffers used by the vertex shader pipeline stage.

    Declaration
    public void VertexShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers

    Array of constant buffers being given to the device.

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    VertexShaderSetConstantBuffers(uint, D3D11Buffer?, D3D11Buffer?)

    Sets the constant buffers used by the vertex shader pipeline stage.

    Declaration
    public void VertexShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers0, D3D11Buffer? constantBuffers1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers0

    Array of constant buffers being given to the device.

    D3D11Buffer constantBuffers1

    Array of constant buffers being given to the device.

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    VertexShaderSetConstantBuffers(uint, D3D11Buffer?, D3D11Buffer?, D3D11Buffer?)

    Sets the constant buffers used by the vertex shader pipeline stage.

    Declaration
    public void VertexShaderSetConstantBuffers(uint startSlot, D3D11Buffer? constantBuffers0, D3D11Buffer? constantBuffers1, D3D11Buffer? constantBuffers2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer constantBuffers0

    Array of constant buffers being given to the device.

    D3D11Buffer constantBuffers1

    Array of constant buffers being given to the device.

    D3D11Buffer constantBuffers2

    Array of constant buffers being given to the device.

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    VertexShaderSetConstantBuffers(uint, D3D11Buffer?[]?)

    Sets the constant buffers used by the vertex shader pipeline stage.

    Declaration
    public void VertexShaderSetConstantBuffers(uint startSlot, D3D11Buffer?[]? constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    D3D11Buffer[] constantBuffers

    Array of constant buffers being given to the device.

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    VertexShaderSetConstantBuffers(uint, ReadOnlySpan<D3D11Buffer?>)

    Sets the constant buffers used by the vertex shader pipeline stage.

    Declaration
    public void VertexShaderSetConstantBuffers(uint startSlot, ReadOnlySpan<D3D11Buffer?> constantBuffers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting constant buffers to.

    ReadOnlySpan<D3D11Buffer> constantBuffers

    Array of constant buffers being given to the device.

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    VertexShaderSetSamplers(uint, D3D11SamplerState?)

    Set an array of sampler states to the vertex shader pipeline stage.

    Declaration
    public void VertexShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers

    An array of sampler-state interfaces.

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    VertexShaderSetSamplers(uint, D3D11SamplerState?, D3D11SamplerState?)

    Set an array of sampler states to the vertex shader pipeline stage.

    Declaration
    public void VertexShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers0, D3D11SamplerState? samplers1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers0

    An array of sampler-state interfaces.

    D3D11SamplerState samplers1

    An array of sampler-state interfaces.

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    VertexShaderSetSamplers(uint, D3D11SamplerState?, D3D11SamplerState?, D3D11SamplerState?)

    Set an array of sampler states to the vertex shader pipeline stage.

    Declaration
    public void VertexShaderSetSamplers(uint startSlot, D3D11SamplerState? samplers0, D3D11SamplerState? samplers1, D3D11SamplerState? samplers2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState samplers0

    An array of sampler-state interfaces.

    D3D11SamplerState samplers1

    An array of sampler-state interfaces.

    D3D11SamplerState samplers2

    An array of sampler-state interfaces.

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    VertexShaderSetSamplers(uint, D3D11SamplerState?[]?)

    Set an array of sampler states to the vertex shader pipeline stage.

    Declaration
    public void VertexShaderSetSamplers(uint startSlot, D3D11SamplerState?[]? samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    D3D11SamplerState[] samplers

    An array of sampler-state interfaces.

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    VertexShaderSetSamplers(uint, ReadOnlySpan<D3D11SamplerState?>)

    Set an array of sampler states to the vertex shader pipeline stage.

    Declaration
    public void VertexShaderSetSamplers(uint startSlot, ReadOnlySpan<D3D11SamplerState?> samplers)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting samplers to.

    ReadOnlySpan<D3D11SamplerState> samplers

    An array of sampler-state interfaces.

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    VertexShaderSetShader(D3D11VertexShader?)

    Set a vertex shader to the device.

    Declaration
    public void VertexShaderSetShader(D3D11VertexShader? vertexShader)
    Parameters
    Type Name Description
    D3D11VertexShader vertexShader

    A vertex shader.

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    VertexShaderSetShader(D3D11VertexShader?, D3D11ClassInstance?[]?)

    Set a vertex shader to the device.

    Declaration
    public void VertexShaderSetShader(D3D11VertexShader? vertexShader, D3D11ClassInstance?[]? classInstances)
    Parameters
    Type Name Description
    D3D11VertexShader vertexShader

    A vertex shader.

    D3D11ClassInstance[] classInstances

    An array of class-instance interfaces.

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    VertexShaderSetShader(D3D11VertexShader?, ReadOnlySpan<D3D11ClassInstance?>)

    Set a vertex shader to the device.

    Declaration
    public void VertexShaderSetShader(D3D11VertexShader? vertexShader, ReadOnlySpan<D3D11ClassInstance?> classInstances)
    Parameters
    Type Name Description
    D3D11VertexShader vertexShader

    A vertex shader.

    ReadOnlySpan<D3D11ClassInstance> classInstances

    An array of class-instance interfaces.

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    VertexShaderSetShaderResources(uint, D3D11ShaderResourceView?)

    Bind an array of shader resources to the vertex shader stage.

    Declaration
    public void VertexShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews

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

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    VertexShaderSetShaderResources(uint, D3D11ShaderResourceView?, D3D11ShaderResourceView?)

    Bind an array of shader resources to the vertex shader stage.

    Declaration
    public void VertexShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews0, D3D11ShaderResourceView? shaderResourceViews1)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews0

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

    D3D11ShaderResourceView shaderResourceViews1

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

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    VertexShaderSetShaderResources(uint, D3D11ShaderResourceView?, D3D11ShaderResourceView?, D3D11ShaderResourceView?)

    Bind an array of shader resources to the vertex shader stage.

    Declaration
    public void VertexShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView? shaderResourceViews0, D3D11ShaderResourceView? shaderResourceViews1, D3D11ShaderResourceView? shaderResourceViews2)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView shaderResourceViews0

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

    D3D11ShaderResourceView shaderResourceViews1

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

    D3D11ShaderResourceView shaderResourceViews2

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

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    VertexShaderSetShaderResources(uint, D3D11ShaderResourceView?[]?)

    Bind an array of shader resources to the vertex shader stage.

    Declaration
    public void VertexShaderSetShaderResources(uint startSlot, D3D11ShaderResourceView?[]? shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    D3D11ShaderResourceView[] shaderResourceViews

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

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    VertexShaderSetShaderResources(uint, ReadOnlySpan<D3D11ShaderResourceView?>)

    Bind an array of shader resources to the vertex shader stage.

    Declaration
    public void VertexShaderSetShaderResources(uint startSlot, ReadOnlySpan<D3D11ShaderResourceView?> shaderResourceViews)
    Parameters
    Type Name Description
    uint startSlot

    Index into the device's zero-based array to begin setting shader resources to.

    ReadOnlySpan<D3D11ShaderResourceView> shaderResourceViews

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

    Implements

    IDisposable
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