Direct3D 11 Graphics

Overview of the Direct3D 11 Graphics technology.

To develop Direct3D 11 Graphics, you need these headers:

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.
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.