ID3DUserDefinedAnnotation interface (d3d11_1.h)

The ID3DUserDefinedAnnotation interface enables an application to describe conceptual sections and markers within the application's code flow. An appropriately enabled tool, such as Microsoft Visual Studio Ultimate 2012, can display these sections and markers visually along the tool's Microsoft Direct3D time line, while the tool debugs the application. These visual notes allow users of such a tool to navigate to parts of the time line that are of interest, or to understand what set of Direct3D calls are produced by certain sections of the application's code.


The ID3DUserDefinedAnnotation interface inherits from the IUnknown interface. ID3DUserDefinedAnnotation also has these types of members:


The ID3DUserDefinedAnnotation interface has these methods.


Marks the beginning of a section of event code.

Marks the end of a section of event code.

Determines whether the calling application is running under a Microsoft Direct3D profiling tool.

Marks a single point of execution in code.


The methods of ID3DUserDefinedAnnotation have no effect when the calling application is not running under a Direct3D-specific profiling tool like Visual Studio Ultimate 2012.

The ID3DUserDefinedAnnotation interface is published by Microsoft Direct3D 11 device contexts. Therefore, ID3DUserDefinedAnnotation has the same threading rules as the ID3D11DeviceContext interface, or any other context interface. For more information about Direct3D threading, see MultiThreading. To retrieve the ID3DUserDefinedAnnotation interface for the context, call the QueryInterface method for the context (for example, ID3D11DeviceContext::QueryInterface). In this call, you must pass the identifier of ID3DUserDefinedAnnotation.

The ID3DUserDefinedAnnotation interface is the Microsoft Direct3D 10 and later equivalent of the Direct3D 9 PIX functions (D3DPERF_* functions).

Note  Setting the D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY flag in your app replaces calling D3DPerf_SetOptions(1). But, to prevent Direct3D debugging tools from hooking your app, your app can also call ID3DUserDefinedAnnotation::GetStatus to determine whether it is running under a Direct3D debugging tool and then exit accordingly.
You must call the BeginEvent and EndEvent methods in pairs; pairs of calls to these methods can nest within pairs of calls to these methods at a higher level in the application's call stack. In other words, a "Draw World" section can entirely contain another section named "Draw Trees," which can in turn entirely contain a section called "Draw Oaks." You can only associate an EndEvent method with the most recent BeginEvent method, that is, pairs cannot overlap. You cannot call an EndEvent for any BeginEvent that preceded the most recent BeginEvent. In fact, the runtime interprets the first EndEvent as ending the second BeginEvent.


Requirement Value
Minimum supported client Windows 8 and Platform Update for Windows 7 [desktop apps | UWP apps]
Minimum supported server Windows Server 2012 and Platform Update for Windows Server 2008 R2 [desktop apps | UWP apps]
Target Platform Windows
Header d3d11_1.h

See also

Common Version Interfaces