d3d11.h header
This header is used by multiple technologies. For more information, see:
d3d11.h contains the following programming interfaces:
Interfaces
ID3D11Asynchronous This interface encapsulates methods for retrieving data from the GPU asynchronously. (ID3D11Asynchronous) |
ID3D11AuthenticatedChannel Provides a communication channel with the graphics driver or the Microsoft Direct3D runtime. |
ID3D11BlendState The blend-state interface holds a description for blending state that you can bind to the output-merger stage. |
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) |
ID3D11CryptoSession Represents a cryptographic session. |
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. |
ID3D11DeviceChild A device-child interface accesses data used by a device. (ID3D11DeviceChild) |
ID3D11DeviceContext The ID3D11DeviceContext interface represents a device context which generates rendering commands. |
ID3D11DomainShader A domain-shader interface manages an executable program (a domain shader) that controls the domain-shader stage. |
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. |
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. |
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) |
ID3D11RasterizerState The rasterizer-state interface holds a description for rasterizer state that you can bind to the rasterizer stage. |
ID3D11RenderTargetView A render-target-view interface identifies the render-target subresources that can be accessed during rendering. (ID3D11RenderTargetView) |
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. |
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. |
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) |
ID3D11Texture3D A 3D texture interface accesses texel data, which is structured memory. (ID3D11Texture3D) |
ID3D11UnorderedAccessView A view interface specifies the parts of a resource the pipeline can access during rendering. (ID3D11UnorderedAccessView) |
ID3D11VertexShader A vertex-shader interface manages an executable program (a vertex shader) that controls the vertex-shader stage. (ID3D11VertexShader) |
ID3D11VideoContext Provides the video functionality of a Microsoft Direct3D 11 device. (ID3D11VideoContext) |
ID3D11VideoDecoder Represents a hardware-accelerated video decoder for Microsoft Direct3D 11. |
ID3D11VideoDecoderOutputView Identifies the output surfaces that can be accessed during video decoding. |
ID3D11VideoDevice Provides the video decoding and video processing capabilities of a Microsoft Direct3D 11 device. (ID3D11VideoDevice) |
ID3D11VideoProcessor Represents a video processor for Microsoft Direct3D 11. |
ID3D11VideoProcessorEnumerator Enumerates the video processor capabilities of a Microsoft Direct3D 11 device. (ID3D11VideoProcessorEnumerator) |
ID3D11VideoProcessorInputView Identifies the input surfaces that can be accessed during video processing. |
ID3D11VideoProcessorOutputView Identifies the output surfaces that can be accessed during video processing. |
ID3D11View A view interface specifies the parts of a resource the pipeline can access during rendering. (ID3D11View) |
Functions
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. |
Structures
CD3D11_BLEND_DESC Represents a blend-state structure and provides convenience methods for creating blend-state structures. |
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_RASTERIZER_DESC Represents a rasterizer-state structure and provides convenience methods for creating rasterizer-state structures. |
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_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_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_TEXTURE3D_DESC Represents a 3D texture and provides convenience methods for creating 3D textures. |
CD3D11_UNORDERED_ACCESS_VIEW_DESC Represents a unordered-access view and provides convenience methods for creating unordered-access views. |
CD3D11_VIEWPORT Represents a viewport and provides convenience methods for creating viewports. |
D3D11_AES_CTR_IV Contains an initialization vector (IV) for 128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher encryption. (D3D11_AES_CTR_IV) |
D3D11_AUTHENTICATED_CONFIGURE_ACCESSIBLE_ENCRYPTION_INPUT Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_ENCRYPTION_WHEN_ACCESSIBLE command. |
D3D11_AUTHENTICATED_CONFIGURE_CRYPTO_SESSION_INPUT Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_CRYPTO_SESSION command. |
D3D11_AUTHENTICATED_CONFIGURE_INITIALIZE_INPUT Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_INITIALIZE command. |
D3D11_AUTHENTICATED_CONFIGURE_INPUT Contains input data for the ID3D11VideoContext::ConfigureAuthenticatedChannel method. |
D3D11_AUTHENTICATED_CONFIGURE_OUTPUT Contains the response from the ID3D11VideoContext::ConfigureAuthenticatedChannel method. |
D3D11_AUTHENTICATED_CONFIGURE_PROTECTION_INPUT Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_PROTECTION command. |
D3D11_AUTHENTICATED_CONFIGURE_SHARED_RESOURCE_INPUT Contains input data for a D3D11_AUTHENTICATED_CONFIGURE_SHARED_RESOURCE command. |
D3D11_AUTHENTICATED_PROTECTION_FLAGS Specifies the protection level for video content. |
D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_COUNT_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_ENCRYPTION_WHEN_ACCESSIBLE_GUID_COUNT query. |
D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_INPUT Contains input data for a D3D11_AUTHENTICATED_QUERY_ENCRYPTION_WHEN_ACCESSIBLE_GUID query. |
D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_ENCRYPTION_WHEN_ACCESSIBLE_GUID query. |
D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ATTRIBUTES query. |
D3D11_AUTHENTICATED_QUERY_CHANNEL_TYPE_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_CHANNEL_TYPE query. |
D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_INPUT Contains input data for a D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION query. |
D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION query. |
D3D11_AUTHENTICATED_QUERY_CURRENT_ACCESSIBILITY_ENCRYPTION_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_CURRENT_ENCRYPTION_WHEN_ACCESSIBLE query. |
D3D11_AUTHENTICATED_QUERY_DEVICE_HANDLE_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_DEVICE_HANDLE query. |
D3D11_AUTHENTICATED_QUERY_INPUT Contains input data for the ID3D11VideoContext::QueryAuthenticatedChannel method. |
D3D11_AUTHENTICATED_QUERY_OUTPUT Contains a response from the ID3D11VideoContext::QueryAuthenticatedChannel method. |
D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_INPUT Contains input data for a D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT query. |
D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT query. |
D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_INPUT Contains input data for a D3D11_AUTHENTICATED_QUERY_OUTPUT_ID query. |
D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_OUTPUT_ID query. |
D3D11_AUTHENTICATED_QUERY_PROTECTION_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_PROTECTION query. |
D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_COUNT_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_COUNT query. |
D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_INPUT Contains input data for a D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS query. |
D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS query. |
D3D11_AUTHENTICATED_QUERY_UNRESTRICTED_PROTECTED_SHARED_RESOURCE_COUNT_OUTPUT Contains the response to a D3D11_AUTHENTICATED_QUERY_UNRESTRICTED_PROTECTED_SHARED_RESOURCE_COUNT query. |
D3D11_BLEND_DESC Describes the blend state that you use in a call to ID3D11Device::CreateBlendState to create a blend-state object. |
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_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_DRAW_INDEXED_INSTANCED_INDIRECT_ARGS Arguments for draw indexed instanced indirect. |
D3D11_DRAW_INSTANCED_INDIRECT_ARGS Arguments for draw instanced indirect. |
D3D11_ENCRYPTED_BLOCK_INFO Specifies which bytes in a video surface are encrypted. |
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_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_INPUT_ELEMENT_DESC A description of a single element for the input-assembler stage. (D3D11_INPUT_ELEMENT_DESC) |
D3D11_MAPPED_SUBRESOURCE Provides access to subresource data. |
D3D11_OMAC Contains a Message Authentication Code (MAC). |
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_RASTERIZER_DESC Describes rasterizer state. (D3D11_RASTERIZER_DESC) |
D3D11_RENDER_TARGET_BLEND_DESC Describes the blend state for a render target. (D3D11_RENDER_TARGET_BLEND_DESC) |
D3D11_RENDER_TARGET_VIEW_DESC Specifies the subresources from a resource that are accessible using a render-target view. |
D3D11_SAMPLER_DESC Describes a sampler state. (D3D11_SAMPLER_DESC) |
D3D11_SHADER_RESOURCE_VIEW_DESC Describes a shader-resource view. (D3D11_SHADER_RESOURCE_VIEW_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_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_SRV Specifies the subresources from an array of 2D textures to use in a shader-resource view. |
D3D11_TEX2D_ARRAY_UAV Describes an array of unordered-access 2D texture resources. (D3D11_TEX2D_ARRAY_UAV) |
D3D11_TEX2D_ARRAY_VPOV Identifies a texture resource for a video processor output view. (D3D11_TEX2D_ARRAY_VPOV) |
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_SRV Specifies the subresource from a 2D texture to use in a shader-resource view. (D3D11_TEX2D_SRV) |
D3D11_TEX2D_UAV Describes a unordered-access 2D texture resource. (D3D11_TEX2D_UAV) |
D3D11_TEX2D_VDOV Identifies the texture resource for a video decoder output view. |
D3D11_TEX2D_VPIV Identifies the texture resource for a video processor input view. |
D3D11_TEX2D_VPOV Identifies a texture resource for a video processor output view. (D3D11_TEX2D_VPOV) |
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_TEXTURE3D_DESC Describes a 3D texture. (D3D11_TEXTURE3D_DESC) |
D3D11_UNORDERED_ACCESS_VIEW_DESC Specifies the subresources from a resource that are accessible using an unordered-access view. |
D3D11_VIDEO_COLOR Defines a color value for Microsoft Direct3D 11 video. |
D3D11_VIDEO_COLOR_RGBA Specifies an RGB color value. (D3D11_VIDEO_COLOR_RGBA) |
D3D11_VIDEO_COLOR_YCbCrA Specifies a YCbCr color value. (D3D11_VIDEO_COLOR_YCbCrA) |
D3D11_VIDEO_CONTENT_PROTECTION_CAPS Describes the content-protection capabilities of a graphics driver. |
D3D11_VIDEO_DECODER_BUFFER_DESC Describes a compressed buffer for decoding. (D3D11_VIDEO_DECODER_BUFFER_DESC) |
D3D11_VIDEO_DECODER_CONFIG Describes the configuration of a Microsoft Direct3D 11 decoder device for DirectX Video Acceleration (DXVA). |
D3D11_VIDEO_DECODER_DESC Describes a video stream for a Microsoft Direct3D 11 video decoder or video processor. |
D3D11_VIDEO_DECODER_EXTENSION Contains driver-specific data for the ID3D11VideoContext::DecoderExtension method. |
D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC Describes a video decoder output view. |
D3D11_VIDEO_PROCESSOR_CAPS Describes the capabilities of a Microsoft Direct3D 11 video processor. |
D3D11_VIDEO_PROCESSOR_COLOR_SPACE Specifies the color space for video processing. |
D3D11_VIDEO_PROCESSOR_CONTENT_DESC Describes a video stream for a video processor. |
D3D11_VIDEO_PROCESSOR_CUSTOM_RATE Specifies a custom rate for frame-rate conversion or inverse telecine (IVTC). (D3D11_VIDEO_PROCESSOR_CUSTOM_RATE) |
D3D11_VIDEO_PROCESSOR_FILTER_RANGE Defines the range of supported values for an image filter. (D3D11_VIDEO_PROCESSOR_FILTER_RANGE) |
D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC Describes a video processor input view. |
D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC Describes a video processor output view. |
D3D11_VIDEO_PROCESSOR_RATE_CONVERSION_CAPS Defines a group of video processor capabilities that are associated with frame-rate conversion, including deinterlacing and inverse telecine. |
D3D11_VIDEO_PROCESSOR_STREAM Contains stream-level data for the ID3D11VideoContext::VideoProcessorBlt method. |
D3D11_VIEWPORT Defines the dimensions of a viewport. (D3D11_VIEWPORT) |
Enumerations
D3D11_ASYNC_GETDATA_FLAG Optional flags that control the behavior of ID3D11DeviceContext::GetData. |
D3D11_AUTHENTICATED_CHANNEL_TYPE Specifies the type of Microsoft Direct3D authenticated channel. |
D3D11_AUTHENTICATED_PROCESS_IDENTIFIER_TYPE Specifies the type of process that is identified in the D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_OUTPUT structure. |
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_BUS_TYPE Specifies the type of I/O bus that is used by the graphics adapter. |
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_TIER Specifies if the hardware and driver support conservative rasterization and at what tier level. |
D3D11_CONTENT_PROTECTION_CAPS Contains flags that describe content-protection capabilities. |
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_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_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_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_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_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_TEXTURECUBE_FACE The different faces of a cube texture. (D3D11_TEXTURECUBE_FACE) |
D3D11_TILED_RESOURCES_TIER Indicates the tier level at which tiled resources are supported. |
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_VDOV_DIMENSION Specifies how to access a resource that is used in a video decoding output view. |
D3D11_VIDEO_DECODER_BUFFER_TYPE Specifies a type of compressed buffer for decoding. |
D3D11_VIDEO_FRAME_FORMAT Describes how a video stream is interlaced. (D3D11_VIDEO_FRAME_FORMAT) |
D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE Specifies the alpha fill mode for video processing. (D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE) |
D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS Specifies the automatic image processing capabilities of the video processor. |
D3D11_VIDEO_PROCESSOR_DEVICE_CAPS Defines video processing capabilities for a Microsoft Direct3D 11 video processor. |
D3D11_VIDEO_PROCESSOR_FEATURE_CAPS Defines features that a Microsoft Direct3D 11 video processor can support. |
D3D11_VIDEO_PROCESSOR_FILTER Identifies a video processor filter. |
D3D11_VIDEO_PROCESSOR_FILTER_CAPS Defines image filter capabilities for a Microsoft Direct3D 11 video processor. |
D3D11_VIDEO_PROCESSOR_FORMAT_CAPS Defines capabilities related to input formats for a Microsoft Direct3D 11 video processor. |
D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT Specifies how a video format can be used for video processing. |
D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS Specifies the inverse telecine (IVTC) capabilities of a video processor. |
D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE Specifies values for the luminance range of YUV data. |
D3D11_VIDEO_PROCESSOR_OUTPUT_RATE Specifies the rate at which the video processor produces output frames from an input stream. |
D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS Specifies video processing capabilities that relate to deinterlacing, inverse telecine (IVTC), and frame-rate conversion. |
D3D11_VIDEO_PROCESSOR_ROTATION Specifies the video rotation states. |
D3D11_VIDEO_PROCESSOR_STEREO_CAPS Defines stereo 3D capabilities for a Microsoft Direct3D 11 video processor. |
D3D11_VIDEO_PROCESSOR_STEREO_FLIP_MODE For stereo 3D video, specifies whether the data in frame 0 or frame 1 is flipped, either horizontally or vertically. |
D3D11_VIDEO_PROCESSOR_STEREO_FORMAT Specifies the layout in memory of a stereo 3D video frame. |
D3D11_VIDEO_USAGE Specifies the intended use for a video processor. |
D3D11_VPIV_DIMENSION Specifies how to access a resource that is used in a video processor input view. |
D3D11_VPOV_DIMENSION Specifies how to access a resource that is used in a video processor output view. |