Namespace JeremyAnsel.DirectX.D3D11
Classes
D3D11Asynchronous
This interface encapsulates methods for retrieving data from the GPU asynchronously.
D3D11BlendState
The blend-state interface holds a description for blending state that you can bind to the output-merger stage.
D3D11Buffer
A buffer interface accesses a buffer resource, which is unstructured memory.
D3D11ClassInstance
This interface encapsulates an HLSL class.
D3D11ClassLinkage
This interface encapsulates an HLSL dynamic linkage.
D3D11CommandList
Encapsulates a list of graphics commands for play back.
D3D11ComputeShader
A compute shader interface manages an executable program (a compute shader) that controls the compute shader stage.
D3D11Constants
Constants generated from the D3D11 hardware spec.
D3D11Counter
This interface encapsulates methods for measuring GPU performance.
D3D11DepthStencilState
The depth-stencil-state interface holds a description for depth-stencil state that you can bind to the output-merger stage.
D3D11DepthStencilView
A depth-stencil-view interface accesses a texture resource during depth-stencil testing.
D3D11Device
The device interface represents a virtual adapter; it is used to create resources.
D3D11DeviceChild
A device-child interface accesses data used by a device.
D3D11DeviceContext
Represents a device context which generates rendering commands.
D3D11DomainShader
A domain shader interface manages an executable program (a domain shader) that controls the domain shader stage.
D3D11Error
D3D11 error codes.
D3D11GeometryShader
A geometry shader interface manages an executable program (a geometry shader) that controls the geometry shader stage.
D3D11HullShader
A hull shader interface manages an executable program (a hull shader) that controls the hull shader stage.
D3D11InputLayout
An input-layout interface holds a definition of how to feed vertex data that is laid out in memory into the input-assembler stage of the graphics pipeline.
D3D11PixelShader
A pixel shader interface manages an executable program (a pixel shader) that controls the pixel shader stage.
D3D11Predicate
A predicate interface determines whether geometry should be processed depending on the results of a previous draw call.
D3D11Query
A query interface queries information from the GPU.
D3D11RasterizerState
The rasterizer-state interface holds a description for rasterizer state that you can bind to the rasterizer stage.
D3D11RenderTargetView
A render-target-view interface identifies the render-target subresources that can be accessed during rendering.
D3D11Resource
A resource interface provides common actions on all resources.
D3D11SamplerState
The sampler-state interface holds a description for sampler state that you can bind to any shader stage of the pipeline for reference by texture sample operations.
D3D11ShaderResourceView
A shader-resource-view interface specifies the subresources a shader can access during rendering.
D3D11Texture1D
A 1D texture interface accesses texel data, which is structured memory.
D3D11Texture2D
A 2D texture interface manages texel data, which is structured memory.
D3D11Texture3D
A 3D texture interface accesses texel data, which is structured memory.
D3D11UnorderedAccessView
A view interface specifies the parts of a resource the pipeline can access during rendering.
D3D11Utils
Utility methods.
D3D11VertexShader
A vertex shader interface manages an executable program (a vertex shader) that controls the vertex shader stage.
D3D11View
A view interface specifies the parts of a resource the pipeline can access during rendering.
D3D11WellKnownPrivateDataId
Well-Known Private Data IDs
DxgiSwapChainExtensions
Swap chain extensions.
Structs
D3D11BlendDesc
Describes the blend state that you use in a call to CreateBlendState(D3D11BlendDesc) to create a blend-state object.
D3D11Box
Defines a 3D box.
D3D11BufferDesc
Describes a buffer resource.
D3D11BufferExSrv
Describes the elements in a raw buffer resource to use in a shader resource view.
D3D11BufferRtv
Specifies the elements in a buffer resource to use in a render-target view.
D3D11BufferSrv
Specifies the elements in a buffer resource to use in a shader resource view.
D3D11BufferUav
Describes the elements in a buffer to use in a unordered-access view.
D3D11ClassInstanceDesc
Describes an HLSL class instance.
D3D11CounterDesc
Describes a counter.
D3D11CounterInfo
Information about the video card's performance counter capabilities.
D3D11DepthStencilDesc
Describes depth-stencil state.
D3D11DepthStencilOperationDesc
Stencil operations that can be performed based on the results of stencil test.
D3D11DepthStencilViewDesc
Specifies the subresources of a texture that are accessible from a depth-stencil view.
D3D11FeatureDataArchitectureInfo
Describes information about Direct3D 11.1 adapter architecture.
D3D11FeatureDataD3D10XHardwareOptions
Describes compute shader and raw and structured buffer support in the current graphics driver.
D3D11FeatureDataD3D11Options
Describes Direct3D 11.1 feature options in the current graphics driver.
D3D11FeatureDataD3D11Options1
Describes Direct3D 11.2 feature options in the current graphics driver.
D3D11FeatureDataD3D9Options
Describes Direct3D 9 feature options in the current graphics driver.
D3D11FeatureDataD3D9Options1
Describes Direct3D 9 feature options in the current graphics driver.
D3D11FeatureDataD3D9ShadowSupport
Describes Direct3D 9 shadow support in the current graphics driver.
D3D11FeatureDataD3D9SimpleInstancingSupport
Describes whether simple instancing is supported.
D3D11FeatureDataDoubles
Describes double data type support in the current graphics driver.
D3D11FeatureDataFormatSupport
Describes which resources are supported by the current graphics driver for a given format.
D3D11FeatureDataFormatSupport2
Describes which unordered resource options are supported by the current graphics driver for a given format.
D3D11FeatureDataMarkerSupport
Describes whether a GPU profiling technique is supported.
D3D11FeatureDataShaderMinPrecisionSupport
Describes precision support options for shaders in the current graphics driver.
D3D11FeatureDataThreading
Describes the multi-threading features that are supported by the current graphics driver.
D3D11InputElementDesc
A description of a single element for the input-assembler stage.
D3D11MappedSubResource
Provides access to subresource data.
D3D11QueryDataPipelineStatistics
Query information about graphics-pipeline activity in between calls to Begin(D3D11Asynchronous) and End(D3D11Asynchronous).
D3D11QueryDataStreamOutputStatistics
Query information about the amount of data streamed out to the stream-output buffers in between Begin(D3D11Asynchronous) and End(D3D11Asynchronous).
D3D11QueryDataTimestampDisjoint
Query information about the reliability of a timestamp query.
D3D11QueryDesc
Describes a query.
D3D11RasterizerDesc
Describes rasterizer state.
D3D11Rect
Defines the coordinates of the upper-left and lower-right corners of a rectangle.
D3D11RenderTargetBlendDesc
Describes the blend state for a render target.
D3D11RenderTargetViewDesc
Specifies the subresources from a resource that are accessible using a render-target view.
D3D11SamplerDesc
Describes a sampler state.
D3D11ShaderResourceViewDesc
Describes a shader resource view.
D3D11StreamOutputDeclarationEntry
Description of a vertex element in a vertex buffer in an output slot.
D3D11SubResourceData
Specifies data for initializing a subresource.
D3D11Texture1DArrayDsv
Specifies the subresources from an array of 1D textures to use in a depth-stencil view.
D3D11Texture1DArrayRtv
Specifies the subresources from an array of 1D textures to use in a render-target view.
D3D11Texture1DArraySrv
Specifies the subresources from an array of 1D textures to use in a shader resource view.
D3D11Texture1DArrayUav
Describes an array of unordered-access 1D texture resources.
D3D11Texture1DDesc
Describes a 1D texture.
D3D11Texture1DDsv
Specifies the subresource from a 1D texture that is accessible to a depth-stencil view.
D3D11Texture1DRtv
Specifies the subresource from a 1D texture to use in a render-target view.
D3D11Texture1DSrv
Specifies the subresource from a 1D texture to use in a shader resource view.
D3D11Texture1DUav
Describes a unordered-access 1D texture resource.
D3D11Texture2DArrayDsv
Specifies the subresources from an array 2D textures that are accessible to a depth-stencil view.
D3D11Texture2DArrayRtv
Specifies the subresources from an array of 2D textures to use in a render-target view.
D3D11Texture2DArraySrv
Specifies the subresources from an array of 2D textures to use in a shader resource view.
D3D11Texture2DArrayUav
Describes an array of unordered-access 2D texture resources.
D3D11Texture2DDesc
Describes a 2D texture.
D3D11Texture2DDsv
Specifies the subresource from a 2D texture that is accessible to a depth-stencil view.
D3D11Texture2DMsArrayDsv
Specifies the subresources from an array of multisampled 2D textures for a depth-stencil view.
D3D11Texture2DMsArrayRtv
Specifies the subresources from a an array of multisampled 2D textures to use in a render-target view.
D3D11Texture2DMsArraySrv
Specifies the subresources from an array of multisampled 2D textures to use in a shader resource view.
D3D11Texture2DMsDsv
Specifies the subresource from a multisampled 2D texture that is accessible to a depth-stencil view.
D3D11Texture2DMsRtv
Specifies the subresource from a multisampled 2D texture to use in a render-target view.
D3D11Texture2DMsSrv
Specifies the subresources from a multisampled 2D texture to use in a shader resource view.
D3D11Texture2DRtv
Specifies the subresource from a 2D texture to use in a render-target view.
D3D11Texture2DSrv
Specifies the subresource from a 2D texture to use in a shader resource view.
D3D11Texture2DUav
Describes a unordered-access 2D texture resource.
D3D11Texture3DDesc
Describes a 3D texture.
D3D11Texture3DRtv
Specifies the subresources from a 3D texture to use in a render-target view.
D3D11Texture3DSrv
Specifies the subresources from a 3D texture to use in a shader resource view.
D3D11Texture3DUav
Describes a unordered-access 3D texture resource.
D3D11TextureCubeArraySrv
Specifies the subresources from an array of cube textures to use in a shader resource view.
D3D11TextureCubeSrv
Specifies the subresource from a cube texture to use in a shader resource view.
D3D11UnorderedAccessViewDesc
Specifies the subresources from a resource that are accessible using an unordered-access view.
D3D11Viewport
Defines the dimensions of a viewport.
Interfaces
ID3D11Releasable
Defines a method to release the managed reference to the COM interface.
Enums
D3D11AsyncGetDataOptions
Optional flags that control the behavior of GetData.
D3D11BindOptions
Identifies how to bind a resource to the pipeline.
D3D11BlendOperation
RGB or alpha blending operation.
D3D11BlendValue
Blend factors, which modulate values for the pixel shader and render target.
D3D11BufferExSrvOptions
Identifies how to view a buffer resource.
D3D11BufferUavOptions
Identifies unordered-access view options for a buffer resource.
D3D11ClearOptions
Specifies the parts of the depth stencil to clear.
D3D11ColorWriteEnables
Identify which components of each pixel of a render target are writable during blending.
D3D11ComparisonFunction
Comparison options.
D3D11CounterDataType
Data type of a performance counter.
D3D11CounterType
Options for performance counters.
D3D11CpuAccessOptions
Specifies the types of CPU access allowed for a resource.
D3D11CreateDeviceOptions
Describes parameters that are used to create a device.
D3D11CullMode
Indicates triangles facing a particular direction are not drawn.
D3D11DepthStencilViewOptions
Depth-stencil view options.
D3D11DepthWriteMask
Identify the portion of a depth-stencil buffer for writing depth data.
D3D11DeviceContextType
Device context options.
D3D11DriverType
Driver type options.
D3D11DsvDimension
Specifies how to access a resource used in a depth-stencil view.
D3D11Feature
Direct3D 11 feature options.
D3D11FeatureLevel
Describes the set of features targeted by a Direct3D device.
D3D11FillMode
Determines the fill mode to use when rendering triangles.
D3D11Filter
Filtering options during texture sampling.
D3D11FormatSupport
Which resources are supported for a given format and given device.
D3D11FormatSupport2
Unordered resource support options for a compute shader resource.
D3D11InputClassification
Type of data contained in an input slot.
D3D11MapCpuPermission
Identifies a resource to be accessed for reading and writing by the CPU.
D3D11MapOptions
Specifies how the CPU should respond when an application calls the Map(D3D11Resource, uint, D3D11MapCpuPermission, D3D11MapOptions) method on a resource that is being used by the GPU.
D3D11Primitive
Indicates how the pipeline interprets geometry or hull shader input primitives.
D3D11PrimitiveTopology
How the pipeline interprets vertex data that is bound to the input-assembler stage. These primitive topology values determine how the vertex data is rendered on screen.
D3D11QueryMiscOptions
Flags that describe miscellaneous query behavior.
D3D11QueryType
Query types.
D3D11RaiseOptions
Option(s) for raising an error to a non-continuable exception.
D3D11ResourceDimension
Identifies the type of resource being used.
D3D11ResourceMiscOptions
Identifies options for resources.
D3D11RtvDimension
These flags identify the type of resource that will be viewed as a render target.
D3D11ShaderMinPrecisionSupports
Values that specify minimum precision levels at shader stages.
D3D11SrvDimension
These flags identify the type of resource that will be viewed as a shader resource.
D3D11StencilOperation
The stencil operations that can be performed during depth-stencil testing.
D3D11TextureAddressMode
Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture.
D3D11TextureCubeFace
The different faces of a cube texture.
D3D11TiledResourcesTier
Indicates the tier level at which tiled resources are supported.
D3D11UavDimension
Unordered-access view options.
D3D11Usage
Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the graphics processing unit (GPU).