Edit

Share via


d3d11.h header

This header is used by multiple technologies. For more information, see:

d3d11.h contains the following programming interfaces:

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)

Functions

 
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.

Structures

 
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)

Enumerations

 
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.