Informs the driver that the back buffers contain video data.
Clips a windowed Device.Presentblit into the window client area, within the monitor screen area of the video adapter that created the Microsoft Direct3D device. This flag works only on Microsoft Windows 2000 and Windows XP.
Enables z-buffer discarding if set when the device or swap chain is created. When this flag is set, the contents of the depth stencil buffer are invalid after either Device.Present or Device.DepthStencilSurface are called. Discarding z-buffer data can increase performance and is dependent on the driver. The debug runtime enforces discarding by clearing the z-buffer to some constant value after calling either Device.Present or Device.DepthStencilSurface with a different depth surface. Discarding z-buffer data is illegal for all lockable formats, D16Lockable, and D32Lockable. Using Device.Device to specify a lockable format and z-buffer discarding will result in failure. For more information about formats, see Format.
Gives the application the ability to lock the back buffer directly. Note that back buffers are not lockable unless the application specifies LockableBackBuffer when calling Device.Device or Device.Reset. Lockable back buffers incur a performance cost on some graphics hardware configurations. Performing a lock operation (or using Device.UpdateSurface to write on the lockable back buffer) decreases performance on many cards. In this case, consider using textured triangles to move data to the back buffer.