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How to Use Direct3D 11

This section demonstrates how to use the Microsoft Direct3D 11 API to accomplish several common tasks.

TopicDescription

How To: Create a Reference Device

This topic shows how to create a reference device that implements a highly accurate, software implementation of the runtime.

How To: Create a WARP Device

This topic shows how to create a WARP device that implements a high speed software rasterizer.

How To: Create a Swap Chain

This topic show how to create a swap chain that encapsulates two or more buffers that are used for rendering and display.

How To: Enumerate Adapters

This topic shows how to use Microsoft DirectX Graphics Infrastructure (DXGI) to enumerate the available graphics adapters on a computer.

How To: Get Adapter Display Modes

This topic shows how to use DXGI to get the valid display modes associated with an adapter.

How To: Create a Device and Immediate Context

This topics shows how to initialize a device.

How To: Get the Device Feature Level

This topics shows how to get the highest feature level supported by a device.

How to: Create a Vertex Buffer

This topic shows how to initialize a static vertex buffer, that is, a vertex buffer that does not change.

How to: Create an Index Buffer

This topic shows how to initialize an index buffer in preparation for rendering.

How to: Create a Constant Buffer

This topic shows how to initialize a constant buffer in preparation for rendering.

How to: Create a Texture

This topic shows how to create a texture.

How to: Initialize a Texture Programmatically

This topic has several examples showing how to initialize textures that are created with different types of usages.

How to: Initialize a Texture From a File

This topic shows how to use Windows Imaging Component (WIC) to create the texture and the view separately.

How to: Use dynamic resources

You create and use dynamic resources when your app needs to change data in those resources. You can create textures and buffers for dynamic usage.

How To: Create a Compute Shader

This topic shows how to create a compute shader.

How To: Design a Hull Shader

This topics shows how to design a hull shader.

How To: Create a Hull Shader

This topic shows how to create a hull shader.

How To: Initialize the Tessellator Stage

This topic shows how to initialize the tessellator stage.

How To: Design a Domain Shader

This topics shows how to design a domain shader.

How To: Create a Domain Shader

This topic shows how to create a domain shader.

How To: Compile a Shader

This topic shows how to use the D3DCompileFromFile function at run time to compile shader code.

How to: Record a Command List

This topic shows how to create and record a command list.

How to: Play Back a Command List

This topic shows how to play back a command list.

How To: Check for Driver Support

This topic shows how to determine whether multithreading features (including resource creation and command lists) are supported for hardware acceleration.

 

Related topics

Direct3D 11 Graphics

 

 

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