Training
Learning path
Implement finance and operations apps - Training
Plan and design your project methodology to successfully implement finance and operations apps with FastTrack services, data management and more.
This browser is no longer supported.
Upgrade to Microsoft Edge to take advantage of the latest features, security updates, and technical support.
This header is used by multiple technologies. For more information, see:
d3d11.h contains the following programming interfaces:
ID3D11Asynchronous This interface encapsulates methods for retrieving data from the GPU asynchronously. (ID3D11Asynchronous) |
ID3D11AuthenticatedChannel Provides a communication channel with the graphics driver or the Microsoft Direct3D runtime. |
ID3D11BlendState The blend-state interface holds a description for blending state that you can bind to the output-merger stage. |
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) |
ID3D11CryptoSession Represents a cryptographic session. |
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. |
ID3D11DeviceChild A device-child interface accesses data used by a device. (ID3D11DeviceChild) |
ID3D11DeviceContext The ID3D11DeviceContext interface represents a device context which generates rendering commands. |
ID3D11DomainShader A domain-shader interface manages an executable program (a domain shader) that controls the domain-shader stage. |
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. |
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. |
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) |
ID3D11RasterizerState The rasterizer-state interface holds a description for rasterizer state that you can bind to the rasterizer stage. |
ID3D11RenderTargetView A render-target-view interface identifies the render-target subresources that can be accessed during rendering. (ID3D11RenderTargetView) |
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. |
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. |
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) |
ID3D11Texture3D A 3D texture interface accesses texel data, which is structured memory. (ID3D11Texture3D) |
ID3D11UnorderedAccessView A view interface specifies the parts of a resource the pipeline can access during rendering. (ID3D11UnorderedAccessView) |
ID3D11VertexShader A vertex-shader interface manages an executable program (a vertex shader) that controls the vertex-shader stage. (ID3D11VertexShader) |
ID3D11VideoContext Provides the video functionality of a Microsoft Direct3D 11 device. (ID3D11VideoContext) |
ID3D11VideoDecoder Represents a hardware-accelerated video decoder for Microsoft Direct3D 11. |
ID3D11VideoDecoderOutputView Identifies the output surfaces that can be accessed during video decoding. |
ID3D11VideoDevice Provides the video decoding and video processing capabilities of a Microsoft Direct3D 11 device. (ID3D11VideoDevice) |
ID3D11VideoProcessor Represents a video processor for Microsoft Direct3D 11. |
ID3D11VideoProcessorEnumerator Enumerates the video processor capabilities of a Microsoft Direct3D 11 device. (ID3D11VideoProcessorEnumerator) |
ID3D11VideoProcessorInputView Identifies the input surfaces that can be accessed during video processing. |
ID3D11VideoProcessorOutputView Identifies the output surfaces that can be accessed during video processing. |
ID3D11View A view interface specifies the parts of a resource the pipeline can access during rendering. (ID3D11View) |
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. |
CD3D11_BLEND_DESC Represents a blend-state structure and provides convenience methods for creating blend-state structures. |
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_RASTERIZER_DESC Represents a rasterizer-state structure and provides convenience methods for creating rasterizer-state structures. |
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_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_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_TEXTURE3D_DESC Represents a 3D texture and provides convenience methods for creating 3D textures. |
CD3D11_UNORDERED_ACCESS_VIEW_DESC Represents a unordered-access view and provides convenience methods for creating unordered-access views. |
CD3D11_VIEWPORT Represents a viewport and provides convenience methods for creating viewports. |
D3D11_AES_CTR_IV Contains an initialization vector (IV) for 128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher encryption. (D3D11_AES_CTR_IV) |
D3D11_AUTHENTICATED_CONFIGURE_ACCESSIBLE_ENCRYPTION_INPUT Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_ENCRYPTION_WHEN_ACCESSIBLE command. |
D3D11_AUTHENTICATED_CONFIGURE_CRYPTO_SESSION_INPUT Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_CRYPTO_SESSION command. |
D3D11_AUTHENTICATED_CONFIGURE_INITIALIZE_INPUT Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_INITIALIZE command. |
D3D11_AUTHENTICATED_CONFIGURE_INPUT Contains input data for the ID3D11VideoContext::ConfigureAuthenticatedChannel method. |
D3D11_AUTHENTICATED_CONFIGURE_OUTPUT Contains the response from the ID3D11VideoContext::ConfigureAuthenticatedChannel method. |
D3D11_AUTHENTICATED_CONFIGURE_PROTECTION_INPUT Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_PROTECTION command. |
D3D11_AUTHENTICATED_CONFIGURE_SHARED_RESOURCE_INPUT Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_SHARED_RESOURCE command. |
D3D11_AUTHENTICATED_PROTECTION_FLAGS Specifies the protection level for video content. |
D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_COUNT_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_ENCRYPTION_WHEN_ACCESSIBLE_GUID_COUNT query. |
D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_INPUT Contains input data for a D3D11_AUTHENTICATED_QUERY_ENCRYPTION_WHEN_ACCESSIBLE_GUID query. |
D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_ENCRYPTION_WHEN_ACCESSIBLE_GUID query. |
D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ATTRIBUTES query. |
D3D11_AUTHENTICATED_QUERY_CHANNEL_TYPE_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_CHANNEL_TYPE query. |
D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_INPUT Contains input data for a D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION query. |
D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION query. |
D3D11_AUTHENTICATED_QUERY_CURRENT_ACCESSIBILITY_ENCRYPTION_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_CURRENT_ENCRYPTION_WHEN_ACCESSIBLE query. |
D3D11_AUTHENTICATED_QUERY_DEVICE_HANDLE_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_DEVICE_HANDLE query. |
D3D11_AUTHENTICATED_QUERY_INPUT Contains input data for the ID3D11VideoContext::QueryAuthenticatedChannel method. |
D3D11_AUTHENTICATED_QUERY_OUTPUT Contains a response from the ID3D11VideoContext::QueryAuthenticatedChannel method. |
D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_INPUT Contains input data for a D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT query. |
D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT query. |
D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_INPUT Contains input data for a D3D11_AUTHENTICATED_QUERY_OUTPUT_ID query. |
D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_OUTPUT_ID query. |
D3D11_AUTHENTICATED_QUERY_PROTECTION_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_PROTECTION query. |
D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_COUNT_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_COUNT query. |
D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_INPUT Contains input data for a D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS query. |
D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS query. |
D3D11_AUTHENTICATED_QUERY_UNRESTRICTED_PROTECTED_SHARED_RESOURCE_COUNT_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_UNRESTRICTED_PROTECTED_SHARED_RESOURCE_COUNT query. |
D3D11_BLEND_DESC Describes the blend state that you use in a call to ID3D11Device::CreateBlendState to create a blend-state object. |
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_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_DRAW_INDEXED_INSTANCED_INDIRECT_ARGS Arguments for draw indexed instanced indirect. |
D3D11_DRAW_INSTANCED_INDIRECT_ARGS Arguments for draw instanced indirect. |
D3D11_ENCRYPTED_BLOCK_INFO Specifies which bytes in a video surface are encrypted. |
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_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_INPUT_ELEMENT_DESC A description of a single element for the input-assembler stage. (D3D11_INPUT_ELEMENT_DESC) |
D3D11_MAPPED_SUBRESOURCE Provides access to subresource data. |
D3D11_OMAC Contains a Message Authentication Code (MAC). |
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_RASTERIZER_DESC Describes rasterizer state. (D3D11_RASTERIZER_DESC) |
D3D11_RENDER_TARGET_BLEND_DESC Describes the blend state for a render target. (D3D11_RENDER_TARGET_BLEND_DESC) |
D3D11_RENDER_TARGET_VIEW_DESC Specifies the subresources from a resource that are accessible using a render-target view. |
D3D11_SAMPLER_DESC Describes a sampler state. (D3D11_SAMPLER_DESC) |
D3D11_SHADER_RESOURCE_VIEW_DESC Describes a shader-resource view. (D3D11_SHADER_RESOURCE_VIEW_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_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_SRV Specifies the subresources from an array of 2D textures to use in a shader-resource view. |
D3D11_TEX2D_ARRAY_UAV Describes an array of unordered-access 2D texture resources. (D3D11_TEX2D_ARRAY_UAV) |
D3D11_TEX2D_ARRAY_VPOV Identifies a texture resource for a video processor output view. (D3D11_TEX2D_ARRAY_VPOV) |
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_SRV Specifies the subresource from a 2D texture to use in a shader-resource view. (D3D11_TEX2D_SRV) |
D3D11_TEX2D_UAV Describes a unordered-access 2D texture resource. (D3D11_TEX2D_UAV) |
D3D11_TEX2D_VDOV Identifies the texture resource for a video decoder output view. |
D3D11_TEX2D_VPIV Identifies the texture resource for a video processor input view. |
D3D11_TEX2D_VPOV Identifies a texture resource for a video processor output view. (D3D11_TEX2D_VPOV) |
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_TEXTURE3D_DESC Describes a 3D texture. (D3D11_TEXTURE3D_DESC) |
D3D11_UNORDERED_ACCESS_VIEW_DESC Specifies the subresources from a resource that are accessible using an unordered-access view. |
D3D11_VIDEO_COLOR Defines a color value for Microsoft Direct3D 11 video. |
D3D11_VIDEO_COLOR_RGBA Specifies an RGB color value. (D3D11_VIDEO_COLOR_RGBA) |
D3D11_VIDEO_COLOR_YCbCrA Specifies a YCbCr color value. (D3D11_VIDEO_COLOR_YCbCrA) |
D3D11_VIDEO_CONTENT_PROTECTION_CAPS Describes the content-protection capabilities of a graphics driver. |
D3D11_VIDEO_DECODER_BUFFER_DESC Describes a compressed buffer for decoding. (D3D11_VIDEO_DECODER_BUFFER_DESC) |
D3D11_VIDEO_DECODER_CONFIG Describes the configuration of a Microsoft Direct3D 11 decoder device for DirectX Video Acceleration (DXVA). |
D3D11_VIDEO_DECODER_DESC Describes a video stream for a Microsoft Direct3D 11 video decoder or video processor. |
D3D11_VIDEO_DECODER_EXTENSION Contains driver-specific data for the ID3D11VideoContext::DecoderExtension method. |
D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC Describes a video decoder output view. |
D3D11_VIDEO_PROCESSOR_CAPS Describes the capabilities of a Microsoft Direct3D 11 video processor. |
D3D11_VIDEO_PROCESSOR_COLOR_SPACE Specifies the color space for video processing. |
D3D11_VIDEO_PROCESSOR_CONTENT_DESC Describes a video stream for a video processor. |
D3D11_VIDEO_PROCESSOR_CUSTOM_RATE Specifies a custom rate for frame-rate conversion or inverse telecine (IVTC). (D3D11_VIDEO_PROCESSOR_CUSTOM_RATE) |
D3D11_VIDEO_PROCESSOR_FILTER_RANGE Defines the range of supported values for an image filter. (D3D11_VIDEO_PROCESSOR_FILTER_RANGE) |
D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC Describes a video processor input view. |
D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC Describes a video processor output view. |
D3D11_VIDEO_PROCESSOR_RATE_CONVERSION_CAPS Defines a group of video processor capabilities that are associated with frame-rate conversion, including deinterlacing and inverse telecine. |
D3D11_VIDEO_PROCESSOR_STREAM Contains stream-level data for the ID3D11VideoContext::VideoProcessorBlt method. |
D3D11_VIEWPORT Defines the dimensions of a viewport. (D3D11_VIEWPORT) |
D3D11_ASYNC_GETDATA_FLAG Optional flags that control the behavior of ID3D11DeviceContext::GetData. |
D3D11_AUTHENTICATED_CHANNEL_TYPE Specifies the type of Microsoft Direct3D authenticated channel. |
D3D11_AUTHENTICATED_PROCESS_IDENTIFIER_TYPE Specifies the type of process that is identified in the D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_OUTPUT structure. |
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_BUS_TYPE Specifies the type of I/O bus that is used by the graphics adapter. |
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_TIER Specifies if the hardware and driver support conservative rasterization and at what tier level. |
D3D11_CONTENT_PROTECTION_CAPS Contains flags that describe content-protection capabilities. |
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_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_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_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_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_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_TEXTURECUBE_FACE The different faces of a cube texture. (D3D11_TEXTURECUBE_FACE) |
D3D11_TILED_RESOURCES_TIER Indicates the tier level at which tiled resources are supported. |
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_VDOV_DIMENSION Specifies how to access a resource that is used in a video decoding output view. |
D3D11_VIDEO_DECODER_BUFFER_TYPE Specifies a type of compressed buffer for decoding. |
D3D11_VIDEO_FRAME_FORMAT Describes how a video stream is interlaced. (D3D11_VIDEO_FRAME_FORMAT) |
D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE Specifies the alpha fill mode for video processing. (D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE) |
D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS Specifies the automatic image processing capabilities of the video processor. |
D3D11_VIDEO_PROCESSOR_DEVICE_CAPS Defines video processing capabilities for a Microsoft Direct3D 11 video processor. |
D3D11_VIDEO_PROCESSOR_FEATURE_CAPS Defines features that a Microsoft Direct3D 11 video processor can support. |
D3D11_VIDEO_PROCESSOR_FILTER Identifies a video processor filter. |
D3D11_VIDEO_PROCESSOR_FILTER_CAPS Defines image filter capabilities for a Microsoft Direct3D 11 video processor. |
D3D11_VIDEO_PROCESSOR_FORMAT_CAPS Defines capabilities related to input formats for a Microsoft Direct3D 11 video processor. |
D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT Specifies how a video format can be used for video processing. |
D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS Specifies the inverse telecine (IVTC) capabilities of a video processor. |
D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE Specifies values for the luminance range of YUV data. |
D3D11_VIDEO_PROCESSOR_OUTPUT_RATE Specifies the rate at which the video processor produces output frames from an input stream. |
D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS Specifies video processing capabilities that relate to deinterlacing, inverse telecine (IVTC), and frame-rate conversion. |
D3D11_VIDEO_PROCESSOR_ROTATION Specifies the video rotation states. |
D3D11_VIDEO_PROCESSOR_STEREO_CAPS Defines stereo 3D capabilities for a Microsoft Direct3D 11 video processor. |
D3D11_VIDEO_PROCESSOR_STEREO_FLIP_MODE For stereo 3D video, specifies whether the data in frame 0 or frame 1 is flipped, either horizontally or vertically. |
D3D11_VIDEO_PROCESSOR_STEREO_FORMAT Specifies the layout in memory of a stereo 3D video frame. |
D3D11_VIDEO_USAGE Specifies the intended use for a video processor. |
D3D11_VPIV_DIMENSION Specifies how to access a resource that is used in a video processor input view. |
D3D11_VPOV_DIMENSION Specifies how to access a resource that is used in a video processor output view. |
Training
Learning path
Implement finance and operations apps - Training
Plan and design your project methodology to successfully implement finance and operations apps with FastTrack services, data management and more.