SlimDX Documentation
SlimDX.Direct3D11 Namespace
NamespacesSlimDX.Direct3D11
 
Declaration Syntax
C#
namespace SlimDX.Direct3D11
Types
All Types Classes Structures Enumerations
Icon Type Description
Asynchronous
Base class for objects that perform asynchronous GPU data access.

AsynchronousFlags
Optional flags that control the behavior of Asynchronous.GetData.

BindFlags
Identifies how to bind a resource to the pipeline.

BlendOperation
RGB or alpha blending operation.

BlendOption
Blend options. A blend option identifies the data source and an optional pre-blend operation.

BlendState
A state object defining the behavior of the pixel-blending stage of the output merger.

BlendStateDescription
Provides a description for blending state objects.

Buffer
Represents a sequential collection of typed data elements, typically used to contain vertices, indices, or shader constant data.

BufferDescription
Describes a buffer resource.

Channel
The following flags are used to specify which channels in a texture to operate on.

ClassInstance
Represents an HLSL class.

ClassInstanceDescription
Provides a description for an HLSL class instance.

ClassLinkage
Encapsulates HLSL dynamic class linkage.

ColorWriteMaskFlags
Identifies which components of each pixel of a render target are writable during blending.

CommandList
Encapsulates a list of graphics commands for future play back.

Comparison
Specifies possible comparison functions.

ComputeShader
Represents a compute shader.

ComputeShaderFormatSupport
Specifies unordered resource support options for a compute shader resource.

ComputeShaderWrapper
Defines a wrapper for compute shader related commands on the device.

Counter
Encapsulates methods for measuring GPU performance.

CounterCapabilities
Contains information about the video card's performance counter capabilities.

CounterKind
Specifies possible performance counter types.

CounterMetadata
Contains the results of a request for counter information.

CounterType
Defines data types for performance counters.

CpuAccessFlags
Specifies the types of CPU access allowed for a resource.

CullMode
Specifies possible culling modes.

Debug
An interface for controlling debug state and validating pipeline settings.

DebugFeatureFlags
Contains debug features that can be enabled and disabled.

DebugMessage
DebugMessageId
DepthStencilClearFlags
Specifies the parts of the depth stencil surface to clear.

DepthStencilOperationDescription
Specifies stencil operations that can be performed based on the results of the stencil test.

DepthStencilState
A state object defining the behavior of the depth and stencil test stages of the output merger.

DepthStencilStateDescription
Provides a description for depth-stencil state objects.

DepthStencilView
Accesses a texture resource during depth/stencil testing.

DepthStencilViewDescription
Specifies the subresources of a texture that are accessible from a depth-stencil view.

DepthStencilViewDimension
Specifies how to access a resource used in a depth-stencil view.

DepthStencilViewFlags
DepthWriteMask
Identifies the portion of a depth-stencil buffer for writing depth data.

Device
Represents a virtual adapter used to perform rendering and create resources.

DeviceChild
An object that is bound to a device.

DeviceContext
Represents a device context which generates rendering commands.

DeviceContextType
Specifies possible device context types.

DeviceCreationFlags
Describes parameters that are used to create a device.

Direct3D11Exception
Represents errors that occur in the Direct3D 11 subsystem.

DomainShader
Represents a domain shader.

DomainShaderWrapper
Defines a wrapper for domain shader related commands on the device.

DriverType
Specifies possible driver types.

Effect
Manages a set of state objects, resources and shaders for implementing a rendering effect.

EffectBlendVariable
Represents a blend state effect variable.

EffectClassInstanceVariable
Represents a class instance effect variable.

EffectConstantBuffer
Represents a constant buffer or texture buffer inside an effect.

EffectDepthStencilVariable
Represents a depth-stencil state effect variable.

EffectDepthStencilViewVariable
Represents a depth-stencil view effect variable.

EffectDescription
Provides a description for effect objects.

EffectGroup
Represents an effect group.

EffectGroupDescription
Defines a description for effect groups.

EffectInterfaceVariable
Represents a class instance effect variable.

EffectMatrixVariable
Represents a matrix effect variable.

EffectPass
Encapsulates state assignments within a technique.

EffectPassDescription
Provides a description for effect passes.

EffectPassShaderDescription
Provides a description for an effect pass shader.

EffectRasterizerVariable
Represents a rasterizer state effect variable.

EffectRenderTargetViewVariable
Represents a render target view effect variable.

EffectResourceVariable
Represents a shader resource effect variable.

EffectSamplerVariable
Represents a sampler state effect variable.

EffectScalarVariable
Represents a scalar effect variable.

EffectShaderDescription
Provides a description for an effect shader variable.

EffectShaderVariable
Represents a shader effect variable.

EffectStringVariable
Represents a string effect variable.

EffectTechnique
Represents an effect technique, which is a collection of rendering passes.

EffectTechniqueDescription
Provides a description for effect techniques.

EffectType
Represents the type of an effect variable.

EffectTypeDescription
Provides a description for effect types.

EffectUnorderedAccessViewVariable
Represents an unordered access buffer effect variable.

EffectVariable
Defines a base class for all effect variables.

EffectVariableDescription
Provides a description for effect variables.

EffectVariableFlags
Specifies detailed information about effect variables.

EffectVectorVariable
Represents a vector effect variable.

FastFourierTransform
An object that encapsulates forward and inverse FFTs.

FastFourierTransformBufferRequirements
Contains buffer requirements for an FFT.

FastFourierTransformCreationFlags
FastFourierTransformDataType
FastFourierTransformDescription
Contains a description for an FFT.

FastFourierTransformDimensions
Feature
Identifies device features that can be queried for support.

FeatureLevel
Describes the set of features targeted by a Direct3D device.

FillMode
Determines the fill mode to use when rendering triangles.

Filter
Specifies filtering options used during texture sampling.

FilterFlags
Specifies possible texture filtering flags.

FormatSupport
Identifies which resources are supported for a given format and given device.

GeometryShader
Represents a geometry shader.

GeometryShaderWrapper
Defines a wrapper for geometry shader related commands on the device.

HullShader
Represents a hull shader.

HullShaderWrapper
Defines a wrapper for hull shader related commands on the device.

ImageFileFormat
Specifies image file formats supported by runtime.

ImageInformation
Contains the description of the contents of an image file.

ImageLoadInformation
Contains the description of the contents of an image file.

InfoQueue
InfoQueueFilter
InfoQueueFilterDescription
InputAssemblerWrapper
Defines a wrapper for input assembler related commands on the device.

InputClassification
Specifies possible types of data contained in an input slot.

InputElement
Describes a single element for the input-assembler stage.

InputLayout
Accesses the input data for the input-assembler stage.

MapFlags
Specifies how the CPU should respond when Map() is called on a resource being used by the GPU.

MapMode
Identifies modes in which a resource can be accessed by the CPU.

MessageCategory
Specifies various categories of debug messages.

MessageSeverity
Specifies debug message severity levels for an information queue.

NormalMapFlags
Normal maps generation constants.

OutputMergerWrapper
Defines a wrapper for output-merger related commands on the device.

PipelineStatistics
Contains query information about graphics pipeline activity.

PixelShader
Represents a pixel shader.

PixelShaderWrapper
Defines a wrapper for pixel shader related commands on the device.

Predicate
Used to determine whether geometry should be processed depending on the results of a previous draw call.

PrimitiveTopology
Specifies how the pipeline should interpret vertex data bound to the input assembler stage.

Query
Defines an interface for querying information from the GPU.

QueryDescription
Describes a query object.

QueryFlags
Specifies flags for describing query options and behavior.

QueryType
Defines possible query types.

RasterizerState
A state object defining the behavior of the rasterizer stage.

RasterizerStateDescription
Provides a description for rasterizer state objects.

RasterizerWrapper
Defines a wrapper for rasterizer related commands on the device.

RenderTargetBlendDescription
Provides a description for render target blending.

RenderTargetView
Identifies the render-target subresources that can be accessed during rendering.

RenderTargetViewDescription
Specifies the subresources from a resource that are accessible using a render-target view.

RenderTargetViewDimension
Identifies the type of resource that will be viewed as a render target.

ReportingLevel
Options for the amount of information returned about live device objects.

Resource
A base class for all resource objects.

ResourceDimension
Identifies the type of resource being used.

ResourceOptionFlags
Identifies other, less common options for resources.

ResourceRegion
Represents a 3D region of a resource's data.

ResourceUsage
Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU.

ResourceView
Specifies the parts of a resource the pipeline can access during rendering.

ResultCode
Defines result codes that are returned by Direct3D 11 functions.

SamplerDescription
Provides a description for sampler state objects.

SamplerState
A state object defining the behavior of texture sampling.

Scan
Represents a scan context.

ScanDataType
Identifies the type for scan data.

ScanDirection
Identifies the direction of scanning.

ScanOpCode
Identifies the operation for a scan.

SegmentedScan
Represents a segmented scan context.

ShaderResourceView
Specifies the subresources that a shader can access during rendering.

ShaderResourceViewDescription
Provides a description for a shader resource view.

ShaderResourceViewDimension
Identifies the type of the resource that will be viewed.

ShaderResourceViewExtendedBufferFlags
Specifies shader resource view extended buffer options.

StateBlockMask
Indicates settings for various bits of device state.

StencilOperation
Specifies the stencil operations that can be performed during depth-stencil testing.

StreamOutputBufferBinding
Properties defining the way a buffer is bound to the pipeline as a target for stream output operations.

StreamOutputElement
Describes a single element in a vertex buffer in an output slot.

StreamOutputStatistics
Contains query information about the the amount of data streamed out to the stream-output buffers.

StreamOutputWrapper
Defines a wrapper for stream-output related commands on the device.

Texture1D
Represents a one-dimensional texture.

Texture1DDescription
Describes a one-dimensional texture.

Texture2D
Represents a two-dimensional texture.

Texture2DDescription
Describes a two-dimensional texture.

Texture3D
Represents a three-dimensional texture.

Texture3DDescription
Describes a three-dimensional texture.

TextureAddressMode
Identifies techniques for resolving texture coordinates that are outside of the boundaries of a texture.

TextureLoadInformation
Describes parameters used to load a texture from another texture.

TimestampQueryData
Contains query information about the reliability of a timestamp query.

UnorderedAccessView
Specifies the parts of a resource the pipeline can access during rendering.

UnorderedAccessViewBufferFlags
Specifies unordered-access-view buffer options.

UnorderedAccessViewDescription
Provides a description for an unordered access view.

UnorderedAccessViewDimension
Identifies the type of the resource that will be viewed.

VertexBufferBinding
Properties defining the way a buffer (containing vertex data) is bound to the pipeline for rendering.

VertexShader
Represents a vertex shader.

VertexShaderWrapper
Defines a wrapper for vertex shader related commands on the device.

Viewport
Defines a rectangular region of a render-target surface onto which 3D rendering is projected.