How to Use Direct3D 11
This section demonstrates how to use the Microsoft Direct3D 11 API to accomplish several common tasks.
Topic | Description |
---|---|
How To: Create a Reference Device |
This topic shows how to create a reference device that implements a highly accurate, software implementation of the runtime. |
How To: Create a WARP Device |
This topic shows how to create a WARP device that implements a high speed software rasterizer. |
How To: Create a Swap Chain |
This topic show how to create a swap chain that encapsulates two or more buffers that are used for rendering and display. |
How To: Enumerate Adapters |
This topic shows how to use Microsoft DirectX Graphics Infrastructure (DXGI) to enumerate the available graphics adapters on a computer. |
How To: Get Adapter Display Modes |
This topic shows how to use DXGI to get the valid display modes associated with an adapter. |
How To: Create a Device and Immediate Context |
This topics shows how to initialize a device. |
How To: Get the Device Feature Level |
This topics shows how to get the highest feature level supported by a device. |
How to: Create a Vertex Buffer |
This topic shows how to initialize a static vertex buffer, that is, a vertex buffer that does not change. |
How to: Create an Index Buffer |
This topic shows how to initialize an index buffer in preparation for rendering. |
How to: Create a Constant Buffer |
This topic shows how to initialize a constant buffer in preparation for rendering. |
How to: Create a Texture |
This topic shows how to create a texture. |
How to: Initialize a Texture Programmatically |
This topic has several examples showing how to initialize textures that are created with different types of usages. |
How to: Initialize a Texture From a File |
This topic shows how to use Windows Imaging Component (WIC) to create the texture and the view separately. |
How to: Use dynamic resources |
You create and use dynamic resources when your app needs to change data in those resources. You can create textures and buffers for dynamic usage. |
How To: Create a Compute Shader |
This topic shows how to create a compute shader. |
How To: Design a Hull Shader |
This topics shows how to design a hull shader. |
How To: Create a Hull Shader |
This topic shows how to create a hull shader. |
How To: Initialize the Tessellator Stage |
This topic shows how to initialize the tessellator stage. |
How To: Design a Domain Shader |
This topics shows how to design a domain shader. |
How To: Create a Domain Shader |
This topic shows how to create a domain shader. |
How To: Compile a Shader |
This topic shows how to use the D3DCompileFromFile function at run time to compile shader code. |
How to: Record a Command List |
This topic shows how to create and record a command list. |
How to: Play Back a Command List |
This topic shows how to play back a command list. |
How To: Check for Driver Support |
This topic shows how to determine whether multithreading features (including resource creation and command lists) are supported for hardware acceleration. |