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Devices

A Direct3D device allocates and destroys objects, renders primitives, and communicates with a graphics driver and the hardware. In Direct3D 11, a device is separated into a device object for creating resources and a device-context object, which performs rendering. This section describes Direct3D 11 device and device-context objects.

Objects created from one device cannot be used directly with other devices. Use a shared resource to share data between multiple devices, with the constraint that a shared object can be used only by the device that created it.

In this section

TopicDescription

Introduction to a Device in Direct3D 11

The Direct3D 11 object model separates resource creation and rendering functionality into a device and one or more contexts; this separation is designed to facilitate multithreading.

Software Layers

The Direct3D 11 runtime is constructed with layers, starting with the basic functionality at the core and building optional and developer-assist functionality in outer layers. This section describes the functionality of each layer.

Limitations Creating WARP and Reference Devices

Some limitations exist for creating WARP and Reference devices in Direct3D 10.1 and Direct3D 11.0. This topic discusses those limitations.

Direct3D 11 on Downlevel Hardware

This section discusses how Direct3D 11 is designed to support both new and existing hardware, from DirectX 9 to DirectX 11.

 

How to topics about devices

TopicDescription

How To: Create a Reference Device

Describes how to create a reference device.

How To: Create a WARP Device

Describes how to create a WARP device.

How To: Create a Swap Chain

Describes how to create a swap chain.

How To: Enumerate Adapters

Describes how to enumerate the physical display adapters.

How To: Get Adapter Display Modes

Describes how to get the supported display capabilities of an adapter.

How To: Create a Device and Immediate Context

Describes how to initialize a device.

 

Related topics

Programming Guide for Direct3D 11

 

 

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