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    • JeremyAnsel.DirectX.D2D1
      • D2D1AlphaMode
      • D2D1AntialiasMode
      • D2D1ArcSegment
      • D2D1ArcSize
      • D2D1BezierSegment
      • D2D1Bitmap
      • D2D1BitmapBrush
      • D2D1BitmapBrushProperties
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      • D2D1Utils
      • D2D1Vector2F
      • D2D1Vector3F
      • D2D1Vector4F
      • D2D1WindowStates
      • ID2D1Releasable
    • JeremyAnsel.DirectX.D3D10
      • D3D10CreateDeviceOptions
      • D3D10Device1
      • D3D10DriverType
      • D3D10Error
      • D3D10FeatureLevel
      • D3D10Utils
      • ID3D10Releasable
    • JeremyAnsel.DirectX.D3D11
      • D3D11AsyncGetDataOptions
      • D3D11Asynchronous
      • D3D11BindOptions
      • D3D11BlendDesc
      • D3D11BlendOperation
      • D3D11BlendState
      • D3D11BlendValue
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      • D3D11BufferRtv
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      • D3D11BufferUav
      • D3D11BufferUavOptions
      • D3D11ClassInstance
      • D3D11ClassInstanceDesc
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      • D3D11DepthStencilViewDesc
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      • D3D11Device
      • D3D11DeviceChild
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      • D3D11FeatureDataArchitectureInfo
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      • D3D11FeatureDataD3D11Options
      • D3D11FeatureDataD3D11Options1
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      • D3D11FeatureDataD3D9Options1
      • D3D11FeatureDataD3D9ShadowSupport
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      • D3D11FeatureDataDoubles
      • D3D11FeatureDataFormatSupport
      • D3D11FeatureDataFormatSupport2
      • D3D11FeatureDataMarkerSupport
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      • D3D11FeatureLevel
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      • D3D11Predicate
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      • D3D11Query
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      • D3D11QueryDesc
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      • D3D11Rect
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      • D3D11RenderTargetViewDesc
      • D3D11Resource
      • D3D11ResourceDimension
      • D3D11ResourceMiscOptions
      • D3D11RtvDimension
      • D3D11SamplerDesc
      • D3D11SamplerState
      • D3D11ShaderMinPrecisionSupports
      • D3D11ShaderResourceView
      • D3D11ShaderResourceViewDesc
      • D3D11SrvDimension
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      • D3D11StreamOutputDeclarationEntry
      • D3D11SubResourceData
      • D3D11Texture1D
      • D3D11Texture1DArrayDsv
      • D3D11Texture1DArrayRtv
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      • D3D11Texture1DArrayUav
      • D3D11Texture1DDesc
      • D3D11Texture1DDsv
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      • D3D11Texture1DUav
      • D3D11Texture2D
      • D3D11Texture2DArrayDsv
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      • D3D11Texture2DArraySrv
      • D3D11Texture2DArrayUav
      • D3D11Texture2DDesc
      • D3D11Texture2DDsv
      • D3D11Texture2DMsArrayDsv
      • D3D11Texture2DMsArrayRtv
      • D3D11Texture2DMsArraySrv
      • D3D11Texture2DMsDsv
      • D3D11Texture2DMsRtv
      • D3D11Texture2DMsSrv
      • D3D11Texture2DRtv
      • D3D11Texture2DSrv
      • D3D11Texture2DUav
      • D3D11Texture3D
      • D3D11Texture3DDesc
      • D3D11Texture3DRtv
      • D3D11Texture3DSrv
      • D3D11Texture3DUav
      • D3D11TextureAddressMode
      • D3D11TextureCubeArraySrv
      • D3D11TextureCubeFace
      • D3D11TextureCubeSrv
      • D3D11TiledResourcesTier
      • D3D11UavDimension
      • D3D11UnorderedAccessView
      • D3D11UnorderedAccessViewDesc
      • D3D11Usage
      • D3D11Utils
      • D3D11VertexShader
      • D3D11View
      • D3D11Viewport
      • D3D11WellKnownPrivateDataId
      • DxgiSwapChainExtensions
      • ID3D11Releasable
    • JeremyAnsel.DirectX.D3DCompiler
      • D3DCompile
      • D3DCompileOptions
      • D3DDisassembleOptions
      • D3DShaderMacro
      • D3DTargets
    • JeremyAnsel.DirectX.DWrite
      • DWriteBreakCondition
      • DWriteClusterMetrics
      • DWriteError
      • DWriteFactory
      • DWriteFactoryType
      • DWriteFlowDirection
      • DWriteFont
      • DWriteFontCollection
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      • DWriteFontFaceType
      • DWriteFontFamily
      • DWriteFontFeature
      • DWriteFontFeatureTag
      • DWriteFontFile
      • DWriteFontFileType
      • DWriteFontList
      • DWriteFontMetrics
      • DWriteFontSimulations
      • DWriteFontStretch
      • DWriteFontStyle
      • DWriteFontWeight
      • DWriteGlyphMetrics
      • DWriteGlyphOffset
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      • DWriteGlyphRunDescription
      • DWriteHitTestMetrics
      • DWriteInformationalStringId
      • DWriteInlineObjectMetrics
      • DWriteLineBreakpoint
      • DWriteLineMetrics
      • DWriteLineSpacingMethod
      • DWriteLocalizedStrings
      • DWriteMatrix
      • DWriteMeasuringMode
      • DWriteNumberSubstitutionMethod
      • DWriteOverhangMetrics
      • DWriteParagraphAlignment
      • DWritePixelGeometry
      • DWriteReadingDirection
      • DWriteRect
      • DWriteRenderingMode
      • DWriteRenderingParams
      • DWriteScriptAnalysis
      • DWriteScriptShape
      • DWriteShapingGlyphProperties
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      • DWriteSize
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      • DWriteTextFormat
      • DWriteTextLayout
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      • DWriteTextRange
      • DWriteTextureType
      • DWriteTrimming
      • DWriteTrimmingGranularity
      • DWriteTypography
      • DWriteUnderline
      • DWriteUtils
      • DWriteWordWrapping
      • IDWriteReleasable
    • JeremyAnsel.DirectX.DXMath
      • XMColor
      • XMComparisonRecord
      • XMFloat2
      • XMFloat3
      • XMFloat3X3
      • XMFloat4
      • XMFloat4X3
      • XMFloat4X4
      • XMInt2
      • XMInt3
      • XMInt4
      • XMKnownColor
      • XMMath
      • XMMatrix
      • XMPermutation
      • XMPlane
      • XMQuaternion
      • XMScalar
      • XMSelection
      • XMSwizzle
      • XMUInt2
      • XMUInt3
      • XMUInt4
      • XMVector
      • XMVector2
      • XMVector3
      • XMVector4
    • JeremyAnsel.DirectX.DXMath.Collision
      • BoundingBox
      • BoundingFrustum
      • BoundingOrientedBox
      • BoundingSphere
      • ContainmentType
      • PlaneIntersectionType
      • TriangleTest
    • JeremyAnsel.DirectX.DXMath.PackedVector
      • Half
      • XMByte2
      • XMByte4
      • XMByteN2
      • XMByteN4
      • XMColorRgba
      • XMDec4
      • XMDecN4
      • XMFloat3Packed
      • XMFloat3SharedExponent
      • XMHalf2
      • XMHalf4
      • XMShort2
      • XMShort4
      • XMShortN2
      • XMShortN4
      • XMU555
      • XMU565
      • XMUByte2
      • XMUByte4
      • XMUByteN2
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      • XMUDec4
      • XMUDecN4
      • XMUDecN4XR
      • XMUNibble4
      • XMUShort2
      • XMUShort4
      • XMUShortN2
      • XMUShortN4
      • XMXDec4
      • XMXDecN4
    • JeremyAnsel.DirectX.Dxgi
      • DxgiAdapter
      • DxgiAdapter1
      • DxgiAdapter2
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      • DxgiAdapterDesc
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    Class D3D11DeviceContext

    Represents a device context which generates rendering commands.

    Inheritance
    object
    D3D11DeviceChild
    D3D11DeviceContext
    Implements
    IDisposable
    ID3D11Releasable
    Inherited Members
    D3D11DeviceChild.ToBoolean()
    D3D11DeviceChild.Dispose()
    D3D11DeviceChild.Release()
    D3D11DeviceChild.SetPrivateDataText(Guid, string)
    D3D11DeviceChild.GetPrivateDataText(Guid)
    D3D11DeviceChild.SetDebugName(string)
    D3D11DeviceChild.GetDebugName()
    D3D11DeviceChild.GetDevice()
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: JeremyAnsel.DirectX.D3D11
    Assembly: JeremyAnsel.DirectX.D3D11.dll
    Syntax
    public sealed class D3D11DeviceContext : D3D11DeviceChild, IDisposable, ID3D11Releasable

    Properties

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    ContextOptions

    Gets the initialization flags associated with the current deferred context.

    Declaration
    public uint ContextOptions { get; }
    Property Value
    Type Description
    uint
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    ContextType

    Gets the type of device context.

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

    Gets an handle representing the D3D11 object interface.

    Declaration
    public override object Handle { get; }
    Property Value
    Type Description
    object
    Overrides
    D3D11DeviceChild.Handle

    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, 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, 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, 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, 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, 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(uint, out D3D11ClassInstance[])

    Get the compute shader currently set on the device.

    Declaration
    public D3D11ComputeShader ComputeShaderGetShader(uint numClassInstances, out 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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    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, 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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    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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    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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    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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    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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    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, 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, 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, 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(uint, out D3D11ClassInstance[])

    Get the domain shader currently set on the device.

    Declaration
    public D3D11DomainShader DomainShaderGetShader(uint numClassInstances, out 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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    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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    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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    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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    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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    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, 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, 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(uint, out D3D11ClassInstance[])

    Get the geometry shader currently set on the device.

    Declaration
    public D3D11GeometryShader GeometryShaderGetShader(uint numClassInstances, out 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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    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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    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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    GeometryShaderSetShader(D3D11GeometryShader, D3D11ClassInstance[])

    Set a geometry shader to the device.

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

    A geometry shader.

    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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    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 : struct
    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 : struct
    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 D3D11Predicate, out bool)

    Get the rendering predicate state.

    Declaration
    public void GetPredication(out D3D11Predicate predicate, out bool predicateValue)
    Parameters
    Type Name Description
    D3D11Predicate predicate

    A predicate.

    bool predicateValue

    The predicate comparison value.

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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, 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, 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(uint, out D3D11ClassInstance[])

    Get the hull shader currently set on the device.

    Declaration
    public D3D11HullShader HullShaderGetShader(uint numClassInstances, out 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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    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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    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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    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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    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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    InputAssemblerGetIndexBuffer(out D3D11Buffer, out DxgiFormat, out uint)

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

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

    An index buffer.

    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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    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, 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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    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 D3D11BlendState, out float[], out uint)

    Get the blend state of the output-merger stage.

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

    A blend-state interface.

    float[] blendFactor

    Array of blend factors, one for each RGBA component.

    uint sampleMask

    A sample mask.

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    OutputMergerGetDepthStencilState(out D3D11DepthStencilState, out uint)

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

    Declaration
    public void OutputMergerGetDepthStencilState(out D3D11DepthStencilState depthStencilState, out uint stencilReference)
    Parameters
    Type Name Description
    D3D11DepthStencilState depthStencilState

    A depth-stencil state interface.

    uint stencilReference

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

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    OutputMergerGetRenderTargets(uint, out D3D11RenderTargetView[], out D3D11DepthStencilView)

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

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

    Number of render targets to retrieve.

    D3D11RenderTargetView[] renderTargetViews

    The render target views.

    D3D11DepthStencilView depthStencilView

    A depth-stencil view.

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

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

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

    The number of render-target views to retrieve.

    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.

    uint numUnorderedAccessViews

    Number of unordered-access views to return.

    D3D11UnorderedAccessView[] unorderedAccessViews

    The unordered-access views that are retrieved.

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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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    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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    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, 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(uint, out D3D11ClassInstance[])

    Get the pixel shader currently set on the device.

    Declaration
    public D3D11PixelShader PixelShaderGetShader(uint numClassInstances, out 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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    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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    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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    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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    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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    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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    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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    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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    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(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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    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(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(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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    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?, 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 : struct
    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 : struct
    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, 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, 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(uint, out D3D11ClassInstance[])

    Get the vertex shader currently set on the device.

    Declaration
    public D3D11VertexShader VertexShaderGetShader(uint numClassInstances, out 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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    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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    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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    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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    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.

    Implements

    IDisposable
    ID3D11Releasable
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