How to Use Direct3D 11

This section demonstrates how to use the Microsoft Direct3D 11 API to accomplish several common tasks.

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

Direct3D 11 Graphics