D3D11_CONTENT_PROTECTION_CAPS enumeration (d3d11.h)

Contains flags that describe content-protection capabilities.

Syntax

typedef enum D3D11_CONTENT_PROTECTION_CAPS {
  D3D11_CONTENT_PROTECTION_CAPS_SOFTWARE,
  D3D11_CONTENT_PROTECTION_CAPS_HARDWARE,
  D3D11_CONTENT_PROTECTION_CAPS_PROTECTION_ALWAYS_ON,
  D3D11_CONTENT_PROTECTION_CAPS_PARTIAL_DECRYPTION,
  D3D11_CONTENT_PROTECTION_CAPS_CONTENT_KEY,
  D3D11_CONTENT_PROTECTION_CAPS_FRESHEN_SESSION_KEY,
  D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK,
  D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK_KEY,
  D3D11_CONTENT_PROTECTION_CAPS_SEQUENTIAL_CTR_IV,
  D3D11_CONTENT_PROTECTION_CAPS_ENCRYPT_SLICEDATA_ONLY,
  D3D11_CONTENT_PROTECTION_CAPS_DECRYPTION_BLT,
  D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_PROTECT_UNCOMPRESSED,
  D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_PROTECTED_MEMORY_PAGEABLE,
  D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_TEARDOWN,
  D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_DRM_COMMUNICATION,
  D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_DRM_COMMUNICATION_MULTI_THREADED
} ;

Constants

 
D3D11_CONTENT_PROTECTION_CAPS_SOFTWARE
The content protection is implemented in software by the driver.
D3D11_CONTENT_PROTECTION_CAPS_HARDWARE
The content protection is implemented in hardware by the GPU.
D3D11_CONTENT_PROTECTION_CAPS_PROTECTION_ALWAYS_ON
Content protection is always applied to a protected surface, regardless of whether the application explicitly enables protection.
D3D11_CONTENT_PROTECTION_CAPS_PARTIAL_DECRYPTION
The driver can use partially encrypted buffers. If this capability is not present, the entire buffer must be either encrypted or clear.
D3D11_CONTENT_PROTECTION_CAPS_CONTENT_KEY
The driver can encrypt data using a separate content key that is encrypted using the session key.
D3D11_CONTENT_PROTECTION_CAPS_FRESHEN_SESSION_KEY
The driver can refresh the session key without renegotiating the key.
D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK
The driver can read back encrypted data from a protected surface. For more information, see ID3D11VideoContext::EncryptionBlt.
D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK_KEY
The driver requires a separate key to read encrypted data from a protected surface.
D3D11_CONTENT_PROTECTION_CAPS_SEQUENTIAL_CTR_IV
If the encryption type is D3DCRYPTOTYPE_AES128_CTR, the application must use a sequential count in the D3D11_AES_CTR_IV structure.
D3D11_CONTENT_PROTECTION_CAPS_ENCRYPT_SLICEDATA_ONLY
The driver supports encrypted slice data, but does not support any other encrypted data in the compressed buffer. The caller should not encrypt any data within the buffer other than the slice data.

Note  The driver should only report this flag for the specific profiles that have this limitation.

 
D3D11_CONTENT_PROTECTION_CAPS_DECRYPTION_BLT
The driver can copy encrypted data from one resource to another, decrypting the data as part of the process.
D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_PROTECT_UNCOMPRESSED
The hardware supports the protection of specific resources. This means that:


  • The contents of a protected allocation can never be read by the CPU.

  • The hardware can ensure a protected resource cannot be copied to an unprotected resource.


Note  This enumeration value is supported starting with Windows 10.
D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_PROTECTED_MEMORY_PAGEABLE
Physical pages of a protected resource can be evicted and potentially paged to disk in low memory conditions without losing the contents of the resource when paged back in.

Note  This enumeration value is supported starting with Windows 10.
D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_TEARDOWN
The hardware supports an automatic teardown mechanism that could trigger hardware keys or protected content to become lost in some conditions. The application can register to be notified when these events occur.

Note  This enumeration value is supported starting with Windows 10.
D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_DRM_COMMUNICATION
The secure environment is tightly coupled with the GPU and an ID3D11CryptoSession should be used for communication between the user mode DRM component and the secure execution environment.

Note  This enumeration value is supported starting with Windows 10.
D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_DRM_COMMUNICATION_MULTI_THREADED

Requirements

   
Minimum supported client Windows 8 [desktop apps | UWP apps]
Minimum supported server Windows Server 2012 [desktop apps | UWP apps]
Header d3d11.h

See also

D3D11_VIDEO_CONTENT_PROTECTION_CAPS

Direct3D 11 Video Enumerations