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Overview of the Direct3D 11 Graphics technology.
To develop Direct3D 11 Graphics, you need these headers:
- d3d11.h
- d3d11_1.h
- d3d11_2.h
- d3d11_3.h
- d3d11_4.h
- d3d11sdklayers.h
- d3d11shader.h
- d3d11shadertracing.h
- d3dcommon.h
- d3dcsx.h
- windows.graphics.directx.direct3d11.interop.h
For programming guidance for this technology, see:
Enumerations
| D3D_CBUFFER_TYPE Values that identify the intended use of constant-buffer data. |
| D3D_DRIVER_TYPE Driver type options. |
| D3D_FEATURE_LEVEL Describes the set of features targeted by a Direct3D device. |
| D3D_INCLUDE_TYPE Values that indicate the location of a shader |
| D3D_INTERPOLATION_MODE Specifies interpolation mode, which affects how values are calculated during rasterization. |
| D3D_MIN_PRECISION Values that indicate the minimum desired interpolation precision. |
| D3D_NAME Values that identify shader parameters that use system-value semantics. |
| D3D_PARAMETER_FLAGS Indicates semantic flags for function parameters. |
| D3D_PRIMITIVE Indicates how the pipeline interprets geometry or hull shader input primitives. |
| D3D_PRIMITIVE_TOPOLOGY Values that indicate 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. |
| D3D_REGISTER_COMPONENT_TYPE Values that identify the data types that can be stored in a register. |
| D3D_RESOURCE_RETURN_TYPE Indicates return value type. |
| D3D_SHADER_CBUFFER_FLAGS Values that identify the intended use of a constant-data buffer. |
| D3D_SHADER_INPUT_FLAGS Values that identify shader-input options. |
| D3D_SHADER_INPUT_TYPE Values that identify resource types that can be bound to a shader and that are reflected as part of the resource description for the shader. |
| D3D_SHADER_VARIABLE_CLASS Values that identify the class of a shader variable. |
| D3D_SHADER_VARIABLE_FLAGS Values that identify information about a shader variable. |
| D3D_SHADER_VARIABLE_TYPE Values that identify various data, texture, and buffer types that can be assigned to a shader variable. |
| D3D_SRV_DIMENSION Values that identify the type of resource to be viewed as a shader resource. |
| D3D_TESSELLATOR_DOMAIN Domain options for tessellator data. |
| D3D_TESSELLATOR_OUTPUT_PRIMITIVE Output primitive types. |
| D3D_TESSELLATOR_PARTITIONING Partitioning options. |
| D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG Describes flags that are used to create a device context state object (ID3DDeviceContextState) with the ID3D11Device1::CreateDeviceContextState method. |
| D3D11_ASYNC_GETDATA_FLAG Optional flags that control the behavior of ID3D11DeviceContext::GetData. |
| D3D11_BIND_FLAG Identifies how to bind a resource to the pipeline. (D3D11_BIND_FLAG) |
| D3D11_BLEND Blend factors, which modulate values for the pixel shader and render target. |
| D3D11_BLEND_OP RGB or alpha blending operation. (D3D11_BLEND_OP) |
| D3D11_BUFFER_UAV_FLAG Identifies unordered-access view options for a buffer resource. (D3D11_BUFFER_UAV_FLAG) |
| D3D11_BUFFEREX_SRV_FLAG Identifies how to view a buffer resource. (D3D11_BUFFEREX_SRV_FLAG) |
| D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG Identifies how to check multisample quality levels. |
| D3D11_CLEAR_FLAG Specifies the parts of the depth stencil to clear. |
| D3D11_COLOR_WRITE_ENABLE Identify which components of each pixel of a render target are writable during blending. (D3D11_COLOR_WRITE_ENABLE) |
| D3D11_COMPARISON_FUNC Comparison options. (D3D11_COMPARISON_FUNC) |
| D3D11_CONSERVATIVE_RASTERIZATION_MODE Identifies whether conservative rasterization is on or off. (D3D11_CONSERVATIVE_RASTERIZATION_MODE) |
| D3D11_CONSERVATIVE_RASTERIZATION_TIER Specifies if the hardware and driver support conservative rasterization and at what tier level. |
| D3D11_CONTEXT_TYPE Specifies the context in which a query occurs. |
| D3D11_COPY_FLAGS Specifies how to handle the existing contents of a resource during a copy or update operation of a region within that resource. |
| D3D11_COUNTER Options for performance counters. |
| D3D11_COUNTER_TYPE Data type of a performance counter. (D3D11_COUNTER_TYPE) |
| D3D11_CPU_ACCESS_FLAG Specifies the types of CPU access allowed for a resource. (D3D11_CPU_ACCESS_FLAG) |
| D3D11_CREATE_DEVICE_FLAG Describes parameters that are used to create a device. |
| D3D11_CULL_MODE Indicates triangles facing a particular direction are not drawn. (D3D11_CULL_MODE) |
| D3D11_DEPTH_WRITE_MASK Identify the portion of a depth-stencil buffer for writing depth data. (D3D11_DEPTH_WRITE_MASK) |
| D3D11_DEVICE_CONTEXT_TYPE Device context options. |
| D3D11_DSV_DIMENSION Specifies how to access a resource used in a depth-stencil view. (D3D11_DSV_DIMENSION) |
| D3D11_DSV_FLAG Depth-stencil view options. |
| D3D11_FEATURE Direct3D 11 feature options. |
| D3D11_FENCE_FLAG Specifies fence options. (D3D11_FENCE_FLAG) |
| D3D11_FILL_MODE Determines the fill mode to use when rendering triangles. (D3D11_FILL_MODE) |
| D3D11_FILTER Filtering options during texture sampling. (D3D11_FILTER) |
| D3D11_FILTER_REDUCTION_TYPE Specifies the type of sampler filter reduction. |
| D3D11_FILTER_TYPE Types of magnification or minification sampler filters. (D3D11_FILTER_TYPE) |
| D3D11_FORMAT_SUPPORT Which resources are supported for a given format and given device (see ID3D11Device::CheckFormatSupport and ID3D11Device::CheckFeatureSupport). |
| D3D11_FORMAT_SUPPORT2 Unordered resource support options for a compute shader resource (see ID3D11Device::CheckFeatureSupport). |
| D3D11_INPUT_CLASSIFICATION Type of data contained in an input slot. (D3D11_INPUT_CLASSIFICATION) |
| D3D11_LOGIC_OP Specifies logical operations to configure for a render target. (D3D11_LOGIC_OP) |
| D3D11_MAP Identifies a resource to be accessed for reading and writing by the CPU. Applications may combine one or more of these flags. (D3D11_MAP) |
| D3D11_MAP_FLAG Specifies how the CPU should respond when an application calls the ID3D11DeviceContext::Map method on a resource that is being used by the GPU. |
| D3D11_MESSAGE_CATEGORY Categories of debug messages. (D3D11_MESSAGE_CATEGORY) |
| D3D11_MESSAGE_ID Debug messages for setting up an info-queue filter (see D3D11_INFO_QUEUE_FILTER); use these messages to allow or deny message categories to pass through the storage and retrieval filters. |
| D3D11_MESSAGE_SEVERITY Debug message severity levels for an information queue. (D3D11_MESSAGE_SEVERITY) |
| D3D11_QUERY Query types. (D3D11_QUERY) |
| D3D11_QUERY_MISC_FLAG Flags that describe miscellaneous query behavior. (D3D11_QUERY_MISC_FLAG) |
| D3D11_RAISE_FLAG Option(s) for raising an error to a non-continuable exception. (D3D11_RAISE_FLAG) |
| D3D11_RESOURCE_DIMENSION Identifies the type of resource being used. (D3D11_RESOURCE_DIMENSION) |
| D3D11_RESOURCE_MISC_FLAG Identifies options for resources. |
| D3D11_RLDO_FLAGS Options for the amount of information to report about a device object's lifetime. |
| D3D11_RTV_DIMENSION These flags identify the type of resource that will be viewed as a render target. |
| D3D11_SHADER_CACHE_SUPPORT_FLAGS Describes the level of support for shader caching in the current graphics driver. (D3D11_SHADER_CACHE_SUPPORT_FLAGS) |
| D3D11_SHADER_MIN_PRECISION_SUPPORT Values that specify minimum precision levels at shader stages. |
| D3D11_SHADER_TRACKING_OPTIONS Options that specify how to perform shader debug tracking. |
| D3D11_SHADER_TRACKING_RESOURCE_TYPE Indicates which resource types to track. |
| D3D11_SHADER_TYPE Identifies a shader type for tracing. |
| D3D11_SHADER_VERSION_TYPE Indicates shader type. |
| D3D11_SHARED_RESOURCE_TIER Defines constants that specify the level of support for shared resources in the current graphics driver |
| D3D11_STANDARD_MULTISAMPLE_QUALITY_LEVELS Specifies a multi-sample pattern type. |
| D3D11_STENCIL_OP The stencil operations that can be performed during depth-stencil testing. (D3D11_STENCIL_OP) |
| D3D11_TEXTURE_ADDRESS_MODE Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture. (D3D11_TEXTURE_ADDRESS_MODE) |
| D3D11_TEXTURE_LAYOUT Specifies texture layout options. (D3D11_TEXTURE_LAYOUT) |
| D3D11_TEXTURECUBE_FACE The different faces of a cube texture. (D3D11_TEXTURECUBE_FACE) |
| D3D11_TILE_COPY_FLAG Identifies how to copy a tile. |
| D3D11_TILE_MAPPING_FLAG Identifies how to perform a tile-mapping operation. |
| D3D11_TILE_RANGE_FLAG Specifies a range of tile mappings to use with ID3D11DeviceContext2::UpdateTiles. |
| D3D11_TILED_RESOURCES_TIER Indicates the tier level at which tiled resources are supported. |
| D3D11_TRACE_GS_INPUT_PRIMITIVE Identifies the type of geometry shader input primitive. |
| D3D11_TRACE_REGISTER_TYPE Identifies a type of trace register. |
| D3D11_UAV_DIMENSION Unordered-access view options. |
| D3D11_USAGE 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). |
| D3D11_VIDEO_DECODER_HISTOGRAM_COMPONENT Specifies indices for arrays of per component histogram information. (D3D11_VIDEO_DECODER_HISTOGRAM_COMPONENT) |
| D3D11_VIDEO_DECODER_HISTOGRAM_COMPONENT_FLAGS Flags for indicating a subset of components used with video decode histogram. (D3D11_VIDEO_DECODER_HISTOGRAM_COMPONENT_FLAGS) |
| D3DX11_FFT_CREATE_FLAG FFT creation flags. |
| D3DX11_FFT_DATA_TYPE FFT data types. |
| D3DX11_FFT_DIM_MASK Number of dimensions for FFT data. |
| D3DX11_SCAN_DATA_TYPE Type for scan data. |
| D3DX11_SCAN_DIRECTION Direction to perform scan in. |
| D3DX11_SCAN_OPCODE Scan opcodes. |
Functions
| ~CD3D11_BLEND_DESC Destroys an instance of a CD3D11_BLEND_DESC structure. |
| ~CD3D11_BOX Destroys an instance of a CD3D11_BOX structure. |
| ~CD3D11_BUFFER_DESC Destroys an instance of a CD3D11_BUFFER_DESC structure. |
| ~CD3D11_COUNTER_DESC Destroys an instance of a CD3D11_COUNTER_DESC structure. |
| ~CD3D11_DEPTH_STENCIL_DESC Destroys an instance of a CD3D11_DEPTH_STENCIL_DESC structure. |
| ~CD3D11_DEPTH_STENCIL_VIEW_DESC Destroys an instance of a CD3D11_DEPTH_STENCIL_VIEW_DESC structure. |
| ~CD3D11_QUERY_DESC Destroys an instance of a CD3D11_QUERY_DESC structure. |
| ~CD3D11_RASTERIZER_DESC Destroys an instance of a CD3D11_RASTERIZER_DESC structure. |
| ~CD3D11_RECT Destroys an instance of a CD3D11_RECT structure. |
| ~CD3D11_RENDER_TARGET_VIEW_DESC Destroys an instance of a CD3D11_RENDER_TARGET_VIEW_DESC structure. |
| ~CD3D11_SAMPLER_DESC Destroys an instance of a CD3D11_SAMPLER_DESC structure. |
| ~CD3D11_SHADER_RESOURCE_VIEW_DESC Destroys an instance of a CD3D11_SHADER_RESOURCE_VIEW_DESC structure. |
| ~CD3D11_TEXTURE1D_DESC Destroys an instance of a CD3D11_TEXTURE1D_DESC structure. |
| ~CD3D11_TEXTURE2D_DESC Destroys an instance of a CD3D11_TEXTURE2D_DESC structure. |
| ~CD3D11_TEXTURE3D_DESC Destroys an instance of a CD3D11_TEXTURE3D_DESC structure. |
| ~CD3D11_UNORDERED_ACCESS_VIEW_DESC Destroys an instance of a CD3D11_UNORDERED_ACCESS_VIEW_DESC structure. |
| ~CD3D11_VIEWPORT Destroys an instance of a CD3D11_VIEWPORT structure. |
| AddApplicationMessage Add a user-defined message to the message queue and send that message to debug output. (ID3D11InfoQueue.AddApplicationMessage) |
| AddClipPlaneFromCBuffer Adds a clip plane with the plane coefficients taken from a cbuffer entry for 10Level9 shaders. |
| AddMessage Add a debug message to the message queue and send that message to debug output. |
| AddRetrievalFilterEntries Add storage filters to the top of the retrieval-filter stack. (ID3D11InfoQueue.AddRetrievalFilterEntries) |
| AddStorageFilterEntries Add storage filters to the top of the storage-filter stack. (ID3D11InfoQueue.AddStorageFilterEntries) |
| AttachBuffersAndPrecompute Attaches buffers to an FFT context and performs any required precomputations. |
| Begin Mark the beginning of a series of commands. |
| BeginEvent Marks the beginning of a section of event code. |
| BeginEventInt Allows applications to annotate the beginning of a range of graphics commands. |
| BindConstantBuffer Rebinds a constant buffer from a source slot to a destination slot. |
| BindConstantBufferByName Rebinds a constant buffer by name to a destination slot. |
| BindResource Rebinds a texture or buffer from source slot to destination slot. |
| BindResourceAsUnorderedAccessView Rebinds a resource as an unordered access view (UAV) from source slot to destination slot. |
| BindResourceAsUnorderedAccessViewByName Rebinds a resource by name as an unordered access view (UAV) to destination slots. |
| BindResourceByName Rebinds a texture or buffer by name to destination slots. |
| BindSampler Rebinds a sampler from source slot to destination slot. |
| BindSamplerByName Rebinds a sampler by name to destination slots. |
| BindUnorderedAccessView Rebinds an unordered access view (UAV) from source slot to destination slot. |
| BindUnorderedAccessViewByName Rebinds an unordered access view (UAV) by name to destination slots. |
| CallFunction Creates a call-function linking node to use in the function-linking-graph. |
| CD3D11_BLEND_DESC Instantiates a new instance of an uninitialized CD3D11_BLEND_DESC structure. |
| CD3D11_BLEND_DESC Instantiates a new instance of a CD3D11_BLEND_DESC structure that is initialized with default blend-state values. |
| CD3D11_BLEND_DESC Instantiates a new instance of a CD3D11_BLEND_DESC structure that is initialized with a CD3D11_BLEND_DESC structure. |
| CD3D11_BOX Instantiates a new instance of an uninitialized CD3D11_BOX structure. |
| CD3D11_BOX Instantiates a new instance of a CD3D11_BOX structure that is initialized with a CD3D11_BOX structure. |
| CD3D11_BOX Instantiates a new instance of a CD3D11_BOX structure that is initialized with the dimensions of a box. |
| CD3D11_BUFFER_DESC Instantiates a new instance of an uninitialized CD3D11_BUFFER_DESC structure. |
| CD3D11_BUFFER_DESC Instantiates a new instance of a CD3D11_BUFFER_DESC structure that is initialized with a D3D11_BUFFER_DESC structure. |
| CD3D11_BUFFER_DESC Instantiates a new instance of a CD3D11_BUFFER_DESC structure that is initialized with D3D11_BUFFER_DESC values. |
| CD3D11_COUNTER_DESC Instantiates a new instance of an uninitialized CD3D11_COUNTER_DESC structure. |
| CD3D11_COUNTER_DESC Instantiates a new instance of a CD3D11_COUNTER_DESC structure that is initialized with a D3D11_COUNTER_DESC structure. |
| CD3D11_COUNTER_DESC Instantiates a new instance of a CD3D11_COUNTER_DESC structure that is initialized with info for a counter. |
| CD3D11_DEPTH_STENCIL_DESC Instantiates a new instance of an uninitialized CD3D11_DEPTH_STENCIL_DESC structure. |
| CD3D11_DEPTH_STENCIL_DESC Instantiates a new instance of a CD3D11_DEPTH_STENCIL_DESC structure that is initialized with default depth-stencil-state values. |
| CD3D11_DEPTH_STENCIL_DESC Instantiates a new instance of a CD3D11_DEPTH_STENCIL_DESC structure that is initialized with a D3D11_DEPTH_STENCIL_DESC structure. |
| CD3D11_DEPTH_STENCIL_VIEW_DESC Instantiates a new instance of an uninitialized CD3D11_DEPTH_STENCIL_VIEW_DESC structure. |
| CD3D11_DEPTH_STENCIL_VIEW_DESC Instantiates a new instance of a CD3D11_DEPTH_STENCIL_VIEW_DESC structure that is initialized with a D3D11_DEPTH_STENCIL_VIEW_DESC structure. |
| CD3D11_DEPTH_STENCIL_VIEW_DESC Instantiates a new instance of a CD3D11_DEPTH_STENCIL_VIEW_DESC structure that is initialized with D3D11_DEPTH_STENCIL_VIEW_DESC values. |
| CD3D11_DEPTH_STENCIL_VIEW_DESC Instantiates a new instance of a CD3D11_DEPTH_STENCIL_VIEW_DESC structure that is initialized with D3D11_TEX1D_DSV or D3D11_TEX1D_ARRAY_DSV values. |
| CD3D11_DEPTH_STENCIL_VIEW_DESC Instantiates a new instance of a CD3D11_DEPTH_STENCIL_VIEW_DESC structure that is initialized with 2D texture values. |
| CD3D11_QUERY_DESC Instantiates a new instance of an uninitialized CD3D11_QUERY_DESC structure. |
| CD3D11_QUERY_DESC Instantiates a new instance of a CD3D11_QUERY_DESC structure that is initialized with a D3D11_QUERY_DESC structure. |
| CD3D11_QUERY_DESC Instantiates a new instance of a CD3D11_QUERY_DESC structure that is initialized with info for a query. |
| CD3D11_RASTERIZER_DESC Instantiates a new instance of an uninitialized CD3D11_RASTERIZER_DESC structure. |
| CD3D11_RASTERIZER_DESC Instantiates a new instance of a CD3D11_RASTERIZER_DESC structure that is initialized with default rasterizer-state values. |
| CD3D11_RASTERIZER_DESC Instantiates a new instance of a CD3D11_RASTERIZER_DESC structure that is initialized with a D3D11_RASTERIZER_DESC structure. |
| CD3D11_RASTERIZER_DESC Instantiates a new instance of a CD3D11_RASTERIZER_DESC structure that is initialized with D3D11_RASTERIZER_DESC values. |
| CD3D11_RECT Instantiates a new instance of an uninitialized CD3D11_RECT structure. |
| CD3D11_RECT Instantiates a new instance of a CD3D11_RECT structure that is initialized with a D3D11_RECT structure. |
| CD3D11_RECT Instantiates a new instance of a CD3D11_RECT structure that is initialized with the dimensions of a rectangle. |
| CD3D11_RENDER_TARGET_VIEW_DESC Instantiates a new instance of an uninitialized CD3D11_RENDER_TARGET_VIEW_DESC structure. |
| CD3D11_RENDER_TARGET_VIEW_DESC Instantiates a new instance of a CD3D11_RENDER_TARGET_VIEW_DESC structure that is initialized with a D3D11_RENDER_TARGET_VIEW_DESC structure. |
| CD3D11_RENDER_TARGET_VIEW_DESC Instantiates a new instance of a CD3D11_RENDER_TARGET_VIEW_DESC structure that is initialized with D3D11_RENDER_TARGET_VIEW_DESC values. |
| CD3D11_RENDER_TARGET_VIEW_DESC Instantiates a new instance of a CD3D11_RENDER_TARGET_VIEW_DESC structure that is initialized with D3D11_RTV_DIMENSION values. |
| CD3D11_RENDER_TARGET_VIEW_DESC Instantiates a new instance of a CD3D11_RENDER_TARGET_VIEW_DESC structure that is initialized with D3D11_TEX1D_RTV or D3D11_TEX1D_ARRAY_RTV values. |
| CD3D11_RENDER_TARGET_VIEW_DESC Instantiates a new instance of a CD3D11_RENDER_TARGET_VIEW_DESC structure that is initialized with 2D texture values. |
| CD3D11_RENDER_TARGET_VIEW_DESC Instantiates a new instance of a CD3D11_RENDER_TARGET_VIEW_DESC structure that is initialized with 3D texture values. |
| CD3D11_SAMPLER_DESC Instantiates a new instance of an uninitialized CD3D11_SAMPLER_DESC structure. |
| CD3D11_SAMPLER_DESC Instantiates a new instance of a CD3D11_SAMPLER_DESC structure that is initialized with default sampler-state values. |
| CD3D11_SAMPLER_DESC Instantiates a new instance of a CD3D11_SAMPLER_DESC structure that is initialized with a D3D11_SAMPLER_DESC structure. (overload 1/2) |
| CD3D11_SAMPLER_DESC Instantiates a new instance of a CD3D11_SAMPLER_DESC structure that is initialized with a D3D11_SAMPLER_DESC structure. (overload 2/2) |
| CD3D11_SHADER_RESOURCE_VIEW_DESC Instantiates a new instance of an uninitialized CD3D11_SHADER_RESOURCE_VIEW_DESC structure. |
| CD3D11_SHADER_RESOURCE_VIEW_DESC Instantiates a new instance of a CD3D11_SHADER_RESOURCE_VIEW_DESC structure that is initialized with a D3D11_SHADER_RESOURCE_VIEW_DESC structure. |
| CD3D11_SHADER_RESOURCE_VIEW_DESC Instantiates a new instance of a CD3D11_SHADER_RESOURCE_VIEW_DESC structure that is initialized with D3D11_SHADER_RESOURCE_VIEW_DESC values. |
| CD3D11_SHADER_RESOURCE_VIEW_DESC Instantiates a new instance of a CD3D11_SHADER_RESOURCE_VIEW_DESC structure that is initialized with D3D11_BUFFEREX_SRV values. |
| CD3D11_SHADER_RESOURCE_VIEW_DESC Instantiates a new instance of a CD3D11_SHADER_RESOURCE_VIEW_DESC structure that is initialized with D3D11_TEX1D_SRV or D3D11_TEX1D_ARRAY_SRV values. |
| CD3D11_SHADER_RESOURCE_VIEW_DESC Instantiates a new instance of a CD3D11_SHADER_RESOURCE_VIEW_DESC structure that is initialized with 2D texture values. |
| CD3D11_SHADER_RESOURCE_VIEW_DESC Instantiates a new instance of a CD3D11_SHADER_RESOURCE_VIEW_DESC structure that is initialized with 3D texture values. |
| CD3D11_TEXTURE1D_DESC Instantiates a new instance of an uninitialized CD3D11_TEXTURE1D_DESC structure. |
| CD3D11_TEXTURE1D_DESC Instantiates a new instance of a CD3D11_TEXTURE1D_DESC structure that is initialized with a D3D11_TEXTURE1D_DESC structure. |
| CD3D11_TEXTURE1D_DESC Instantiates a new instance of a CD3D11_TEXTURE1D_DESC structure that is initialized with D3D11_TEXTURE1D_DESC values. |
| CD3D11_TEXTURE2D_DESC Instantiates a new instance of an uninitialized CD3D11_TEXTURE2D_DESC structure. |
| CD3D11_TEXTURE2D_DESC Instantiates a new instance of a CD3D11_TEXTURE2D_DESC structure that is initialized with a D3D11_TEXTURE2D_DESC structure. |
| CD3D11_TEXTURE2D_DESC Instantiates a new instance of a CD3D11_TEXTURE2D_DESC structure that is initialized with D3D11_TEXTURE2D_DESC values. |
| CD3D11_TEXTURE3D_DESC Instantiates a new instance of an uninitialized CD3D11_TEXTURE3D_DESC structure. |
| CD3D11_TEXTURE3D_DESC Instantiates a new instance of a CD3D11_TEXTURE3D_DESC structure that is initialized with a D3D11_TEXTURE3D_DESC structure. |
| CD3D11_TEXTURE3D_DESC Instantiates a new instance of a CD3D11_TEXTURE3D_DESC structure that is initialized with D3D11_TEXTURE3D_DESC values. |
| CD3D11_UNORDERED_ACCESS_VIEW_DESC Instantiates a new instance of an uninitialized CD3D11_UNORDERED_ACCESS_VIEW_DESC structure. |
| CD3D11_UNORDERED_ACCESS_VIEW_DESC Instantiates a new instance of a CD3D11_UNORDERED_ACCESS_VIEW_DESC structure that is initialized with a D3D11_UNORDERED_ACCESS_VIEW_DESC structure. |
| CD3D11_UNORDERED_ACCESS_VIEW_DESC Instantiates a new instance of a CD3D11_UNORDERED_ACCESS_VIEW_DESC structure that is initialized with D3D11_UNORDERED_ACCESS_VIEW_DESC values. |
| CD3D11_UNORDERED_ACCESS_VIEW_DESC Instantiates a new instance of a CD3D11_UNORDERED_ACCESS_VIEW_DESC structure that is initialized with D3D11_BUFFER_UAV values. |
| CD3D11_UNORDERED_ACCESS_VIEW_DESC Instantiates a new instance of a CD3D11_UNORDERED_ACCESS_VIEW_DESC structure that is initialized with D3D11_TEX1D_UAV or D3D11_TEX1D_ARRAY_UAV values. |
| CD3D11_UNORDERED_ACCESS_VIEW_DESC Instantiates a new instance of a CD3D11_UNORDERED_ACCESS_VIEW_DESC structure that is initialized with 2D texture values. |
| CD3D11_UNORDERED_ACCESS_VIEW_DESC Instantiates a new instance of a CD3D11_UNORDERED_ACCESS_VIEW_DESC structure that is initialized with 3D texture values. |
| CD3D11_VIEWPORT Instantiates a new instance of an uninitialized CD3D11_VIEWPORT structure. |
| CD3D11_VIEWPORT Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with a D3D11_VIEWPORT structure. |
| CD3D11_VIEWPORT Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with D3D11_VIEWPORT values. |
| CD3D11_VIEWPORT Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with D3D11_BUFFER_RTV values. |
| CD3D11_VIEWPORT Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with D3D11_TEX1D_RTV or D3D11_TEX1D_ARRAY_RTV values. |
| CD3D11_VIEWPORT Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with 2D texture values. |
| CD3D11_VIEWPORT Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with 3D texture values. |
| CheckCounter Get the type, name, units of measure, and a description of an existing counter. (ID3D11Device.CheckCounter) |
| CheckCounterInfo Get a counter's information. (ID3D11Device.CheckCounterInfo) |
| CheckFeatureSupport Gets information about the features that are supported by the current graphics driver. (ID3D11Device.CheckFeatureSupport) |
| CheckFeatureSupport Gets information about the features that are supported by the current video driver. (ID3D11VideoDevice2::CheckFeatureSupport) |
| CheckFormatSupport Get the support of a given format on the installed video device. (ID3D11Device.CheckFormatSupport) |
| CheckMultisampleQualityLevels Get the number of quality levels available during multisampling. (ID3D11Device.CheckMultisampleQualityLevels) |
| CheckMultisampleQualityLevels1 Get the number of quality levels available during multisampling. (ID3D11Device2.CheckMultisampleQualityLevels1) |
| ClearDepthStencilView Clears the depth-stencil resource. (ID3D11DeviceContext.ClearDepthStencilView) |
| ClearRenderTargetView Set all the elements in a render target to one value. (ID3D11DeviceContext.ClearRenderTargetView) |
| ClearRetrievalFilter Remove a retrieval filter from the top of the retrieval-filter stack. (ID3D11InfoQueue.ClearRetrievalFilter) |
| ClearState Restore all default settings. |
| ClearStorageFilter Remove a storage filter from the top of the storage-filter stack. (ID3D11InfoQueue.ClearStorageFilter) |
| ClearStoredMessages Clear all messages from the message queue. (ID3D11InfoQueue.ClearStoredMessages) |
| ClearUnorderedAccessViewFloat Clears an unordered access resource with a float value. |
| ClearUnorderedAccessViewUint Clears an unordered access resource with bit-precise values. |
| ClearView Sets all the elements in a resource view to one value. |
| Close A user-implemented method for closing a shader |
| CopyResource Copy the entire contents of the source resource to the destination resource using the GPU. (ID3D11DeviceContext.CopyResource) |
| CopyStructureCount Copies data from a buffer holding variable length data. |
| CopySubresourceRegion Copy a region from a source resource to a destination resource. (ID3D11DeviceContext.CopySubresourceRegion) |
| CopySubresourceRegion1 Copies a region from a source resource to a destination resource. |
| CopyTileMappings Copies mappings from a source tiled resource to a destination tiled resource. |
| CopyTiles Copies tiles from buffer to tiled resource or vice versa. (ID3D11DeviceContext2.CopyTiles) |
| CreateBlendState Create a blend-state object that encapsulates blend state for the output-merger stage. (ID3D11Device.CreateBlendState) |
| CreateBlendState1 Creates a blend-state object that encapsulates blend state for the output-merger stage and allows the configuration of logic operations. |
| CreateBuffer Creates a buffer (vertex buffer, index buffer, or shader-constant buffer). |
| CreateClassInstance Initializes a class-instance object that represents an HLSL class instance. |
| CreateClassLinkage Creates class linkage libraries to enable dynamic shader linkage. |
| CreateComputeShader Create a compute shader. |
| CreateCounter Create a counter object for measuring GPU performance. (ID3D11Device.CreateCounter) |
| CreateDeferredContext Creates a deferred context, which can record command lists. (ID3D11Device.CreateDeferredContext) |
| CreateDeferredContext1 Creates a deferred context, which can record command lists. (ID3D11Device1.CreateDeferredContext1) |
| CreateDeferredContext2 Creates a deferred context, which can record command lists. (ID3D11Device2.CreateDeferredContext2) |
| CreateDeferredContext3 Creates a deferred context, which can record command lists. (ID3D11Device3.CreateDeferredContext3) |
| CreateDepthStencilState Create a depth-stencil state object that encapsulates depth-stencil test information for the output-merger stage. (ID3D11Device.CreateDepthStencilState) |
| CreateDepthStencilView Create a depth-stencil view for accessing resource data. (ID3D11Device.CreateDepthStencilView) |
| CreateDeviceContextState Creates a context state object that holds all Microsoft Direct3D state and some Direct3D behavior. |
| CreateDomainShader Create a domain shader. |
| CreateFence Creates a fence object. (ID3D11Device5.CreateFence) |
| CreateGeometryShader Create a geometry shader. (ID3D11Device.CreateGeometryShader) |
| CreateGeometryShaderWithStreamOutput Creates a geometry shader that can write to streaming output buffers. (ID3D11Device.CreateGeometryShaderWithStreamOutput) |
| CreateHullShader Create a hull shader. |
| CreateInputLayout Create an input-layout object to describe the input-buffer data for the input-assembler stage. (ID3D11Device.CreateInputLayout) |
| CreateInstance Initializes an instance of a shader module that is used for resource rebinding. |
| CreateModuleInstance Initializes a shader module from the function-linking-graph object. |
| CreatePixelShader Create a pixel shader. (ID3D11Device.CreatePixelShader) |
| CreatePredicate Creates a predicate. (ID3D11Device.CreatePredicate) |
| CreateQuery This interface encapsulates methods for querying information from the GPU. (ID3D11Device.CreateQuery) |
| CreateQuery1 Creates a query object for querying information from the graphics processing unit (GPU). |
| CreateRasterizerState Create a rasterizer state object that tells the rasterizer stage how to behave. (ID3D11Device.CreateRasterizerState) |
| CreateRasterizerState1 Creates a rasterizer state object that informs the rasterizer stage how to behave and forces the sample count while UAV rendering or rasterizing. (ID3D11Device1.CreateRasterizerState1) |
| CreateRasterizerState2 Creates a rasterizer state object that informs the rasterizer stage how to behave and forces the sample count while UAV rendering or rasterizing. (ID3D11Device3.CreateRasterizerState2) |
| CreateRenderTargetView Creates a render-target view for accessing resource data. (ID3D11Device.CreateRenderTargetView) |
| CreateRenderTargetView1 Creates a render-target view for accessing resource data. (ID3D11Device3.CreateRenderTargetView1) |
| CreateSamplerState Create a sampler-state object that encapsulates sampling information for a texture. (ID3D11Device.CreateSamplerState) |
| CreateShaderResourceView Create a shader-resource view for accessing data in a resource. (ID3D11Device.CreateShaderResourceView) |
| CreateShaderResourceView1 Creates a shader-resource view for accessing data in a resource. (ID3D11Device3.CreateShaderResourceView1) |
| CreateShaderTrace Creates a shader-trace interface for a shader-trace information object. |
| CreateSharedHandle Creates a shared handle to a fence object. |
| CreateTexture1D Creates an array of 1D textures. |
| CreateTexture2D Create an array of 2D textures. |
| CreateTexture2D1 Creates a 2D texture. |
| CreateTexture3D Create a single 3D texture. |
| CreateTexture3D1 Creates a 3D texture. |
| CreateUnorderedAccessView Creates a view for accessing an unordered access resource. (ID3D11Device.CreateUnorderedAccessView) |
| CreateUnorderedAccessView1 Creates a view for accessing an unordered access resource. (ID3D11Device3.CreateUnorderedAccessView1) |
| CreateVertexShader Create a vertex-shader object from a compiled shader. (ID3D11Device.CreateVertexShader) |
| CSGetConstantBuffers Get the constant buffers used by the compute-shader stage. |
| CSGetConstantBuffers1 Gets the constant buffers that the compute-shader stage uses. |
| CSGetSamplers Get an array of sampler state interfaces from the compute-shader stage. |
| CSGetShader Get the compute shader currently set on the device. |
| CSGetShaderResources Get the compute-shader resources. |
| CSGetUnorderedAccessViews Gets an array of views for an unordered resource. |
| CSSetConstantBuffers Sets the constant buffers used by the compute-shader stage. |
| CSSetConstantBuffers1 Sets the constant buffers that the compute-shader stage uses. |
| CSSetSamplers Set an array of sampler states to the compute-shader stage. |
| CSSetShader Set a compute shader to the device. |
| CSSetShaderResources Bind an array of shader resources to the compute-shader stage. |
| CSSetUnorderedAccessViews Sets an array of views for an unordered resource. |
| D3D11CalcSubresource Calculates a subresource index for a texture. |
| D3D11CreateDevice Creates a device that represents the display adapter. (D3D11CreateDevice) |
| D3D11CreateDeviceAndSwapChain Creates a device that represents the display adapter and a swap chain used for rendering. |
| D3DDisassemble11Trace Disassembles a section of compiled Microsoft High Level Shader Language (HLSL) code that is specified by shader trace steps. |
| D3DX11CreateFFT Creates an ID3DX11FFT COM interface object. (D3DX11CreateFFT) |
| D3DX11CreateFFT1DComplex Creates an ID3DX11FFT COM interface object. (D3DX11CreateFFT1DComplex) |
| D3DX11CreateFFT1DReal Creates an ID3DX11FFT COM interface object. (D3DX11CreateFFT1DReal) |
| D3DX11CreateFFT2DComplex Creates an ID3DX11FFT COM interface object. (D3DX11CreateFFT2DComplex) |
| D3DX11CreateFFT2DReal Creates an ID3DX11FFT COM interface object. (D3DX11CreateFFT2DReal) |
| D3DX11CreateFFT3DComplex Creates an ID3DX11FFT COM interface object. (D3DX11CreateFFT3DComplex) |
| D3DX11CreateFFT3DReal Creates an ID3DX11FFT COM interface object. (D3DX11CreateFFT3DReal) |
| D3DX11CreateScan Creates a scan context. |
| D3DX11CreateSegmentedScan Creates a segmented scan context. |
| DecoderBeginFrame1 Starts a decoding operation to decode a video frame. (ID3D11VideoContext3::DecoderBeginFrame1) |
| DiscardResource Discards a resource from the device context. |
| DiscardView Discards a resource view from the device context. |
| DiscardView1 Discards the specified elements in a resource view from the device context. |
| Dispatch Execute a command list from a thread group. |
| DispatchIndirect Execute a command list over one or more thread groups. |
| Draw Draw non-indexed, non-instanced primitives. (ID3D11DeviceContext.Draw) |
| DrawAuto Draw geometry of an unknown size. |
| DrawIndexed Draw indexed, non-instanced primitives. (ID3D11DeviceContext.DrawIndexed) |
| DrawIndexedInstanced Draw indexed, instanced primitives. (ID3D11DeviceContext.DrawIndexedInstanced) |
| DrawIndexedInstancedIndirect Draw indexed, instanced, GPU-generated primitives. |
| DrawInstanced Draw non-indexed, instanced primitives. (ID3D11DeviceContext.DrawInstanced) |
| DrawInstancedIndirect Draw instanced, GPU-generated primitives. |
| DSGetConstantBuffers Get the constant buffers used by the domain-shader stage. |
| DSGetConstantBuffers1 Gets the constant buffers that the domain-shader stage uses. |
| DSGetSamplers Get an array of sampler state interfaces from the domain-shader stage. |
| DSGetShader Get the domain shader currently set on the device. |
| DSGetShaderResources Get the domain-shader resources. |
| DSSetConstantBuffers Sets the constant buffers used by the domain-shader stage. |
| DSSetConstantBuffers1 Sets the constant buffers that the domain-shader stage uses. |
| DSSetSamplers Set an array of sampler states to the domain-shader stage. |
| DSSetShader Set a domain shader to the device. |
| DSSetShaderResources Bind an array of shader resources to the domain-shader stage. |
| End Mark the end of a series of commands. |
| EndEvent Marks the end of a section of event code. |
| EndEvent Allows applications to annotate the end of a range of graphics commands. |
| Enter Enter a device's critical section. (ID3D11Multithread.Enter) |
| ExecuteCommandList Queues commands from a command list onto a device. |
| FinishCommandList Create a command list and record graphics commands into it. |
| Flush Sends queued-up commands in the command buffer to the graphics processing unit (GPU). |
| Flush1 Sends queued-up commands in the command buffer to the graphics processing unit (GPU), with a specified context type and an optional event handle to create an event query. |
| ForwardTransform Performs a forward FFT. |
| GenerateHlsl Generates Microsoft High Level Shader Language (HLSL) shader code that represents the function-linking-graph. |
| GenerateMips Generates mipmaps for the given shader resource. (ID3D11DeviceContext.GenerateMips) |
| GetBaseClass Gets an ID3D11ShaderReflectionType Interface interface containing the variable base class type. |
| GetBitwiseInstructionCount Gets the number of bitwise instructions. (ID3D11ShaderReflection.GetBitwiseInstructionCount) |
| GetBreakOnCategory Get a message category to break on when a message with that category passes through the storage filter. (ID3D11InfoQueue.GetBreakOnCategory) |
| GetBreakOnID Get a message identifier to break on when a message with that identifier passes through the storage filter. (ID3D11InfoQueue.GetBreakOnID) |
| GetBreakOnSeverity Get a message severity level to break on when a message with that severity level passes through the storage filter. (ID3D11InfoQueue.GetBreakOnSeverity) |
| GetBuffer This method returns the buffer of the current ID3D11ShaderReflectionVariable. |
| GetBufferPointer Gets a pointer to the data. |
| GetBufferSize Gets the size. |
| GetClassInstance Gets the class-instance object that represents the specified HLSL class. |
| GetClassLinkage Gets the ID3D11ClassLinkage object associated with the current HLSL class. |
| GetCompletedValue Gets the current value of the fence. (ID3D11Fence.GetCompletedValue) |
| GetConstantBufferByIndex The ID3D11FunctionReflection::GetConstantBufferByIndex (d3d11shader.h) method gets a constant buffer by index for a function. |
| GetConstantBufferByIndex The ID3D11ShaderReflection::GetConstantBufferByIndex (d3d11shader.h) method gets a constant buffer by index. |
| GetConstantBufferByName Gets a constant buffer by name for a function. (ID3D11FunctionReflection.GetConstantBufferByName) |
| GetConstantBufferByName Get a constant buffer by name. (ID3D11ShaderReflection.GetConstantBufferByName) |
| GetContextFlags Gets the initialization flags associated with the deferred context that created the command list. |
| GetContextFlags Gets the initialization flags associated with the current deferred context. |
| GetConversionInstructionCount Gets the number of conversion instructions. (ID3D11ShaderReflection.GetConversionInstructionCount) |
| GetCreationFlags Get the flags used during the call to create the device with D3D11CreateDevice. |
| GetData Get data from the graphics processing unit (GPU) asynchronously. |
| GetDataSize Get the size of the data (in bytes) that is output when calling ID3D11DeviceContext::GetData. |
| GetDesc Gets the description for blending state that you used to create the blend-state object. (ID3D11BlendState.GetDesc) |
| GetDesc Get the properties of a buffer resource. (ID3D11Buffer.GetDesc) |
| GetDesc Gets a description of the current HLSL class. |
| GetDesc Get a counter description. (ID3D11Counter.GetDesc) |
| GetDesc Gets the description for depth-stencil state that you used to create the depth-stencil-state object. |
| GetDesc Get the depth-stencil view. (ID3D11DepthStencilView.GetDesc) |
| GetDesc Get a query description. (ID3D11Query.GetDesc) |
| GetDesc Gets the description for rasterizer state that you used to create the rasterizer-state object. (ID3D11RasterizerState.GetDesc) |
| GetDesc Get the properties of a render target view. (ID3D11RenderTargetView.GetDesc) |
| GetDesc Gets the description for sampler state that you used to create the sampler-state object. |
| GetDesc Get the shader resource view's description. (ID3D11ShaderResourceView.GetDesc) |
| GetDesc Get the properties of the texture resource. (ID3D11Texture1D.GetDesc) |
| GetDesc Get the properties of the texture resource. (ID3D11Texture2D.GetDesc) |
| GetDesc Get the properties of the texture resource. (ID3D11Texture3D.GetDesc) |
| GetDesc Get a description of the resource. |
| GetDesc Fills the parameter descriptor structure for the function's parameter. (ID3D11FunctionParameterReflection.GetDesc) |
| GetDesc Fills the function descriptor structure for the function. (ID3D11FunctionReflection.GetDesc) |
| GetDesc Fills the library descriptor structure for the library reflection. (ID3D11LibraryReflection.GetDesc) |
| GetDesc Get a shader description. (ID3D11ShaderReflection.GetDesc) |
| GetDesc Get a constant-buffer description. (ID3D11ShaderReflectionConstantBuffer.GetDesc) |
| GetDesc Get the description of a shader-reflection-variable type. (ID3D11ShaderReflectionType.GetDesc) |
| GetDesc Get a shader-variable description. (ID3D11ShaderReflectionVariable.GetDesc) |
| GetDesc1 Gets the description for blending state that you used to create the blend-state object. (ID3D11BlendState1.GetDesc1) |
| GetDesc1 Gets the description for rasterizer state that you used to create the rasterizer-state object. (ID3D11RasterizerState1.GetDesc1) |
| GetDesc1 Gets a query description. |
| GetDesc1 Gets the properties of a render-target view. |
| GetDesc1 Gets the shader-resource view's description. |
| GetDesc1 Gets the properties of the texture resource. (ID3D11Texture2D1.GetDesc1) |
| GetDesc1 Gets the properties of the texture resource. (ID3D11Texture3D1.GetDesc1) |
| GetDesc1 Gets a description of the resource. |
| GetDesc2 Gets the description for rasterizer state that you used to create the rasterizer-state object. (ID3D11RasterizerState2.GetDesc2) |
| GetDevice Get a pointer to the device that created this interface. (ID3D11DeviceChild.GetDevice) |
| GetDeviceRemovedReason Get the reason why the device was removed. (ID3D11Device.GetDeviceRemovedReason) |
| GetEvictionPriority Get the eviction priority of a resource. (ID3D11Resource.GetEvictionPriority) |
| GetExceptionMode Get the exception-mode flags. (ID3D11Device.GetExceptionMode) |
| GetFeatureLevel Gets the feature level of the hardware device. (ID3D11Device.GetFeatureLevel) |
| GetFeatureMask Get a bitfield of flags that indicates which debug features are on or off. (ID3D11Debug.GetFeatureMask) |
| GetForwardScale Gets the scale for forward transforms. |
| GetFunctionByIndex The ID3D11LibraryReflection::GetFunctionByIndex (d3d11shader.h) method gets the function reflector. |
| GetFunctionParameter Gets the function parameter reflector. (ID3D11FunctionReflection.GetFunctionParameter) |
| GetGSInputPrimitive Gets the geometry-shader input-primitive description. (ID3D11ShaderReflection.GetGSInputPrimitive) |
| GetHardwareProtectionState Gets whether hardware protection is enabled. |
| GetImmediateContext Gets an immediate context, which can play back command lists. (ID3D11Device.GetImmediateContext) |
| GetImmediateContext1 Gets an immediate context, which can play back command lists. (ID3D11Device1.GetImmediateContext1) |
| GetImmediateContext2 Gets an immediate context, which can play back command lists. (ID3D11Device2.GetImmediateContext2) |
| GetImmediateContext3 Gets an immediate context, which can play back command lists. (ID3D11Device3.GetImmediateContext3) |
| GetInitialRegisterContents Retrieves the initial contents of the specified input register. |
| GetInputParameterDesc Get an input-parameter description for a shader. (ID3D11ShaderReflection.GetInputParameterDesc) |
| GetInstanceName Gets the instance name of the current HLSL class. |
| GetInterfaceByIndex Get an interface by index. |
| GetInterfaceSlot Gets the corresponding interface slot for a variable that represents an interface pointer. (ID3D11ShaderReflectionVariable.GetInterfaceSlot) |
| GetInverseScale Get the scale for inverse transforms. |
| GetLastError Gets the error from the last function call of the function-linking-graph. |
| GetMemberTypeByIndex The ID3D11ShaderReflectionType::GetMemberTypeByIndex (d3d11shader.h) method gets a shader-reflection-variable type by index. |
| GetMemberTypeByName Get a shader-reflection-variable type by name. (ID3D11ShaderReflectionType.GetMemberTypeByName) |
| GetMemberTypeName Get a shader-reflection-variable type. (ID3D11ShaderReflectionType.GetMemberTypeName) |
| GetMessage Get a message from the message queue. (ID3D11InfoQueue.GetMessage) |
| GetMessageCountLimit Get the maximum number of messages that can be added to the message queue. (ID3D11InfoQueue.GetMessageCountLimit) |
| GetMinFeatureLevel Gets the minimum feature level. (ID3D11ShaderReflection.GetMinFeatureLevel) |
| GetMovcInstructionCount Gets the number of Movc instructions. (ID3D11ShaderReflection.GetMovcInstructionCount) |
| GetMovInstructionCount Gets the number of Mov instructions. (ID3D11ShaderReflection.GetMovInstructionCount) |
| GetMultithreadProtected Find out if multithread protection is turned on or not. |
| GetMuteDebugOutput Get a boolean that turns the debug output on or off. (ID3D11InfoQueue.GetMuteDebugOutput) |
| GetNumInterfaces Gets the number of interfaces. (ID3D11ShaderReflectionType.GetNumInterfaces) |
| GetNumInterfaceSlots Gets the number of interface slots in a shader. (ID3D11ShaderReflection.GetNumInterfaceSlots) |
| GetNumMessagesAllowedByStorageFilter Get the number of messages that were allowed to pass through a storage filter. (ID3D11InfoQueue.GetNumMessagesAllowedByStorageFilter) |
| GetNumMessagesDeniedByStorageFilter Get the number of messages that were denied passage through a storage filter. (ID3D11InfoQueue.GetNumMessagesDeniedByStorageFilter) |
| GetNumMessagesDiscardedByMessageCountLimit Get the number of messages that were discarded due to the message count limit. (ID3D11InfoQueue.GetNumMessagesDiscardedByMessageCountLimit) |
| GetNumStoredMessages Get the number of messages currently stored in the message queue. (ID3D11InfoQueue.GetNumStoredMessages) |
| GetNumStoredMessagesAllowedByRetrievalFilter Get the number of messages that are able to pass through a retrieval filter. (ID3D11InfoQueue.GetNumStoredMessagesAllowedByRetrievalFilter) |
| GetOutputParameterDesc Get an output-parameter description for a shader. (ID3D11ShaderReflection.GetOutputParameterDesc) |
| GetPatchConstantParameterDesc Get a patch-constant parameter description for a shader. |
| GetPredication Get the rendering predicate state. (ID3D11DeviceContext.GetPredication) |
| GetPresentPerRenderOpDelay Get the number of milliseconds to sleep after IDXGISwapChain::Present is called. |
| GetPrivateData Get application-defined data from a device. |
| GetPrivateData Get application-defined data from a device child. (ID3D11DeviceChild.GetPrivateData) |
| GetReadRegister Retrieves information about a register that was read by a step in the trace. |
| GetRequiresFlags Gets a group of flags that indicates the requirements of a shader. (ID3D11ShaderReflection.GetRequiresFlags) |
| GetResource Get the resource that is accessed through this view. (ID3D11View.GetResource) |
| GetResourceBindingDesc Gets a description of how a resource is bound to a function. (ID3D11FunctionReflection.GetResourceBindingDesc) |
| GetResourceBindingDesc Get a description of how a resource is bound to a shader. (ID3D11ShaderReflection.GetResourceBindingDesc) |
| GetResourceBindingDescByName Gets a description of how a resource is bound to a function. (ID3D11FunctionReflection.GetResourceBindingDescByName) |
| GetResourceBindingDescByName Get a description of how a resource is bound to a shader. (ID3D11ShaderReflection.GetResourceBindingDescByName) |
| GetResourceMinLOD Gets the minimum level-of-detail (LOD). |
| GetResourceTiling Gets info about how a tiled resource is broken into tiles. (ID3D11Device2.GetResourceTiling) |
| GetRetrievalFilter Get the retrieval filter at the top of the retrieval-filter stack. (ID3D11InfoQueue.GetRetrievalFilter) |
| GetRetrievalFilterStackSize Get the size of the retrieval-filter stack in bytes. (ID3D11InfoQueue.GetRetrievalFilterStackSize) |
| GetStatus Determines whether the calling application is running under a Microsoft Direct3D profiling tool. |
| GetStep Retrieves information about the specified step in the trace. |
| GetStorageFilter Get the storage filter at the top of the storage-filter stack. (ID3D11InfoQueue.GetStorageFilter) |
| GetStorageFilterStackSize Get the size of the storage-filter stack in bytes. (ID3D11InfoQueue.GetStorageFilterStackSize) |
| GetSubType Gets the base class of a class. (ID3D11ShaderReflectionType.GetSubType) |
| GetSwapChain Get the swap chain that the runtime will use for automatically calling IDXGISwapChain::Present. |
| GetThreadGroupSize Retrieves the sizes, in units of threads, of the X, Y, and Z dimensions of the shader's thread-group grid. (ID3D11ShaderReflection.GetThreadGroupSize) |
| GetTraceStats Returns statistics about the trace. |
| GetType Gets the type of device context. |
| GetType Get the type of the resource. (ID3D11Resource.GetType) |
| GetType Get a shader-variable type. (ID3D11ShaderReflectionVariable.GetType) |
| GetTypeName Gets the type of the current HLSL class. |
| GetUseRef ID3D11SwitchToRef::GetUseRef method |
| GetVariableByIndex The ID3D11ShaderReflectionConstantBuffer::GetVariableByIndex (d3d11shader.h) method gets a shader-reflection variable by index. |
| GetVariableByName Gets a variable by name. (ID3D11FunctionReflection.GetVariableByName) |
| GetVariableByName Gets a variable by name. (ID3D11ShaderReflection.GetVariableByName) |
| GetVariableByName Get a shader-reflection variable by name. (ID3D11ShaderReflectionConstantBuffer.GetVariableByName) |
| GetWrittenRegister Retrieves information about a register that was written by a step in the trace. |
| GSGetConstantBuffers Get the constant buffers used by the geometry shader pipeline stage. (ID3D11DeviceContext.GSGetConstantBuffers) |
| GSGetConstantBuffers1 Gets the constant buffers that the geometry shader pipeline stage uses. |
| GSGetSamplers Get an array of sampler state interfaces from the geometry shader pipeline stage. |
| GSGetShader Get the geometry shader currently set on the device. (ID3D11DeviceContext.GSGetShader) |
| GSGetShaderResources Get the geometry shader resources. (ID3D11DeviceContext.GSGetShaderResources) |
| GSSetConstantBuffers Sets the constant buffers used by the geometry shader pipeline stage. |
| GSSetConstantBuffers1 Sets the constant buffers that the geometry shader pipeline stage uses. |
| GSSetSamplers Set an array of sampler states to the geometry shader pipeline stage. (ID3D11DeviceContext.GSSetSamplers) |
| GSSetShader Set a geometry shader to the device. (ID3D11DeviceContext.GSSetShader) |
| GSSetShaderResources Bind an array of shader resources to the geometry shader stage. (ID3D11DeviceContext.GSSetShaderResources) |
| HSGetConstantBuffers Get the constant buffers used by the hull-shader stage. |
| HSGetConstantBuffers1 Gets the constant buffers that the hull-shader stage uses. |
| HSGetSamplers Get an array of sampler state interfaces from the hull-shader stage. |
| HSGetShader Get the hull shader currently set on the device. |
| HSGetShaderResources Get the hull-shader resources. |
| HSSetConstantBuffers Set the constant buffers used by the hull-shader stage. |
| HSSetConstantBuffers1 Sets the constant buffers that the hull-shader stage of the pipeline uses. |
| HSSetSamplers Set an array of sampler states to the hull-shader stage. |
| HSSetShader Set a hull shader to the device. |
| HSSetShaderResources Bind an array of shader resources to the hull-shader stage. |
| IAGetIndexBuffer Get a pointer to the index buffer that is bound to the input-assembler stage. (ID3D11DeviceContext.IAGetIndexBuffer) |
| IAGetInputLayout Get a pointer to the input-layout object that is bound to the input-assembler stage. (ID3D11DeviceContext.IAGetInputLayout) |
| IAGetPrimitiveTopology Get information about the primitive type, and data order that describes input data for the input assembler stage. (ID3D11DeviceContext.IAGetPrimitiveTopology) |
| IAGetVertexBuffers Get the vertex buffers bound to the input-assembler stage. (ID3D11DeviceContext.IAGetVertexBuffers) |
| IASetIndexBuffer Bind an index buffer to the input-assembler stage. (ID3D11DeviceContext.IASetIndexBuffer) |
| IASetInputLayout Bind an input-layout object to the input-assembler stage. (ID3D11DeviceContext.IASetInputLayout) |
| IASetPrimitiveTopology Bind information about the primitive type, and data order that describes input data for the input assembler stage. (ID3D11DeviceContext.IASetPrimitiveTopology) |
| IASetVertexBuffers Bind an array of vertex buffers to the input-assembler stage. (ID3D11DeviceContext.IASetVertexBuffers) |
| ImplementsInterface Indicates whether a class type implements an interface. (ID3D11ShaderReflectionType.ImplementsInterface) |
| InverseTransform Performs an inverse FFT. |
| IsAnnotationEnabled Allows apps to determine when either a capture or profiling request is enabled. |
| IsEqual Indicates whether two ID3D11ShaderReflectionType Interface pointers have the same underlying type. |
| IsOfType Indicates whether a variable is of the specified type. (ID3D11ShaderReflectionType.IsOfType) |
| IsSampleFrequencyShader Indicates whether a shader is a sample frequency shader. (ID3D11ShaderReflection.IsSampleFrequencyShader) |
| Leave Leave a device's critical section. (ID3D11Multithread.Leave) |
| Link Links the shader and produces a shader blob that the Direct3D runtime can use. |
| Map Gets a pointer to the data contained in a subresource, and denies the GPU access to that subresource. |
| Multiscan Performs a multiscan of a sequence. |
| NegotiateCryptoSessionKeyExchangeMT Verifies that ID3D11VideoContext::NegotiateCryptoSessionKeyExchange behaves as expected when called asynchronously. |
| OMGetBlendState Get the blend state of the output-merger stage. (ID3D11DeviceContext.OMGetBlendState) |
| OMGetDepthStencilState Gets the depth-stencil state of the output-merger stage. (ID3D11DeviceContext.OMGetDepthStencilState) |
| OMGetRenderTargets Get pointers to the resources bound to the output-merger stage. (ID3D11DeviceContext.OMGetRenderTargets) |
| OMGetRenderTargetsAndUnorderedAccessViews Get pointers to the resources bound to the output-merger stage. (ID3D11DeviceContext.OMGetRenderTargetsAndUnorderedAccessViews) |
| OMSetBlendState Set the blend state of the output-merger stage. (ID3D11DeviceContext.OMSetBlendState) |
| OMSetDepthStencilState Sets the depth-stencil state of the output-merger stage. (ID3D11DeviceContext.OMSetDepthStencilState) |
| OMSetRenderTargets Bind one or more render targets atomically and the depth-stencil buffer to the output-merger stage. |
| OMSetRenderTargetsAndUnorderedAccessViews Binds resources to the output-merger stage. |
| Open A user-implemented method for opening and reading the contents of a shader |
| OpenSharedFence Opens a handle for a shared fence by using HANDLE and REFIID. |
| OpenSharedResource Give a device access to a shared resource created on a different device. |
| OpenSharedResource1 Gives a device access to a shared resource that is referenced by a handle and that was created on a different device. |
| OpenSharedResourceByName Gives a device access to a shared resource that is referenced by name and that was created on a different device. |
| PassValue Passes a value from a source linking node to a destination linking node. |
| PassValueWithSwizzle Passes a value with swizzle from a source linking node to a destination linking node. |
| PopRetrievalFilter Pop a retrieval filter from the top of the retrieval-filter stack. (ID3D11InfoQueue.PopRetrievalFilter) |
| PopStorageFilter Pop a storage filter from the top of the storage-filter stack. (ID3D11InfoQueue.PopStorageFilter) |
| PSGetConstantBuffers Get the constant buffers used by the pixel shader pipeline stage. (ID3D11DeviceContext.PSGetConstantBuffers) |
| PSGetConstantBuffers1 Gets the constant buffers that the pixel shader pipeline stage uses. |
| PSGetSamplers Get an array of sampler states from the pixel shader pipeline stage. (ID3D11DeviceContext.PSGetSamplers) |
| PSGetShader Get the pixel shader currently set on the device. (ID3D11DeviceContext.PSGetShader) |
| PSGetShaderResources Get the pixel shader resources. (ID3D11DeviceContext.PSGetShaderResources) |
| PSSelectStamp Sets the specified pixel-shader stamp. |
| PSSetConstantBuffers Sets the constant buffers used by the pixel shader pipeline stage. |
| PSSetConstantBuffers1 Sets the constant buffers that the pixel shader pipeline stage uses, and enables the shader to access other parts of the buffer. |
| PSSetSamplers Set an array of sampler states to the pixel shader pipeline stage. (ID3D11DeviceContext.PSSetSamplers) |
| PSSetShader Sets a pixel shader to the device. (ID3D11DeviceContext.PSSetShader) |
| PSSetShaderResources Bind an array of shader resources to the pixel shader stage. (ID3D11DeviceContext.PSSetShaderResources) |
| PushCopyOfRetrievalFilter Push a copy of retrieval filter currently on the top of the retrieval-filter stack onto the retrieval-filter stack. (ID3D11InfoQueue.PushCopyOfRetrievalFilter) |
| PushCopyOfStorageFilter Push a copy of storage filter currently on the top of the storage-filter stack onto the storage-filter stack. (ID3D11InfoQueue.PushCopyOfStorageFilter) |
| PushEmptyRetrievalFilter Push an empty retrieval filter onto the retrieval-filter stack. (ID3D11InfoQueue.PushEmptyRetrievalFilter) |
| PushEmptyStorageFilter Push an empty storage filter onto the storage-filter stack. (ID3D11InfoQueue.PushEmptyStorageFilter) |
| PushRetrievalFilter Push a retrieval filter onto the retrieval-filter stack. (ID3D11InfoQueue.PushRetrievalFilter) |
| PushStorageFilter Push a storage filter onto the storage-filter stack. (ID3D11InfoQueue.PushStorageFilter) |
| ReadFromSubresource Copies data from a D3D11_USAGE_DEFAULTtexture which was mapped using ID3D11DeviceContext3::Mapwhile providing a NULL D3D11_MAPPED_SUBRESOURCEparameter. |
| RegisterDestructionCallback Registers a user-defined callback to be invoked on destruction of the object from which this ID3DDestructionNotifier was created. |
| RegisterDeviceRemovedEvent Registers the "device removed" event and indicates when a Direct3D device has become removed for any reason, using an asynchronous notification mechanism. |
| ReportLiveDeviceObjects Report information about a device object's lifetime. |
| ResetTrace Resets the shader-trace object. |
| ResizeTilePool Resizes a tile pool. |
| ResolveSubresource Copy a multisampled resource into a non-multisampled resource. |
| RSGetScissorRects Get the array of scissor rectangles bound to the rasterizer stage. (ID3D11DeviceContext.RSGetScissorRects) |
| RSGetState Get the rasterizer state from the rasterizer stage of the pipeline. (ID3D11DeviceContext.RSGetState) |
| RSGetViewports Gets the array of viewports bound to the rasterizer stage. |
| RSSetScissorRects Bind an array of scissor rectangles to the rasterizer stage. (ID3D11DeviceContext.RSSetScissorRects) |
| RSSetState Set the rasterizer state for the rasterizer stage of the pipeline. (ID3D11DeviceContext.RSSetState) |
| RSSetViewports Bind an array of viewports to the rasterizer stage of the pipeline. (ID3D11DeviceContext.RSSetViewports) |
| Scan Performs an unsegmented scan of a sequence. |
| SegScan Performs a segmented scan of a sequence. |
| SetBreakOnCategory Set a message category to break on when a message with that category passes through the storage filter. (ID3D11InfoQueue.SetBreakOnCategory) |
| SetBreakOnID Set a message identifier to break on when a message with that identifier passes through the storage filter. (ID3D11InfoQueue.SetBreakOnID) |
| SetBreakOnSeverity Set a message severity level to break on when a message with that severity level passes through the storage filter. (ID3D11InfoQueue.SetBreakOnSeverity) |
| SetEventOnCompletion Specifies an event that should be fired when the fence reaches a certain value. (ID3D11Fence.SetEventOnCompletion) |
| SetEvictionPriority Set the eviction priority of a resource. (ID3D11Resource.SetEvictionPriority) |
| SetExceptionMode Get the exception-mode flags. (ID3D11Device.SetExceptionMode) |
| SetFeatureMask Set a bit field of flags that will turn debug features on and off. (ID3D11Debug.SetFeatureMask) |
| SetForwardScale Sets the scale used for forward transforms. |
| SetHardwareProtectionState Sets the hardware protection state. |
| SetInputSignature Sets the input signature of the function-linking-graph. |
| SetInverseScale Sets the scale used for inverse transforms. |
| SetMarker Marks a single point of execution in code. |
| SetMarkerInt Allows applications to annotate graphics commands. |
| SetMessageCountLimit Set the maximum number of messages that can be added to the message queue. (ID3D11InfoQueue.SetMessageCountLimit) |
| SetMultithreadProtected Turns multithread protection on or off. |
| SetMuteDebugOutput Set a boolean that turns the debug output on or off. (ID3D11InfoQueue.SetMuteDebugOutput) |
| SetOutputSignature Sets the output signature of the function-linking-graph. |
| SetPredication Set a rendering predicate. (ID3D11DeviceContext.SetPredication) |
| SetPresentPerRenderOpDelay Set the number of milliseconds to sleep after IDXGISwapChain::Present is called. |
| SetPrivateData Set data to a device and associate that data with a guid. (ID3D11Device.SetPrivateData) |
| SetPrivateData Set application-defined data to a device child and associate that data with an application-defined guid. (ID3D11DeviceChild.SetPrivateData) |
| SetPrivateDataInterface Associate an IUnknown-derived interface with this device child and associate that interface with an application-defined guid. (ID3D11Device.SetPrivateDataInterface) |
| SetPrivateDataInterface Associate an IUnknown-derived interface with this device child and associate that interface with an application-defined guid. (ID3D11DeviceChild.SetPrivateDataInterface) |
| SetResourceMinLOD Sets the minimum level-of-detail (LOD) for a resource. |
| SetScanDirection Sets which direction to perform scans in. (ID3DX11Scan.SetScanDirection) |
| SetScanDirection Sets which direction to perform scans in. (ID3DX11SegmentedScan.SetScanDirection) |
| SetShaderTrackingOptions Sets the reference rasterizer's race-condition tracking options for a specific shader. |
| SetShaderTrackingOptionsByType Sets the reference rasterizer's default race-condition tracking options for the specified resource types. |
| SetSwapChain Sets a swap chain that the runtime will use for automatically calling IDXGISwapChain::Present. |
| SetTrackingOptions Sets graphics processing unit (GPU) debug reference default tracking options for specific resource types. |
| SetTrackingOptions Sets graphics processing unit (GPU) debug reference tracking options. |
| SetUseRef ID3D11SwitchToRef::SetUseRef method |
| Signal Updates a fence to a specified value after all previous work has completed. |
| SOGetTargets Get the target output buffers for the stream-output stage of the pipeline. |
| SOSetTargets Set the target output buffers for the stream-output stage of the pipeline. |
| SwapDeviceContextState Activates the given context state object and changes the current device behavior to Direct3D 11, Direct3D 10.1, or Direct3D 10. |
| TiledResourceBarrier Specifies a data access ordering constraint between multiple tiled resources. |
| TraceReady Specifies that the shader trace recorded and is ready to use. |
| Unmap Invalidate the pointer to a resource and reenable the GPU's access to that resource. |
| UnregisterDestructionCallback Unregisters a callback that was registered with RegisterDestructionCallback. |
| UnregisterDeviceRemoved Unregisters the "device removed" event. |
| UpdateSubresource The CPU copies data from memory to a subresource created in non-mappable memory. (ID3D11DeviceContext.UpdateSubresource) |
| UpdateSubresource1 The CPU copies data from memory to a subresource created in non-mappable memory. (ID3D11DeviceContext1.UpdateSubresource1) |
| UpdateTileMappings Updates mappings of tile locations in tiled resources to memory locations in a tile pool. |
| UpdateTiles Updates tiles by copying from app memory to the tiled resource. |
| UseLibrary Adds an instance of a library module to be used for linking. |
| ValidateContext Check to see if the draw pipeline state is valid. |
| ValidateContextForDispatch Verifies whether the dispatch pipeline state is valid. |
| VSGetConstantBuffers Get the constant buffers used by the vertex shader pipeline stage. (ID3D11DeviceContext.VSGetConstantBuffers) |
| VSGetConstantBuffers1 Gets the constant buffers that the vertex shader pipeline stage uses. |
| VSGetSamplers Get an array of sampler states from the vertex shader pipeline stage. (ID3D11DeviceContext.VSGetSamplers) |
| VSGetShader Get the vertex shader currently set on the device. (ID3D11DeviceContext.VSGetShader) |
| VSGetShaderResources Get the vertex shader resources. (ID3D11DeviceContext.VSGetShaderResources) |
| VSSetConstantBuffers Sets the constant buffers used by the vertex shader pipeline stage. |
| VSSetConstantBuffers1 Sets the constant buffers that the vertex shader pipeline stage uses. |
| VSSetSamplers Set an array of sampler states to the vertex shader pipeline stage. (ID3D11DeviceContext.VSSetSamplers) |
| VSSetShader Set a vertex shader to the device. (ID3D11DeviceContext.VSSetShader) |
| VSSetShaderResources Bind an array of shader resources to the vertex-shader stage. |
| Wait Waits until the specified fence reaches or exceeds the specified value before future work can begin. |
| WriteToSubresource Copies data into a D3D11_USAGE_DEFAULTtexture which was mapped using ID3D11DeviceContext3::Mapwhile providing a NULL D3D11_MAPPED_SUBRESOURCEparameter. |
Interfaces
| ID3D10Blob This interface is used to return arbitrary-length data. |
| ID3D11Asynchronous This interface encapsulates methods for retrieving data from the GPU asynchronously. (ID3D11Asynchronous) |
| ID3D11BlendState The blend-state interface holds a description for blending state that you can bind to the output-merger stage. |
| ID3D11BlendState1 The blend-state interface holds a description for blending state that you can bind to the output-merger stage. This blend-state interface supports logical operations as well as blending operations. |
| ID3D11Buffer A buffer interface accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data. (ID3D11Buffer) |
| ID3D11ClassInstance This interface encapsulates an HLSL class. |
| ID3D11ClassLinkage This interface encapsulates an HLSL dynamic linkage. |
| ID3D11CommandList The ID3D11CommandList interface encapsulates a list of graphics commands for play back. |
| ID3D11ComputeShader A compute-shader interface manages an executable program (a compute shader) that controls the compute-shader stage. |
| ID3D11Counter This interface encapsulates methods for measuring GPU performance. (ID3D11Counter) |
| ID3D11Debug A debug interface controls debug settings, validates pipeline state and can only be used if the debug layer is turned on. (ID3D11Debug) |
| ID3D11DepthStencilState The depth-stencil-state interface holds a description for depth-stencil state that you can bind to the output-merger stage. |
| ID3D11DepthStencilView A depth-stencil-view interface accesses a texture resource during depth-stencil testing. (ID3D11DepthStencilView) |
| ID3D11Device The device interface represents a virtual adapter; it is used to create resources. |
| ID3D11Device1 The device interface represents a virtual adapter; it is used to create resources. ID3D11Device1 adds new methods to those in ID3D11Device. |
| ID3D11Device2 The device interface represents a virtual adapter; it is used to create resources. ID3D11Device2 adds new methods to those in ID3D11Device1. |
| ID3D11Device3 The device interface represents a virtual adapter; it is used to create resources. ID3D11Device3 adds new methods to those in ID3D11Device2. |
| ID3D11Device4 The device interface represents a virtual adapter; it is used to create resources. ID3D11Device4 adds new methods to those in ID3D11Device3, such as RegisterDeviceRemovedEvent and UnregisterDeviceRemoved. |
| ID3D11Device5 The device interface represents a virtual adapter; it is used to create resources. ID3D11Device5 adds new methods to those in ID3D11Device4. |
| ID3D11DeviceChild A device-child interface accesses data used by a device. (ID3D11DeviceChild) |
| ID3D11DeviceContext The ID3D11DeviceContext interface represents a device context which generates rendering commands. |
| ID3D11DeviceContext1 The device context interface represents a device context; it is used to render commands. ID3D11DeviceContext1 adds new methods to those in ID3D11DeviceContext. |
| ID3D11DeviceContext2 The device context interface represents a device context; it is used to render commands. ID3D11DeviceContext2 adds new methods to those in ID3D11DeviceContext1. |
| ID3D11DeviceContext3 The device context interface represents a device context; it is used to render commands. ID3D11DeviceContext3 adds new methods to those in ID3D11DeviceContext2. |
| ID3D11DeviceContext4 The device context interface represents a device context; it is used to render commands. ID3D11DeviceContext4 adds new methods to those in ID3D11DeviceContext3. |
| ID3D11DomainShader A domain-shader interface manages an executable program (a domain shader) that controls the domain-shader stage. |
| ID3D11Fence Represents a fence, an object used for synchronization of the CPU and one or more GPUs. (ID3D11Fence) |
| ID3D11FunctionLinkingGraph A function-linking-graph interface is used for constructing shaders that consist of a sequence of precompiled function calls that pass values to each other. |
| ID3D11FunctionParameterReflection A function-parameter-reflection interface accesses function-parameter info. (ID3D11FunctionParameterReflection) |
| ID3D11FunctionReflection A function-reflection interface accesses function info. (ID3D11FunctionReflection) |
| ID3D11GeometryShader A geometry-shader interface manages an executable program (a geometry shader) that controls the geometry-shader stage. (ID3D11GeometryShader) |
| ID3D11HullShader A hull-shader interface manages an executable program (a hull shader) that controls the hull-shader stage. |
| ID3D11InfoQueue An information-queue interface stores, retrieves, and filters debug messages. The queue consists of a message queue, an optional storage filter stack, and a optional retrieval filter stack. (ID3D11InfoQueue) |
| ID3D11InputLayout 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. |
| ID3D11LibraryReflection A library-reflection interface accesses library info. (ID3D11LibraryReflection) |
| ID3D11Linker A linker interface is used to link a shader module. |
| ID3D11LinkingNode A linking-node interface is used for shader linking. |
| ID3D11Module A module interface creates an instance of a module that is used for resource rebinding. |
| ID3D11ModuleInstance A module-instance interface is used for resource rebinding. |
| ID3D11Multithread Provides threading protection for critical sections of a multi-threaded application. |
| ID3D11PixelShader A pixel-shader interface manages an executable program (a pixel shader) that controls the pixel-shader stage. (ID3D11PixelShader) |
| ID3D11Predicate A predicate interface determines whether geometry should be processed depending on the results of a previous draw call. (ID3D11Predicate) |
| ID3D11Query A query interface queries information from the GPU. (ID3D11Query) |
| ID3D11Query1 Represents a query object for querying information from the graphics processing unit (GPU). |
| ID3D11RasterizerState The rasterizer-state interface holds a description for rasterizer state that you can bind to the rasterizer stage. |
| ID3D11RasterizerState1 The rasterizer-state interface holds a description for rasterizer state that you can bind to the rasterizer stage. This rasterizer-state interface supports forced sample count. |
| ID3D11RasterizerState2 The rasterizer-state interface holds a description for rasterizer state that you can bind to the rasterizer stage. This rasterizer-state interface supports forced sample count and conservative rasterization mode. |
| ID3D11RefDefaultTrackingOptions The default tracking interface sets reference default tracking options. |
| ID3D11RefTrackingOptions The tracking interface sets reference tracking options. |
| ID3D11RenderTargetView A render-target-view interface identifies the render-target subresources that can be accessed during rendering. (ID3D11RenderTargetView) |
| ID3D11RenderTargetView1 A render-target-view interface represents the render-target subresources that can be accessed during rendering. |
| ID3D11Resource A resource interface provides common actions on all resources. (ID3D11Resource) |
| ID3D11SamplerState 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. |
| ID3D11ShaderReflection A shader-reflection interface accesses shader information. (ID3D11ShaderReflection) |
| ID3D11ShaderReflectionConstantBuffer This shader-reflection interface provides access to a constant buffer. (ID3D11ShaderReflectionConstantBuffer) |
| ID3D11ShaderReflectionType This shader-reflection interface provides access to variable type. (ID3D11ShaderReflectionType) |
| ID3D11ShaderReflectionVariable This shader-reflection interface provides access to a variable. (ID3D11ShaderReflectionVariable) |
| ID3D11ShaderResourceView A shader-resource-view interface specifies the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, and a texture. |
| ID3D11ShaderResourceView1 A shader-resource-view interface represents the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, and a texture. |
| ID3D11ShaderTrace An ID3D11ShaderTrace interface implements methods for obtaining traces of shader executions. |
| ID3D11ShaderTraceFactory An ID3D11ShaderTraceFactory interface implements a method for generating shader trace information objects. |
| ID3D11SwitchToRef ID3D11SwitchToRef interface |
| ID3D11Texture1D A 1D texture interface accesses texel data, which is structured memory. (ID3D11Texture1D) |
| ID3D11Texture2D A 2D texture interface manages texel data, which is structured memory. (ID3D11Texture2D) |
| ID3D11Texture2D1 A 2D texture interface represents texel data, which is structured memory. |
| ID3D11Texture3D A 3D texture interface accesses texel data, which is structured memory. (ID3D11Texture3D) |
| ID3D11Texture3D1 A 3D texture interface represents texel data, which is structured memory. |
| ID3D11TracingDevice The tracing device interface sets shader tracking information, which enables accurate logging and playback of shader execution. |
| ID3D11UnorderedAccessView A view interface specifies the parts of a resource the pipeline can access during rendering. (ID3D11UnorderedAccessView) |
| ID3D11UnorderedAccessView1 An unordered-access-view interface represents the parts of a resource the pipeline can access during rendering. |
| ID3D11VertexShader A vertex-shader interface manages an executable program (a vertex shader) that controls the vertex-shader stage. (ID3D11VertexShader) |
| ID3D11VideoContext3 Provides the video functionality of a Microsoft Direct3D 11 device. (ID3D11VideoContext3) |
| ID3D11VideoDevice2 Provides the video decoding and video processing capabilities of a Microsoft Direct3D 11 device. |
| ID3D11View A view interface specifies the parts of a resource the pipeline can access during rendering. (ID3D11View) |
| ID3DDestructionNotifier ID3DDestructionNotifier is an interface that you can use to register for callbacks when a Direct3D nano-COM object is destroyed. |
| ID3DDeviceContextState The ID3DDeviceContextState interface represents a context state object, which holds state and behavior information about a Microsoft Direct3D device. |
| ID3DInclude ID3DInclude is an include interface that the user implements to allow an application to call user-overridable methods for opening and closing shader |
| ID3DUserDefinedAnnotation The ID3DUserDefinedAnnotation interface enables an application to describe conceptual sections and markers within the application's code flow. |
| ID3DX11FFT Encapsulates forward and inverse FFTs. |
| ID3DX11Scan Scan context. |
| ID3DX11SegmentedScan Segmented scan context. |
Structures
| CD3D11_BLEND_DESC Represents a blend-state structure and provides convenience methods for creating blend-state structures. |
| CD3D11_BLEND_DESC1 Describes the blend state that you use in a call to ID3D11Device1::CreateBlendState1 to create a blend-state object.D |
| CD3D11_BOX Represents a box and provides convenience methods for creating boxes. |
| CD3D11_BUFFER_DESC Represents a buffer and provides convenience methods for creating buffers. |
| CD3D11_COUNTER_DESC Represents a counter and provides convenience methods for creating counters. |
| CD3D11_DEPTH_STENCIL_DESC Represents a depth-stencil-state structure and provides convenience methods for creating depth-stencil-state structures. |
| CD3D11_DEPTH_STENCIL_VIEW_DESC Represents a depth-stencil view and provides convenience methods for creating depth-stencil views. |
| CD3D11_QUERY_DESC Represents a query and provides convenience methods for creating queries. |
| CD3D11_QUERY_DESC1 Describes a query.D |
| CD3D11_RASTERIZER_DESC Represents a rasterizer-state structure and provides convenience methods for creating rasterizer-state structures. |
| CD3D11_RASTERIZER_DESC1 The CD3D11_RASTERIZER_DESC1 (d3d11_1.h) structure describes rasterizer state. |
| CD3D11_RASTERIZER_DESC2 The CD3D11_RASTERIZER_DESC2 (d3d11_3.h) structure describes rasterizer state. |
| CD3D11_RECT Represents a rectangle and provides convenience methods for creating rectangles. |
| CD3D11_RENDER_TARGET_VIEW_DESC Represents a render-target view and provides convenience methods for creating render-target views. |
| CD3D11_RENDER_TARGET_VIEW_DESC1 Describes the subresources from a resource that are accessible using a render-target view.D |
| CD3D11_SAMPLER_DESC Represents a sampler state and provides convenience methods for creating sampler states. |
| CD3D11_SHADER_RESOURCE_VIEW_DESC Represents a shader-resource view and provides convenience methods for creating shader-resource views. |
| CD3D11_SHADER_RESOURCE_VIEW_DESC1 Describes a shader-resource view.D |
| CD3D11_TEXTURE1D_DESC Represents a 1D texture and provides convenience methods for creating 1D textures. |
| CD3D11_TEXTURE2D_DESC Represents a 2D texture and provides convenience methods for creating 2D textures. |
| CD3D11_TEXTURE2D_DESC1 The CD3D11_TEXTURE2D_DESC1 (d3d11_3.h) structure describes a 2D texture. |
| CD3D11_TEXTURE3D_DESC Represents a 3D texture and provides convenience methods for creating 3D textures. |
| CD3D11_TEXTURE3D_DESC1 The CD3D11_TEXTURE3D_DESC1 (d3d11_3.h) structure describes a 3D texture. |
| CD3D11_UNORDERED_ACCESS_VIEW_DESC Represents a unordered-access view and provides convenience methods for creating unordered-access views. |
| CD3D11_UNORDERED_ACCESS_VIEW_DESC1 Describes the subresources from a resource that are accessible using an unordered-access view.D |
| CD3D11_VIEWPORT Represents a viewport and provides convenience methods for creating viewports. |
| D3D_SHADER_MACRO Defines a shader macro. |
| D3D11_AUTHENTICATED_PROTECTION_FLAGS Specifies the protection level for video content. |
| D3D11_BLEND_DESC Describes the blend state that you use in a call to ID3D11Device::CreateBlendState to create a blend-state object. |
| D3D11_BLEND_DESC1 Describes the blend state that you use in a call to ID3D11Device1::CreateBlendState1 to create a blend-state object. (D3D11_BLEND_DESC1) |
| D3D11_BOX Defines a 3D box. (D3D11_BOX) |
| D3D11_BUFFER_DESC Describes a buffer resource. (D3D11_BUFFER_DESC) |
| D3D11_BUFFER_RTV Specifies the elements in a buffer resource to use in a render-target view. |
| D3D11_BUFFER_SRV Specifies the elements in a buffer resource to use in a shader-resource view. (D3D11_BUFFER_SRV) |
| D3D11_BUFFER_UAV Describes the elements in a buffer to use in a unordered-access view. (D3D11_BUFFER_UAV) |
| D3D11_BUFFEREX_SRV Describes the elements in a raw buffer resource to use in a shader-resource view. |
| D3D11_CLASS_INSTANCE_DESC Describes an HLSL class instance. |
| D3D11_COMPUTE_SHADER_TRACE_DESC Describes an instance of a compute shader to trace. |
| D3D11_COUNTER_DESC Describes a counter. (D3D11_COUNTER_DESC) |
| D3D11_COUNTER_INFO Information about the video card's performance counter capabilities. (D3D11_COUNTER_INFO) |
| D3D11_DEPTH_STENCIL_DESC Describes depth-stencil state. (D3D11_DEPTH_STENCIL_DESC) |
| D3D11_DEPTH_STENCIL_VIEW_DESC Specifies the subresources of a texture that are accessible from a depth-stencil view. |
| D3D11_DEPTH_STENCILOP_DESC Stencil operations that can be performed based on the results of stencil test. |
| D3D11_DOMAIN_SHADER_TRACE_DESC Describes an instance of a domain shader to trace. |
| D3D11_DRAW_INDEXED_INSTANCED_INDIRECT_ARGS Arguments for draw indexed instanced indirect. |
| D3D11_DRAW_INSTANCED_INDIRECT_ARGS Arguments for draw instanced indirect. |
| D3D11_FEATURE_DATA_ARCHITECTURE_INFO Describes information about Direct3D 11.1 adapter architecture. |
| D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS Describes compute shader and raw and structured buffer support in the current graphics driver. |
| D3D11_FEATURE_DATA_D3D11_OPTIONS Describes Direct3D 11.1 feature options in the current graphics driver. |
| D3D11_FEATURE_DATA_D3D11_OPTIONS1 Describes Direct3D 11.2 feature options in the current graphics driver. |
| D3D11_FEATURE_DATA_D3D11_OPTIONS2 Describes Direct3D 11.3 feature options in the current graphics driver. (D3D11_FEATURE_DATA_D3D11_OPTIONS2) |
| D3D11_FEATURE_DATA_D3D11_OPTIONS3 Describes Direct3D 11.3 feature options in the current graphics driver. (D3D11_FEATURE_DATA_D3D11_OPTIONS3) |
| D3D11_FEATURE_DATA_D3D11_OPTIONS4 Describes Direct3D 11.4 feature options in the current graphics driver. |
| D3D11_FEATURE_DATA_D3D11_OPTIONS5 Describes the level of support for shared resources in the current graphics driver. |
| D3D11_FEATURE_DATA_D3D9_OPTIONS Describes Direct3D 9 feature options in the current graphics driver. (D3D11_FEATURE_DATA_D3D9_OPTIONS) |
| D3D11_FEATURE_DATA_D3D9_OPTIONS1 Describes Direct3D 9 feature options in the current graphics driver. (D3D11_FEATURE_DATA_D3D9_OPTIONS1) |
| D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT Describes Direct3D 9 shadow support in the current graphics driver. |
| D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT Describes whether simple instancing is supported. |
| D3D11_FEATURE_DATA_DISPLAYABLE Describes the level of displayable surfaces supported in the current graphics driver. |
| D3D11_FEATURE_DATA_DOUBLES Describes double data type support in the current graphics driver. |
| D3D11_FEATURE_DATA_FORMAT_SUPPORT Describes which resources are supported by the current graphics driver for a given format. (D3D11_FEATURE_DATA_FORMAT_SUPPORT) |
| D3D11_FEATURE_DATA_FORMAT_SUPPORT2 Describes which unordered resource options are supported by the current graphics driver for a given format. |
| D3D11_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT Describes feature data GPU virtual address support, including maximum address bits per resource and per process. |
| D3D11_FEATURE_DATA_MARKER_SUPPORT Describes whether a GPU profiling technique is supported. |
| D3D11_FEATURE_DATA_SHADER_CACHE Describes the level of shader caching supported in the current graphics driver. (D3D11_FEATURE_DATA_SHADER_CACHE) |
| D3D11_FEATURE_DATA_SHADER_MIN_PRECISION_SUPPORT Describes precision support options for shaders in the current graphics driver. |
| D3D11_FEATURE_DATA_THREADING Describes the multi-threading features that are supported by the current graphics driver. |
| D3D11_FEATURE_DATA_VIDEO_DECODER_HISTOGRAM Provides data for calls to ID3D11VideoDevice2::CheckFeatureSupport when the feature specified is D3D11_FEATURE_VIDEO_DECODER_HISTOGRAM. |
| D3D11_FUNCTION_DESC Describes a function. (D3D11_FUNCTION_DESC) |
| D3D11_GEOMETRY_SHADER_TRACE_DESC Describes an instance of a geometry shader to trace. |
| D3D11_HULL_SHADER_TRACE_DESC Describes an instance of a hull shader to trace. |
| D3D11_INFO_QUEUE_FILTER Debug message filter; contains a lists of message types to allow or deny. (D3D11_INFO_QUEUE_FILTER) |
| D3D11_INFO_QUEUE_FILTER_DESC Allow or deny certain types of messages to pass through a filter. (D3D11_INFO_QUEUE_FILTER_DESC) |
| D3D11_INPUT_ELEMENT_DESC A description of a single element for the input-assembler stage. (D3D11_INPUT_ELEMENT_DESC) |
| D3D11_LIBRARY_DESC Describes a library. (D3D11_LIBRARY_DESC) |
| D3D11_MAPPED_SUBRESOURCE Provides access to subresource data. |
| D3D11_MESSAGE A debug message in the Information Queue. (D3D11_MESSAGE) |
| D3D11_PACKED_MIP_DESC Describes the tile structure of a tiled resource with mipmaps. (D3D11_PACKED_MIP_DESC) |
| D3D11_PARAMETER_DESC Describes a function parameter. (D3D11_PARAMETER_DESC) |
| D3D11_PIXEL_SHADER_TRACE_DESC Describes an instance of a pixel shader to trace. |
| D3D11_QUERY_DATA_PIPELINE_STATISTICS Query information about graphics-pipeline activity in between calls to ID3D11DeviceContext::Begin and ID3D11DeviceContext::End. |
| D3D11_QUERY_DATA_SO_STATISTICS Query information about the amount of data streamed out to the stream-output buffers in between ID3D11DeviceContext::Begin and ID3D11DeviceContext::End. |
| D3D11_QUERY_DATA_TIMESTAMP_DISJOINT Query information about the reliability of a timestamp query. (D3D11_QUERY_DATA_TIMESTAMP_DISJOINT) |
| D3D11_QUERY_DESC Describes a query. (D3D11_QUERY_DESC) |
| D3D11_QUERY_DESC1 Describes a query. (D3D11_QUERY_DESC1) |
| D3D11_RASTERIZER_DESC Describes rasterizer state. (D3D11_RASTERIZER_DESC) |
| D3D11_RASTERIZER_DESC1 Describes rasterizer state. (D3D11_RASTERIZER_DESC1) |
| D3D11_RASTERIZER_DESC2 Describes rasterizer state. (D3D11_RASTERIZER_DESC2) |
| D3D11_RENDER_TARGET_BLEND_DESC Describes the blend state for a render target. (D3D11_RENDER_TARGET_BLEND_DESC) |
| D3D11_RENDER_TARGET_BLEND_DESC1 Describes the blend state for a render target. (D3D11_RENDER_TARGET_BLEND_DESC1) |
| D3D11_RENDER_TARGET_VIEW_DESC Specifies the subresources from a resource that are accessible using a render-target view. |
| D3D11_RENDER_TARGET_VIEW_DESC1 Describes the subresources from a resource that are accessible using a render-target view. (D3D11_RENDER_TARGET_VIEW_DESC1) |
| D3D11_SAMPLER_DESC Describes a sampler state. (D3D11_SAMPLER_DESC) |
| D3D11_SHADER_BUFFER_DESC Describes a shader constant-buffer. (D3D11_SHADER_BUFFER_DESC) |
| D3D11_SHADER_DESC Describes a shader. (D3D11_SHADER_DESC) |
| D3D11_SHADER_INPUT_BIND_DESC Describes how a shader resource is bound to a shader input. (D3D11_SHADER_INPUT_BIND_DESC) |
| D3D11_SHADER_RESOURCE_VIEW_DESC Describes a shader-resource view. (D3D11_SHADER_RESOURCE_VIEW_DESC) |
| D3D11_SHADER_RESOURCE_VIEW_DESC1 Describes a shader-resource view. (D3D11_SHADER_RESOURCE_VIEW_DESC1) |
| D3D11_SHADER_TRACE_DESC Describes a shader-trace object. |
| D3D11_SHADER_TYPE_DESC Describes a shader-variable type. (D3D11_SHADER_TYPE_DESC) |
| D3D11_SHADER_VARIABLE_DESC Describes a shader variable. (D3D11_SHADER_VARIABLE_DESC) |
| D3D11_SIGNATURE_PARAMETER_DESC Describes a shader signature. (D3D11_SIGNATURE_PARAMETER_DESC) |
| D3D11_SO_DECLARATION_ENTRY Description of a vertex element in a vertex buffer in an output slot. (D3D11_SO_DECLARATION_ENTRY) |
| D3D11_SUBRESOURCE_DATA Specifies data for initializing a subresource. (D3D11_SUBRESOURCE_DATA) |
| D3D11_SUBRESOURCE_TILING Describes a tiled subresource volume. (D3D11_SUBRESOURCE_TILING) |
| D3D11_TEX1D_ARRAY_DSV Specifies the subresources from an array of 1D textures to use in a depth-stencil view. |
| D3D11_TEX1D_ARRAY_RTV Specifies the subresources from an array of 1D textures to use in a render-target view. |
| D3D11_TEX1D_ARRAY_SRV Specifies the subresources from an array of 1D textures to use in a shader-resource view. |
| D3D11_TEX1D_ARRAY_UAV Describes an array of unordered-access 1D texture resources. (D3D11_TEX1D_ARRAY_UAV) |
| D3D11_TEX1D_DSV Specifies the subresource from a 1D texture that is accessible to a depth-stencil view. (D3D11_TEX1D_DSV) |
| D3D11_TEX1D_RTV Specifies the subresource from a 1D texture to use in a render-target view. (D3D11_TEX1D_RTV) |
| D3D11_TEX1D_SRV Specifies the subresource from a 1D texture to use in a shader-resource view. (D3D11_TEX1D_SRV) |
| D3D11_TEX1D_UAV Describes a unordered-access 1D texture resource. (D3D11_TEX1D_UAV) |
| D3D11_TEX2D_ARRAY_DSV Specifies the subresources from an array 2D textures that are accessible to a depth-stencil view. |
| D3D11_TEX2D_ARRAY_RTV Specifies the subresources from an array of 2D textures to use in a render-target view. |
| D3D11_TEX2D_ARRAY_RTV1 Describes the subresources from an array of 2D textures to use in a render-target view. (D3D11_TEX2D_ARRAY_RTV1) |
| D3D11_TEX2D_ARRAY_SRV Specifies the subresources from an array of 2D textures to use in a shader-resource view. |
| D3D11_TEX2D_ARRAY_SRV1 Describes the subresources from an array of 2D textures to use in a shader-resource view. (D3D11_TEX2D_ARRAY_SRV1) |
| D3D11_TEX2D_ARRAY_UAV Describes an array of unordered-access 2D texture resources. (D3D11_TEX2D_ARRAY_UAV) |
| D3D11_TEX2D_ARRAY_UAV1 Describes an array of unordered-access 2D texture resources. (D3D11_TEX2D_ARRAY_UAV1) |
| D3D11_TEX2D_DSV Specifies the subresource from a 2D texture that is accessible to a depth-stencil view. (D3D11_TEX2D_DSV) |
| D3D11_TEX2D_RTV Specifies the subresource from a 2D texture to use in a render-target view. (D3D11_TEX2D_RTV) |
| D3D11_TEX2D_RTV1 Describes the subresource from a 2D texture to use in a render-target view. (D3D11_TEX2D_RTV1) |
| D3D11_TEX2D_SRV Specifies the subresource from a 2D texture to use in a shader-resource view. (D3D11_TEX2D_SRV) |
| D3D11_TEX2D_SRV1 Describes the subresource from a 2D texture to use in a shader-resource view. (D3D11_TEX2D_SRV1) |
| D3D11_TEX2D_UAV Describes a unordered-access 2D texture resource. (D3D11_TEX2D_UAV) |
| D3D11_TEX2D_UAV1 Describes a unordered-access 2D texture resource. (D3D11_TEX2D_UAV1) |
| D3D11_TEX2DMS_ARRAY_DSV Specifies the subresources from an array of multisampled 2D textures for a depth-stencil view. |
| D3D11_TEX2DMS_ARRAY_RTV Specifies the subresources from a an array of multisampled 2D textures to use in a render-target view. |
| D3D11_TEX2DMS_ARRAY_SRV Specifies the subresources from an array of multisampled 2D textures to use in a shader-resource view. |
| D3D11_TEX2DMS_DSV Specifies the subresource from a multisampled 2D texture that is accessible to a depth-stencil view. (D3D11_TEX2DMS_DSV) |
| D3D11_TEX2DMS_RTV Specifies the subresource from a multisampled 2D texture to use in a render-target view. (D3D11_TEX2DMS_RTV) |
| D3D11_TEX2DMS_SRV Specifies the subresources from a multisampled 2D texture to use in a shader-resource view. |
| D3D11_TEX3D_RTV Specifies the subresources from a 3D texture to use in a render-target view. |
| D3D11_TEX3D_SRV Specifies the subresources from a 3D texture to use in a shader-resource view. |
| D3D11_TEX3D_UAV Describes a unordered-access 3D texture resource. (D3D11_TEX3D_UAV) |
| D3D11_TEXCUBE_ARRAY_SRV Specifies the subresources from an array of cube textures to use in a shader-resource view. |
| D3D11_TEXCUBE_SRV Specifies the subresource from a cube texture to use in a shader-resource view. (D3D11_TEXCUBE_SRV) |
| D3D11_TEXTURE1D_DESC Describes a 1D texture. (D3D11_TEXTURE1D_DESC) |
| D3D11_TEXTURE2D_DESC Describes a 2D texture. (D3D11_TEXTURE2D_DESC) |
| D3D11_TEXTURE2D_DESC1 Describes a 2D texture. (D3D11_TEXTURE2D_DESC1) |
| D3D11_TEXTURE3D_DESC Describes a 3D texture. (D3D11_TEXTURE3D_DESC) |
| D3D11_TEXTURE3D_DESC1 Describes a 3D texture. (D3D11_TEXTURE3D_DESC1) |
| D3D11_TILE_REGION_SIZE Describes the size of a tiled region. (D3D11_TILE_REGION_SIZE) |
| D3D11_TILE_SHAPE Describes the shape of a tile by specifying its dimensions. (D3D11_TILE_SHAPE) |
| D3D11_TILED_RESOURCE_COORDINATE Describes the coordinates of a tiled resource. (D3D11_TILED_RESOURCE_COORDINATE) |
| D3D11_TRACE_REGISTER Describes a trace register. |
| D3D11_TRACE_STATS Specifies statistics about a trace. |
| D3D11_TRACE_STEP Describes a trace step, which is an instruction. |
| D3D11_TRACE_VALUE Describes a trace value. |
| D3D11_UNORDERED_ACCESS_VIEW_DESC Specifies the subresources from a resource that are accessible using an unordered-access view. |
| D3D11_UNORDERED_ACCESS_VIEW_DESC1 Describes the subresources from a resource that are accessible using an unordered-access view. (D3D11_UNORDERED_ACCESS_VIEW_DESC1) |
| D3D11_VERTEX_SHADER_TRACE_DESC Describes an instance of a vertex shader to trace. |
| D3D11_VIEWPORT Defines the dimensions of a viewport. (D3D11_VIEWPORT) |
| D3DX11_FFT_BUFFER_INFO Describes buffer requirements for an FFT. |
| D3DX11_FFT_DESC Describes an FFT. |