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| class | Asynchronous |
| | This object encapsulates methods for retrieving data from the GPU asynchronously. More...
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| class | AuthenticatedChannel |
| | Provides a communication channel with the graphics driver or the Microsoft Direct3D runtime. More...
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| class | BlendState |
| | The blend-state object holds a description for blending state that you can bind to the output-merger stage. More...
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| class | BlendState1 |
| | The blend-state object holds a description for blending state that you can bind to the output-merger stage. This blend-state object supports logical operations as well as blending operations. More...
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| class | Buffer |
| | A buffer object accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data. More...
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| class | ClassInstance |
| | This object encapsulates an HLSL class. More...
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| class | ClassLinkage |
| | This object encapsulates an HLSL dynamic linkage. More...
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| class | CommandList |
| | This object encapsulates a list of graphics commands for play back. More...
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| class | ComputeShader |
| | A compute-shader object manages an executable program (a compute shader) that controls the compute-shader stage. More...
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| class | Counter |
| | This object encapsulates methods for measuring GPU performance. More...
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| class | CryptoSession |
| | Represents a cryptographic session. More...
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| class | DepthStencilState |
| | The depth-stencil-state object holds a description for depth-stencil state that you can bind to the output-merger stage. More...
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| class | DepthStencilView |
| | A depth-stencil-view object accesses a texture resource during depth-stencil testing. More...
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| class | Device |
| | The device object represents a virtual adapter; it is used to create resources. More...
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| class | Device1 |
| | The device interface represents a virtual adapter; it is used to create resources. More...
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| class | Device2 |
| | The Device2 class represents a virtual adapter; it is used to create resources. More...
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| class | Device3 |
| | The device interface represents a virtual adapter; it is used to create resources. More...
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| class | Device4 |
| | The device class represents a virtual adapter; it is used to create resources. More...
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| class | Device5 |
| | The device class represents a virtual adapter; it is used to create resources. More...
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| class | DeviceChild |
| | A device-child object accesses data used by a device. More...
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| class | DeviceContext |
| | Represents a device context which generates rendering commands. More...
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| class | DeviceContext1 |
| | Represents a device context; it is used to render commands. More...
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| class | DeviceContext2 |
| | The device context interface represents a device context; it is used to render commands. More...
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| class | DeviceContext3 |
| | The device context class represents a device context; it is used to render commands. More...
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| class | DeviceContext4 |
| | The device context interface represents a device context; it is used to render commands. More...
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| class | DeviceContextState |
| | Represents a context state object, which holds state and behavior information about a Microsoft Direct3D device. More...
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| class | DomainShader |
| | A domain-shader object manages an executable program (a domain shader) that controls the domain-shader stage. More...
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| class | Fence |
| | Represents a fence, an object used for synchronization of the CPU and one or more GPUs. More...
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| class | GeometryShader |
| | A geometry-shader object manages an executable program (a geometry shader) that controls the geometry-shader stage. More...
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| class | HullShader |
| | A hull-shader object manages an executable program (a hull shader) that controls the hull-shader stage. More...
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| class | InputLayout |
| | 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. More...
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| class | Multithread |
| | Provides threading protection for critical sections of a multi-threaded application. More...
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| class | PixelShader |
| | A pixel-shader object manages an executable program (a pixel shader) that controls the pixel-shader stage. More...
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| |
| class | Predicate |
| | A predicate object determines whether geometry should be processed depending on the results of a previous draw call. More...
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| class | Query |
| | A query object queries information from the GPU. More...
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| |
| class | Query1 |
| | Represents a query object for querying information from the graphics processing unit (GPU). More...
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| class | RasterizerState |
| | The rasterizer-state object holds a description for rasterizer state that you can bind to the rasterizer stage. More...
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| |
| class | RasterizerState1 |
| | The rasterizer-state object holds a description for rasterizer state that you can bind to the rasterizer stage. This rasterizer-state class supports forced sample count. More...
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| class | RasterizerState2 |
| | The rasterizer-state object holds a description for rasterizer state that you can bind to the rasterizer stage. This rasterizer-state class supports forced sample count and conservative rasterization mode. More...
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| class | RenderTargetView |
| | A render-target-view object identifies the render-target sub-resources that can be accessed during rendering. More...
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| |
| class | RenderTargetView1 |
| | A render-target-view object represents the render-target subresources that can be accessed during rendering. More...
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| |
| class | Resource |
| | A resource object provides common actions on all resources. More...
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| |
| class | SamplerState |
| | The sampler-state object holds a description for sampler state that you can bind to any shader stage of the pipeline for reference by texture sample operations. More...
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| |
| class | ShaderResourceView |
| | A shader-resource-view object specifies the sub-resources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, and a texture. More...
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| |
| class | ShaderResourceView1 |
| | A shader-resource-view object represents the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, and a texture. More...
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| |
| class | Texture1D |
| | A 1D texture object accesses texel data, which is structured memory. More...
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| class | Texture2D |
| | A 2D texture object manages texel data, which is structured memory. More...
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| |
| class | Texture2D1 |
| | Represents texel data, which is structured memory. More...
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| class | Texture3D |
| | A 3D texture object accesses texel data, which is structured memory. More...
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| class | Texture3D1 |
| | A 3D texture object represents texel data, which is structured memory. More...
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| |
| class | UnorderedAccessView |
| | A view object specifies the parts of a resource the pipeline can access during rendering. More...
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| |
| class | UnorderedAccessView1 |
| | An unordered-access-view object represents the parts of a resource the pipeline can access during rendering. More...
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| |
| class | UserDefinedAnnotation |
| | Enables an application to describe conceptual sections and markers within the application's code flow. More...
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| class | VertexShader |
| | A vertex-shader object manages an executable program (a vertex shader) that controls the vertex-shader stage. More...
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| |
| class | VideoContext |
| | Provides the video functionality of a Microsoft Direct3D 11 device. More...
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| |
| class | VideoContext1 |
| | Provides the video functionality of a Microsoft Direct3D 11 device. More...
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| |
| class | VideoContext2 |
| | Provides the video functionality of a Microsoft Direct3D 11 device. More...
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| |
| class | VideoContext3 |
| | Provides the video functionality of a Microsoft Direct3D 11 device. This class provides the DecoderBeginFrame1 method, which provides support for decode histograms. More...
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| |
| class | VideoDecoder |
| | Represents a hardware-accelerated video decoder for Microsoft Direct3D 11. More...
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| |
| class | VideoDecoderOutputView |
| | Identifies the output surfaces that can be accessed during video decoding. More...
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| |
| class | VideoDevice |
| | Provides the video decoding and video processing capabilities of a Microsoft Direct3D 11 device. More...
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| |
| class | VideoDevice1 |
| | Provides the video decoding and video processing capabilities of a Microsoft Direct3D 11 device. More...
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| |
| class | VideoDevice2 |
| | Provides the video decoding and video processing capabilities of a Microsoft Direct3D 11 device. Adds the CheckFeatureSupport method for querying for decoding capabilities. More...
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| |
| class | VideoProcessor |
| | Represents a video processor for Microsoft Direct3D 11. More...
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| |
| class | VideoProcessorEnumerator |
| | Enumerates the video processor capabilities of a Microsoft Direct3D 11 device. More...
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| |
| class | VideoProcessorEnumerator1 |
| | Enumerates the video processor capabilities of a Microsoft Direct3D 11 device. More...
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| |
| class | VideoProcessorInputView |
| | Identifies the input surfaces that can be accessed during video processing. More...
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| class | VideoProcessorOutputView |
| | Identifies the output surfaces that can be accessed during video processing. More...
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| class | View |
| | A view object specifies the parts of a resource the pipeline can access during rendering. More...
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