How to Use Direct3D 11
This section demonstrates how to use the Microsoft Direct3D 11 API to accomplish several common tasks.
| Topic | Description |
|---|---|
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This topic shows how to create a reference device that implements a highly accurate, software implementation of the runtime. | |
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This topic shows how to create a WARP device that implements a high speed software rasterizer. | |
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This topic show how to create a swap chain that encapsulates two or more buffers that are used for rendering and display. | |
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This topic shows how to use Microsoft DirectX Graphics Infrastructure (DXGI) to enumerate the available graphics adapters on a computer. | |
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This topic shows how to use DXGI to get the valid display modes associated with an adapter. | |
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This topics shows how to initialize a device. | |
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This topics shows how to get the highest feature level supported by a device. | |
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This topic shows how to initialize a static vertex buffer, that is, a vertex buffer that does not change. | |
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This topic shows how to initialize an index buffer in preparation for rendering. | |
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This topic shows how to initialize a constant buffer in preparation for rendering. | |
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This topic shows how to create a texture. | |
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This topic has several examples showing how to initialize textures that are created with different types of usages. | |
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This topic shows how to use Windows Imaging Component (WIC) to create the texture and the view separately. | |
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This topic shows how to create a compute shader. | |
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This topics shows how to design a hull shader. | |
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This topic shows how to create a hull shader. | |
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This topic shows how to initialize the tessellator stage. | |
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This topics shows how to design a domain shader. | |
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This topic shows how to create a domain shader. | |
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This topic shows how to use the D3DCompileFromFile function at run time to compile shader code. | |
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This topic shows how to create and record a command list. | |
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This topic shows how to play back a command list. | |
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This topic shows how to determine whether multithreading features (including resource creation and command lists) are supported for hardware acceleration. |
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Build date: 11/28/2012