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
| Topic | Description |
|---|---|
|
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. | |
|
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. | |
|
Some limitations exist for creating WARP and Reference devices in Direct3D 10.1 and Direct3D 11.0. This topic discusses those limitations. | |
|
This section discusses how Direct3D 11 is designed to support both new and existing hardware, from DirectX 9 to DirectX 11. | |
|
Using Direct3D 11 feature data to supplement Direct3D feature levels |
Find out how to check device support for optional features, including features that were added in recent versions of Windows. |
How to topics about devices
| Topic | Description |
|---|---|
|
Describes how to create a reference device. | |
|
Describes how to create a WARP device. | |
|
Describes how to create a swap chain. | |
|
Describes how to enumerate the physical display adapters. | |
|
Describes how to get the supported display capabilities of an adapter. | |
|
Describes how to initialize a device. |
Related topics