"SlimDX" Gets or sets he noise suppression parameters of a buffer. Sets the enumerator to its initial position, which is before the first element in the collection. The NoiseSuppress object is used to set and retrieve parameters on a capture buffer that supports noise suppression. This object requires Microsoft Windows XP or later. IDirectSoundCaptureFXNoiseSuppress Applications use the methods of the MatrixStack class to manipulate a matrix stack. ID3DXMatrixStack Performs a multiscan of a sequence. The type of element in the sequence. The binary operation to perform. Size of scan in elements. Pitch of the next scan in elements. Number of scans in the multiscan. Input sequence on the device. Set and to the same value for in-place scans. Output sequence on the device. A object describing the result of the operation. Performs an unsegmented scan of a sequence. The type of element in the sequence. The binary operation to perform. Size of scan in elements. Input sequence on the device. Set and to the same value for in-place scans. Output sequence on the device. A object describing the result of the operation. Sets the scan direction. The direction in which to perform the scans. A object describing the result of the operation. Initializes a new instance of the class. The device context with which to associate the scan object. Maximum single scan size, in elements. Maximum number of scans in multiscan. Represents a scan context. ID3DX11Scan Gets or sets the class instance for the variable. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a class instance effect variable. ID3DX11EffectInterfaceVariable Determines whether the specified object instances are considered equal. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the structure. The X component. The Y component. The Z component. The W component. Initializes a new instance of the structure. The value to set for the X, Y, Z, and W components. Gets or sets the W component of the vector. The W component of the vector. Gets or sets the Z component of the vector. The Z component of the vector. Gets or sets the Y component of the vector. The Y component of the vector. Gets or sets the X component of the vector. The X component of the vector. Defines a four component vector, using half precision floating point coordinates. D3DXVECTOR3_16F Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Head" action. Represents a "Control" action. Represents a "Sprint" action. Represents a "PassThrough" action. Represents a "ShootHigh" action. Represents a "ShootLow" action. Represents a "Substitute" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Select" action. Represents a "Special1" action. Represents a "Player" action. Represents a "Fake" action. Represents a "Pass" action. Represents a "Shoot" action. Represents a "Bend" action. Represents a "Move" action. Represents a "Lateral" action. Represents the soccer offense genre. Contains action mapping constants for soccer offense games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Substitute" action. Represents a "GoalieCharge" action. Represents a "Clear" action. Represents a "Head" action. Represents a "Foul" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Slide" action. Represents a "Select" action. Represents a "Special" action. Represents a "Player" action. Represents a "Fake" action. Represents a "Steal" action. Represents a "Block" action. Represents a "Move" action. Represents a "Lateral" action. Represents the soccer defense genre. Contains action mapping constants for soccer defense games. Represents a "Pause" action. Represents a "Device" action. Represents a "Slower" link. Represents a "Faster" link. Represents a "Right" link. Represents a "Left" link. Represents a "Zoom" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Special2" action. Represents a "Select" action. Represents a "Special1" action. Represents a "Camera" action. Represents a "Crouch" action. Represents a "Jump" action. Represents a "Speed" action. Represents a "Turn" action. Represents the skiing genre. Contains action mapping constants for skiing games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Substitute" action. Represents a "Timeout" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Select" action. Represents a "Special" action. Represents a "Smash" action. Represents a "Backswing" action. Represents a "Swing" action. Represents a "Move" action. Represents a "Lateral" action. Represents the racquet genre. Contains action mapping constants for racquet games. Represents a "Pause" action. Represents a "Device" action. Represents a "BrakeButton" link. Represents a "Slower" link. Represents a "Faster" link. Represents a "Right" link. Represents a "Left" link. Represents a "Brake" action. Represents a "Zoom" action. Represents a "Scroll" action. Represents a "Menu" action. Represents a "Special2" action. Represents a "Select" action. Represents a "Special1" action. Represents a "Camera" action. Represents a "Jump" action. Represents a "Pedal" action. Represents a "Turn" action. Represents the mountain biking genre. Contains action mapping constants for mountain biking games. Represents a "Pause" action. Represents a "Device" action. Represents a "RotateRight" link. Represents a "RotateLeft" link. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "FireSecondary" action. Represents a "Jump" action. Represents a "Crouch" action. Represents a "Rotate" action. Represents a "Display" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Special" action. Represents a "Map" action. Represents a "Call" action. Represents a "Binocular" action. Represents a "Weapon" action. Represents a "Aim" action. Represents a "Fire" action. Represents a "Move" action. Represents a "Lateral" action. Represents the hunting genre. Contains action mapping constants for hunting games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Substitute" action. Represents a "Timeout" action. Represents a "Strategy" action. Represents a "Zoom" action. Represents a "Scroll" action. Represents a "Menu" action. Represents a "Fake" action. Represents a "Special" action. Represents a "Burst" action. Represents a "Pass" action. Represents a "Shoot" action. Represents a "Move" action. Represents a "Lateral" action. Represents the hockey offense genre. Contains action mapping constants for hockey offense games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Substitute" action. Represents a "Timeout" action. Represents a "Strategy" action. Represents a "Zoom" action. Represents a "Scroll" action. Represents a "Menu" action. Represents a "Block" action. Represents a "Steal" action. Represents a "Poke" action. Represents a "Pass" action. Represents a "Move" action. Represents a "Lateral" action. Represents the hockey goalie genre. Contains action mapping constants for hockey goalie games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Substitute" action. Represents a "Timeout" action. Represents a "Strategy" action. Represents a "Zoom" action. Represents a "Scroll" action. Represents a "Menu" action. Represents a "Fake" action. Represents a "Block" action. Represents a "Burst" action. Represents a "Steal" action. Represents a "Player" action. Represents a "Move" action. Represents a "Lateral" action. Represents the hockey defense genre. Contains action mapping constants for hockey defense games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Substitute" action. Represents a "Timeout" action. Represents a "Zoom" action. Represents a "Scroll" action. Represents a "Menu" action. Represents a "Flyby" action. Represents a "Terrain" action. Represents a "Down" action. Represents a "Up" action. Represents a "Select" action. Represents a "Swing" action. Represents a "Move" action. Represents a "Lateral" action. Represents the golf genre. Contains action mapping constants for golf games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Audible" action. Represents a "Motion" action. Represents a "FakeSnap" action. Represents a "Menu" action. Represents a "Fake" action. Represents a "Pass" action. Represents a "Slide" action. Represents a "Jump" action. Represents a "Snap" action. Represents a "Select" action. Represents a "Move" action. Represents a "Lateral" action. Represents the football quarterback genre. Contains action mapping constants for football quarterback games. Represents a "Pause" action. Represents a "Device" action. Represents a "Menu" action. Represents a "Help" action. Represents a "Select" action. Represents a "Play" action. Represents the football genre. Contains action mapping constants for football games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Substitute" action. Represents a "Zoom" action. Represents a "Dive" action. Represents a "Turbo" action. Represents a "Shoulder" action. Represents a "Juke" action. Represents a "Menu" action. Represents a "Spin" action. Represents a "Throw" action. Represents a "RightArm" action. Represents a "LeftArm" action. Represents a "Jump" action. Represents a "Move" action. Represents a "Lateral" action. Represents the football offense genre. Contains action mapping constants for football offense games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Substitute" action. Represents a "Zoom" action. Represents a "Audible" action. Represents a "Rip" action. Represents a "BullRush" action. Represents a "Swim" action. Represents a "Spin" action. Represents a "Menu" action. Represents a "SuperTackle" action. Represents a "Fake" action. Represents a "Tackle" action. Represents a "Jump" action. Represents a "Select" action. Represents a "Play" action. Represents a "Move" action. Represents a "Lateral" action. Represents the football defense genre. Contains action mapping constants for football defense games. Represents a "Pause" action. Represents a "Device" action. Represents a "RotateRight" link. Represents a "RotateLeft" link. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Jump" action. Represents a "Crouch" action. Represents a "Rotate" action. Represents a "Display" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Map" action. Represents a "Bait" action. Represents a "Binocular" action. Represents a "Type" action. Represents a "Cast" action. Represents a "Move" action. Represents a "Lateral" action. Represents the fishing genre. Contains action mapping constants for fishing games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Substitute" action. Represents a "Timeout" action. Represents a "Post" action. Represents a "Jab" action. Represents a "Play" action. Represents a "Screen" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Call" action. Represents a "Burst" action. Represents a "Player" action. Represents a "Special" action. Represents a "Fake" action. Represents a "Pass" action. Represents a "Dunk" action. Represents a "Shoot" action. Represents a "Move" action. Represents a "Lateral" action. Represents the basketball offense genre. Contains action mapping constants for basketball offense games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Substitute" action. Represents a "Timeout" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Play" action. Represents a "Burst" action. Represents a "Player" action. Represents a "Special" action. Represents a "Fake" action. Represents a "Steal" action. Represents a "Jump" action. Represents a "Move" action. Represents a "Lateral" action. Represents the basketball defense genre. Contains action mapping constants for bsketball defense games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Look" action. Represents a "Walk" action. Represents a "Menu" action. Represents a "Fake" action. Represents a "Throw" action. Represents a "Base" action. Represents a "Pitch" action. Represents a "Select" action. Represents a "Move" action. Represents a "Lateral" action. Represents the baseball pitching genre. Contains action mapping constants for baseball pitching games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "AimRight" link. Represents a "AimLeft" link. Represents a "ShiftOut" action. Represents a "ShiftIn" action. Represents a "Menu" action. Represents a "Dive" action. Represents a "Jump" action. Represents a "Burst" action. Represents a "Throw2" action. Represents a "Throw1" action. Represents a "Nearest" action. Represents a "Move" action. Represents a "Lateral" action. Represents the baseball fielding genre. Contains action mapping constants for baseball fielding games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Box" action. Represents a "NoSteal" action. Represents a "Menu" action. Represents a "Contact" action. Represents a "Slide" action. Represents a "Burst" action. Represents a "Steal" action. Represents a "Bunt" action. Represents a "Power" action. Represents a "Normal" action. Represents a "Select" action. Represents a "Move" action. Represents a "Lateral" action. Represents the baseball batting genre. Contains action mapping constants for baseball batting games. Represents a "Pause" action. Represents a "Device" action. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Display" action. Represents a "Map" action. Represents a "Zoom" action. Represents a "Menu" action. Represents a "Turn" action. Represents a "Team" action. Represents a "Apply" action. Represents a "Instruct" action. Represents a "Select" action. Represents a "Move" action. Represents a "Lateral" action. Represents the turn based genre. Contains action mapping constants for turn based games. Represents a "Pause" action. Represents a "Device" action. Represents a "RotateRight" link. Represents a "RotateLeft" link. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "Rotate" action. Represents a "Display" action. Represents a "Map" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Jump" action. Represents a "Crouch" action. Represents a "Cast" action. Represents a "Attack" action. Represents a "Select" action. Represents a "Apply" action. Represents a "Get" action. Represents a "Move" action. Represents a "Lateral" action. Represents the role playing genre. Contains action mapping constants for role playing games. Represents a "Pause" action. Represents a "Device" action. Represents a "GlanceDown" link. Represents a "GlanceUp" link. Represents a "GlanceRight" link. Represents a "GlanceLeft" link. Represents a "TurnRight" link. Represents a "TurnLeft" link. Represents a "Slower" link. Represents a "Faster" link. Represents a "Backward" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "FireSecondary" action. Represents a "Gear" action. Represents a "Lower" action. Represents a "Raise" action. Represents a "Display" action. Represents a "View" action. Represents a "Rotate" action. Represents a "Climb" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Target" action. Represents a "Weapons" action. Represents a "Fire" action. Represents a "Throttle" action. Represents a "Move" action. Represents a "Lateral" action. Represents the space combat genre. Contains action mapping constants for space combat games. Represents a "Pause" action. Represents a "Device" action. Represents a "GlanceDown" link. Represents a "GlanceUp" link. Represents a "GlanceRight" link. Represents a "GlanceLeft" link. Represents a "Slower" link. Represents a "Faster" link. Represents a "FireSecondary" action. Represents a "Gear" action. Represents a "View" action. Represents a "Counter" action. Represents a "Throttle" action. Represents a "Torque" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Target" action. Represents a "Weapons" action. Represents a "Fire" action. Represents a "Collective" action. Represents a "Pitch" action. Represents a "Bank" action. Represents the helicopter combat genre. Contains action mapping constants for helicopter combat games. Represents a "Pause" action. Represents a "Device" action. Represents a "GlanceDown" link. Represents a "GlanceUp" link. Represents a "GlanceRight" link. Represents a "GlanceLeft" link. Represents a "Slower" link. Represents a "Faster" link. Represents a "Brake" link. Represents a "FlapsDown" action. Represents a "FlapsUp" action. Represents a "Flaps" action. Represents a "Rudder" action. Represents a "Brake" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Gear" action. Represents a "Display" action. Represents a "View" action. Represents a "Throttle" action. Represents a "Pitch" action. Represents a "Bank" action. Represents the civilian flight genre. Contains action mapping constants for civilian flight games. Represents a "Pause" action. Represents a "Device" action. Represents a "GlanceDown" link. Represents a "GlanceUp" link. Represents a "GlanceRight" link. Represents a "GlanceLeft" link. Represents a "Slower" link. Represents a "Faster" link. Represents a "Brake" link. Represents a "Gear" action. Represents a "FireSecondary" action. Represents a "FlapsDown" action. Represents a "FlapsUp" action. Represents a "Flaps" action. Represents a "Display" action. Represents a "View" action. Represents a "Brake" action. Represents a "Rudder" action. Represents a "Counter" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Target" action. Represents a "Weapons" action. Represents a "Fire" action. Represents a "Throttle" action. Represents a "Pitch" action. Represents a "Bank" action. Represents the air combat genre. Contains action mapping constants for air combat games. Represents a "Pause" action. Represents a "Device" action. Represents a "GlanceRight" link. Represents a "GlanceLeft" link. Represents a "RotateRight" link. Represents a "RotateLeft" link. Represents a "BarrelDown" link. Represents a "BarrelUp" link. Represents a "SteerRight" link. Represents a "SteerLeft" link. Represents a "Accelerate" link. Represents a "FireSecondary" action. Represents a "Brake" action. Represents a "Dashboard" action. Represents a "View" action. Represents a "AccelerateAndBrake" action. Represents a "Brake" action. Represents a "Glance" action. Represents a "Menu" action. Represents a "Target" action. Represents a "Weapons" action. Represents a "Fire" action. Represents a "Rotate" action. Represents a "Accelerate" action. Represents a "Barrel" action. Represents a "Steer" action. Represents the tank driving genre. Contains action mapping constants for tank driving games. Represents a "Pause" action. Represents a "Device" action. Represents a "GlanceRight" link. Represents a "GlanceLeft" link. Represents a "SteerRight" link. Represents a "SteerLeft" link. Represents a "Accelerate" link. Represents a "Pit" action. Represents a "Boost" action. Represents a "Map" action. Represents a "Aids" action. Represents a "Dashboard" action. Represents a "Brake" action. Represents a "Glance" action. Represents a "AccelerateAndBrake" action. Represents a "Menu" action. Represents a "View" action. Represents a "ShiftDown" action. Represents a "ShiftUp" action. Represents a "Brake" action. Represents a "Accelerate" action. Represents a "Steer" action. Represents the racing genre. Contains action mapping constants for racing games. Represents a "Pause" action. Represents a "Device" action. Represents a "Slower" link. Represents a "Faster" link. Represents a "RotateRight" link. Represents a "RotateLeft" link. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "FireSecondary" action. Represents a "View" action. Represents a "Glance" action. Represents a "Center" action. Represents a "Menu" action. Represents a "Jump" action. Represents a "Zoom" action. Represents a "Reverse" action. Represents a "Target" action. Represents a "Weapons" action. Represents a "Fire" action. Represents a "Throttle" action. Represents a "Rotate" action. Represents a "Torso" action. Represents a "Steer" action. Represents the mechanical fighting genre. Contains action mapping constants for mechanical fighting games. Represents a "Pause" action. Represents a "Device" action. Represents a "GlanceRight" link. Represents a "GlanceLeft" link. Represents a "SteerRight" link. Represents a "SteerLeft" link. Represents a "Accelerate" link. Represents a "FireSecondary" action. Represents a "Brake" action. Represents a "Aids" action. Represents a "Dashboard" action. Represents a "ShiftDown" action. Represents a "ShiftUp" action. Represents a "Glance" action. Represents a "AccelerateAndBrake" action. Represents a "Menu" action. Represents a "Target" action. Represents a "Weapons" action. Represents a "Fire" action. Represents a "Brake" action. Represents a "Accelerate" action. Represents a "Steer" action. Represents the combat racing genre. Contains action mapping constants for combat racing games. Represents a "Pause" action. Represents a "Device" action. Represents a "Digit9" action. Represents a "Digit8" action. Represents a "Digit7" action. Represents a "Digit6" action. Represents a "Digit5" action. Represents a "Digit4" action. Represents a "Digit3" action. Represents a "Digit2" action. Represents a "Digit1" action. Represents a "Digit0" action. Represents a "Adjust" action. Represents a "DVD" action. Represents a "Tuner" action. Represents a "VCR" action. Represents a "CD" action. Represents a "Cable" action. Represents a "TV" action. Represents a "Slider2" action. Represents a "Menu" action. Represents a "Record" action. Represents a "Change" action. Represents a "Review" action. Represents a "Cue" action. Represents a "Play" action. Represents a "Select" action. Represents a "Mute" action. Represents a "Slider" action. Represents the remote genre. Contains action mapping constants for remote controls. Represents a "Pause" action. Represents a "Device" action. Represents a "Print" action. Represents a "History" action. Represents a "Previous" action. Represents a "Next" action. Represents a "Favorites" action. Represents a "Home" action. Represents a "Stop" action. Represents a "Search" action. Represents a "Menu" action. Represents a "Refresh" action. Represents a "View" action. Represents a "Select" action. Represents a "Move" action. Represents a "Lateral" action. Represents the browser genre. Contains action mapping constants for browser controls. Represents a "Pause" action. Represents a "Device" action. Represents a "Display" action. Represents a "RotateZ" action. Represents a "RotateY" action. Represents a "RotateX" action. Represents a "HatSwitch" action. Represents a "Menu" action. Represents a "Special2" action. Represents a "Special" action. Represents a "Special1" action. Represents a "Select" action. Represents a "InOut" action. Represents a "Move" action. Represents a "Lateral" action. Represents the 3D control genre. Contains action mapping constants for 3D objects in CAD. Represents a "Pause" action. Represents a "Device" action. Represents a "Display" action. Represents a "RotateZ" action. Represents a "RotateY" action. Represents a "RotateX" action. Represents a "HatSwitch" action. Represents a "Menu" action. Represents a "Special2" action. Represents a "Special" action. Represents a "Special1" action. Represents a "Select" action. Represents a "InOut" action. Represents a "Move" action. Represents a "Lateral" action. Represents the 3D navigation genre. Contains action mapping constants for 3D navigation in CAD. Represents a "Pause" action. Represents a "Device" action. Represents a "Display" action. Represents a "RotateZ" action. Represents a "RotateY" action. Represents a "RotateX" action. Represents a "HatSwitch" action. Represents a "Menu" action. Represents a "Special2" action. Represents a "Special" action. Represents a "Special1" action. Represents a "Select" action. Represents a "InOut" action. Represents a "Move" action. Represents a "Lateral" action. Represents the 3D model genre. Contains action mapping constants for 3D models in CAD. Represents a "Pause" action. Represents a "Device" action. Represents a "Display" action. Represents a "RotateZ" action. Represents a "HatSwitch" action. Represents a "Menu" action. Represents a "Special2" action. Represents a "Special" action. Represents a "Special1" action. Represents a "Select" action. Represents a "InOut" action. Represents a "Move" action. Represents a "Lateral" action. Represents the 2D control genre. Contains action mapping constants for 2D objects in CAD. Represents a "Pause" action. Represents a "Device" action. Represents a "ViewRight" link. Represents a "ViewLeft" link. Represents a "ViewDown" link. Represents a "ViewUp" link. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "View" action. Represents a "Menu" action. Represents a "Select" action. Represents a "Special" action. Represents a "Attack" action. Represents a "Carry" action. Represents a "Throw" action. Represents a "Move" action. Represents a "Lateral" action. Represents the side-to-side genre. Contains action mapping constants for side-to-side arcade games. Represents a "Pause" action. Represents a "Device" action. Represents a "ViewRight" link. Represents a "ViewLeft" link. Represents a "ViewDown" link. Represents a "ViewUp" link. Represents a "Back" link. Represents a "Forward" link. Represents a "Right" link. Represents a "Left" link. Represents a "FireSecondary" action. Represents a "View" action. Represents a "Menu" action. Represents a "Select" action. Represents a "Special" action. Represents a "Crouch" action. Represents a "Fire" action. Represents a "Jump" action. Represents a "Move" action. Represents a "Lateral" action. Represents the platform genre. Contains action mapping constants for platform arcade games. Represents a "Glance" action. Represents a "Pause" action. Represents a "View" action. Represents a "StepRight" action. Represents a "StepLeft" action. Represents a "Inventory" action. Represents a "TurnRight" link. Represents a "TurnLeft" link. Represents a "GlanceRight" link. Represents a "GlanceLeft" link. Represents a "GlanceUp" link. Represents a "GlanceDown" link. Represents a "Forward" link. Represents a "Dodge" action. Represents a "Device" action. Represents a "Backward" link. Represents a "Step" action. Represents a "Select" action. Represents a "Menu" action. Represents a "Jump" action. Represents a "Run" action. Represents a "Use" action. Represents a "Action" action. Represents a "Turn" action. Represents a "Move" action. Represents the third person genre. Contains action mapping constants for third person fighting games. Represents a "Glance" action. Represents a "Pause" action. Represents a "RotateRight" link. Represents a "RotateLeft" link. Represents a "GlanceRight" link. Represents a "GlanceLeft" link. Represents a "GlanceUp" link. Represents a "GlanceDown" link. Represents a "Forward" link. Represents a "FireSecondary" action. Represents a "Dodge" action. Represents a "Display" action. Represents a "Device" action. Represents a "Backward" link. Represents a "SideStep" action. Represents a "Weapons" action. Represents a "Strafe" action. Represents a "Select" action. Represents a "Menu" action. Represents a "Jump" action. Represents a "Fire" action. Represents a "Crouch" action. Represents a "Apply" action. Represents a "Rotate" action. Represents a "Move" action. Represents a "LookUpDown" action. Represents the shooting genre. Contains action mapping constants for first person shooter games. Represents a "Slide" action. Represents a "Select" action. Represents a "Pause" action. Represents a "Right" link. Represents a "Left" link. Represents a "Forward" link. Represents a "Dodge" action. Represents a "Display" action. Represents a "Device" action. Represents a "Backward" link. Represents a "Rotate" action. Represents a "Special2" action. Represents a "Special1" action. Represents a "Punch" action. Represents a "Menu" action. Represents a "Kick" action. Represents a "Jump" action. Represents a "Crouch" action. Represents a "Block" action. Represents a "Move" action. Represents a "Lateral" action. Represents the hand-to-hand genre. Contains action mapping constants for Hand-To-Hand fighting games. Gets the value of the variable as an array of floating points. The number of values to get. The array of floating point values of the variable. Gets the value of the variable as an array of integers. The number of values to get. The array of integer values of the variable. Gets the value of the variable as an array of booleans. The number of values to get. The array of boolean values of the variable. Gets the value of the variable as a floating point. The floating point value of the scalar. Gets the value of the variable as an integer. The integer value of the scalar. Gets the value of the variable as a boolean. The boolean value of the scalar. Sets the value of the scalar variable. The array of floating point values to set. A object describing the result of the operation. Sets the value of the scalar variable. The array of integer values to set. A object describing the result of the operation. Sets the value of the scalar variable. The array of boolean values to set. A object describing the result of the operation. Sets the value of the scalar variable. The floating point value to set. A object describing the result of the operation. Sets the value of the scalar variable. The integer value to set. A object describing the result of the operation. Sets the value of the scalar variable. The boolean value to set. A object describing the result of the operation. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a scalar effect variable. ID3DX11EffectScalarVariable Gets or sets the position within the current stream. The current position within the stream. Stream Class Gets the length in bytes of the stream. A long value representing the length of the stream in bytes. Gets a value indicating whether the current stream supports writing. Always false. Gets a value indicating whether the current stream supports seeking. Always true. Gets a value indicating whether the current stream supports reading. Always true. Not supported. Always ignored. Always thrown. Not supported. Always thrown. Reads a sequence of bytes from the current stream and advances the position within the stream by the number of bytes read. An array of values to be read from the stream. The zero-based byte offset in buffer at which to begin storing the data read from the current stream. The maximum number of bytes to be read from the current stream. The number of bytes read from the stream. This stream does not support reading. is a null reference. or is negative. The sum of and is greater than the buffer length. Not supported. Always thrown. Sets the position within the current stream. Attempted to seek outside of the bounds of the stream. Generate a mask for state changes during the pass. The created state block mask. Set the state contained in a pass to the device. The device context to use to set the state. A object describing the result of the operation. Get an annotation by name. The name of the annotation to retrieve. The annotation with the given name. Get an annotation by index. The zero-based index of the annotation to retrieve. The annotation at the specified index. Initializes a new instance of the class. A pointer to the unmanaged interface. Gets a description for the pass's compute shader. Gets a description for the pass's domain shader. Gets a description for the pass's hull shader. Gets a description for the pass's pixel shader. Gets a description for the pass's vertex shader. Gets a description for the pass's geometry shader. Indicates whether the pass represents a valid interface. Gets the effect pass's description. Encapsulates state assignments within a technique. ID3DX11EffectPass Reverts a previously set rasterizer state. Index into an array of rasterizer-state interfaces. If there is only one rasterizer-state interface, use 0. A object describing the result of the operation. Gets the saved backing store description. Index into an array of rasterizer-state interfaces. If there is only one rasterizer-state interface, use 0. The saved backing store description. Sets the rasterizer state for the variable. Index into an array of rasterizer-state interfaces. If there is only one rasterizer-state interface, use 0. The rasterizer state to set. A object describing the result of the operation. Gets the rasterizer state from the variable. Index into an array of rasterizer-state interfaces. If there is only one rasterizer-state interface, use 0. The retrieved rasterizer state. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a rasterizer state effect variable. ID3DX11EffectRasterizerVariable Gets a value indicating whether the shader is a sample frequency shader. Gets the number of interface slots. Gets the number of conditional move instructions. Gets the number of move instructions. Gets the number of conversion instructions. Gets the number of bitwise instructions. Gets the shader's description. Gets the input primitive used by the geometry shader. Gets the minimum feature level required to use the shader. Gets a description of the resources bound to a shader. The name of the bound resource. A description of the resource bound with the given name. Gets a description of the resources bound to a shader. Zero-based index of the bound resource. A description of the resource bound at the given index. Gets the description of a patch-constant parameter. The zero-based index of the patch-constant parameter whose description is to be retrieved. The description of the patch-constant parameter at the given index. Gets the description of an output parameter. The zero-based index of the output parameter whose description is to be retrieved. The description of the output parameter at the given index. Gets the description of an input parameter. The zero-based index of the input parameter whose description is to be retrieved. The description of the input parameter at the given index. Gets a constant buffer by name. The name of the constant buffer to retrieve. The constant buffer with the given name. Gets a constant buffer by index. The zero-based index of the constant buffer to retrieve. The constant buffer at the given index. Initializes a new instance of the class. The compiled shader or effect to reflect upon. Defines an interface for reflecting on shader information and metadata. ID3D11ShaderReflection Returns a value indicating whether the two BufferDescriptions are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two PipelineStatisticss. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two PipelineStatisticss. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Number of times a compute shader was invoked. Number of times a domain shader was invoked. Number of times a hull shader was invoked. Number of times a pixel shader was invoked. Number of primitives that were rendered. This may be larger or smaller than CInvocations because after a primitive is clipped sometimes it is either broken up into more than one primitive or completely culled. Number of primitives that were sent to the rasterizer. When the rasterizer is disabled, this will not increment. Number of primitives output by a geometry shader. Number of times a geometry shader was invoked. When the geometry shader is set to null, this statistic may or may not increment depending on the hardware manufacturer. Number of times a vertex shader was invoked. Direct3D invokes the vertex shader once per vertex. Number of primitives read by the input assembler. This number can be different depending on the primitive topology used. For example, a triangle strip with 6 vertices will produce 4 triangles, however a triangle list with 6 vertices will produce 2 triangles. Number of vertices read by input assembler. Contains query information about graphics pipeline activity. D3D11_QUERY_DATA_PIPELINE_STATISTICS Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Determines whether to enable line antialiasing; only applies if doing line drawing and IsMultisampleEnabled is false. Determines whether to enable multisample antialiasing. Determines whether to enable scissor-rectangle culling. All pixels ouside an active scissor rectangle are culled. Determines whether to enable clipping based on distance. Scalar on a given pixel's slope. Maximum depth bias of a pixel. Depth value added to a given pixel. Determines if a triangle is front- or back-facing. If this parameter is true, then a triangle will be considered front-facing if its vertices are counter-clockwise on the render target and considered back-facing if they are clockwise. If this parameter is false then the opposite is true. Gets or sets which triangles are to be culled. Gets or sets the fill mode to use when rendering. Provides a description for rasterizer state objects. D3D11_RASTERIZER_DESC Minimum percentage of output fed back into input. Maximum percentage of output fed back into input. Default percentage of output fed back into input. Minimum value that specifies whether to swap left and right delays with each successive echo. The default value is zero, meaning no swap. Maximum value that specifies whether to swap left and right delays with each successive echo. The default value is zero, meaning no swap. Default value that specifies whether to swap left and right delays with each successive echo. The default value is zero, meaning no swap. Minimum delay for right channel, in milliseconds. Maximum delay for right channel, in milliseconds. Default delay for right channel, in milliseconds. Minimum delay for left channel, in milliseconds. Maximum delay for left channel, in milliseconds. Default delay for left channel, in milliseconds. Minimum ratio of wet (processed) signal to dry (unprocessed) signal. Maximum ratio of wet (processed) signal to dry (unprocessed) signal. Default ratio of wet (processed) signal to dry (unprocessed) signal. Ratio of wet (processed) signal to dry (unprocessed) signal. Percentage of output fed back into input. The default value is 50. Value that specifies whether to swap left and right delays with each successive echo. The default value is zero, meaning no swap. Delay for left channel, in milliseconds. The default value is 500 ms. Delay for right channel, in milliseconds. The default value is 500 ms. The SoundEffectEcho object is used to set and retrieve effect parameters on a buffer that supports echo. IDirectSoundFXEcho Reports information about live device objects. Options for specifying the amount of detail in the output. A object describing the result of the operation. Validates the device context for dispatching operations. The device context to validate. A object describing the result of the operation. Validates the current pipeline state of a device context. The device context to validate. A object describing the result of the operation. Initializes a new instance of the class. The device with which the debug interface is to be associated. Gets or sets the swap chain the runtime will use for automatic presentation. Gets or sets the number of milliseconds to delay after a swap chain is presented. Gets or sets the flags indicating which debug features are enabled. An interface for controlling debug state and validating pipeline settings. ID3D11Debug Performs a segmented scan of a sequence. The type of element in the sequence. The binary operation to perform. Size of scan in elements. Input sequence on the device. Set and to the same value for in-place scans. Compact array of bits with one bit per element of . A set value indicates the start of a new segment. Output sequence on the device. A object describing the result of the operation. Sets the scan direction. The direction in which to perform the scans. A object describing the result of the operation. Initializes a new instance of the class. The device context with which to associate the scan object. Maximum single scan size, in elements. Represents a segmented scan context. ID3DX11SegmentedScan Constructs a new BlendState1 based on the specified description. If the description is identical to that of an existing BlendState object, the existing BlendState object is returned instead of a new instance. The device to associate the state object with The state description. The BlendState object. Gets the state's description. A state object defining the behavior of the pixel-blending stage of the output merger. ID3D10BlendState1 Minimum gain. Maximum gain. Default gain. Minimum bandwidth, in semitones. Maximum bandwidth, in semitones. Default bandwidth, in semitones. Minimum center frequency, in hertz. Maximum center frequency, in hertz. Default center frequency, in hertz. Gain, The default value is 0. Bandwidth, in semitones. The default value is 12. Center frequency, in hertz. This value cannot exceed one-third of the frequency of the buffer. The default value is 8000. The SoundEffectParametricEqualizer object is used to set and retrieve effect parameters on a buffer that supports parametric equalizer effects. IDirectSoundFXParamEq Total number of lines. The maximum reordering count of any line of text, used to calculate the most number of hit-testing boxes needed. If the layout has no bidirectional text, or no text at all, the minimum level is 1. Initial height given to the layout. Depending on the length of the text, it may be larger or smaller than the text content height. The initial width given to the layout. It can be either larger or smaller than the text content width, depending on whether the text was wrapped. The height of the formatted text. The height of an empty string is set to the same value as that of the default font. The width of the formatted text, taking into account the trailing whitespace at the end of each line. A value that indicates the width of the formatted text, while ignoring trailing whitespace at the end of each line. A value that indicates the top-most point of formatted text relative to the layout box, while excluding any glyph overhang. A value that indicates the left-most point of formatted text relative to the layout box, while excluding any glyph overhang. Contains the metrics associated with text after layout. All coordinates are in device independent pixels (DIPs). Release all references to device objects. A result code. Captures the relevant state to the state block. A result code. Applies the relevant state from the state block. A result code. Constructs a new StateBlock object. The device to associate the state block with. The mask describing which state properties are relevant to the state block. Gets the device the object is bound to. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Number of entries in the patch constant signature. Number of entries in the output signature. Number of entries in the input signature. Indicates which stream is rasterized. D3D11 geometry shaders can output up to four streams of data, one of which can be rasterized. Stream out declarations. The compiled shader bytecode. Indicates whether the shader is defined inline. The shader input signature. Only valid on a vertex shader or geometry shader. Provides a description for an effect shader variable. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Indicates which stream the geometry shader is using for the signature parameter. Mask which indicates whether a given component is never written (if the signature is an output signature) or always read (if the signature is an input signature). Mask which indicates which components of a register are used. The per-component-data type that is stored in a register. Each register can store up to four-components of data. A predefined string that determines the functionality of certain pipeline stages. The register that will contain this variable's data. Semantic index that modifies the semantic. Used to differentiate different parameters that use the same semantic. A per-parameter string that identifies how the data will be used. Describes a parameter in a shader signature. D3D11_SIGNATURE_PARAMETER_DESC True if the AEC algorithm ever loses convergence. True if the AEC algorithm has converged. True if the AEC algorithm is currently converged. True if the AEC algorithm is in the uninitialized state. Operation mode. Boolean value that specifies whether to enable background comfort noise, which makes the capture signal sound more natural by preventing periods of dead silence. By default, background comfort noise is not enabled. Boolean value that specifies whether the effect is enabled. Sets the enumerator to its initial position, which is before the first element in the collection. The CaptureEffectAcousticEchoCancel object is used to set and retrieve parameters on a capture buffer that supports acoustic echo cancellation. This object requires Microsoft® Windows® XP or later operating systems. IDirectSoundCaptureFXAec Japanese J3100 keyboard. Japanese AX keyboard. Japanese 106-key keyboard. Japanese NEC PC98 106-key keyboard. Japanese NEC PC98 laptop keyboard. Japanse NEC PC98 keyboard. Nokia 9140 keyboard. Nokia 1050 keyboard. IBM PC Enhanced 101/102-key keyboard or Microsoft Natural keyboard. IBM PC/AT 84-key keyboard. Olivetti 102-key keyboard. IBM PC/XT 83-key keyboard. Standard game pad that provides the minimum number of objects for action mapping. A yoke for flight simulators. A joystick for flight simulators. Flight device based upon a remote control for model aircraft. Steering device that reports acceleration, break, and clutch pedal values from separate axes. Hand-held steering device. Steering device that reports accelerations and break pedal values from separate axes. Steering device that reports accelerations and break pedal values from a single axis. Unknown subtype for a control device. Device that must use its default configuration and cannot be remapped. Control used to make communications selections. Device with six degrees of freedom; that is, three lateral axes and three rotation axes. Device designed for first-person person shooter games. Unknown subtype for a first-person device. A device that does not provide the minimum number of device objects for action mapping. Specifies the sub type of a DirectInput device. Optimizes the mesh data. Flags indicating which optimizations to perform. An array of integers, one per face, that map the original mesh faces to the optimized mesh faces. An array of integers, one per vertex, that map the original mesh vertices to the optimized mesh vertices. A result code. Optimizes the mesh data. Flags indicating which optimizations to perform. A result code. Discards data that has been committed to the device. Flags indicating which pieces of data to discard. A result code. Commits changes to the mesh back to the device. A result code. Gets the class instance from the variable. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a class instance effect variable. ID3DX11EffectClassInstanceVariable Minimum ratio of wet (processed) signal to dry (unprocessed) signal. Maximum ratio of wet (processed) signal to dry (unprocessed) signal. Default ratio of wet (processed) signal to dry (unprocessed) signal. Sine waveform shape of the LFO. By default, the waveform is a sine. Triangular waveform shape of the LFO. By default, the waveform is a sine. Default waveform shape of the LFO. By default, the waveform is a sine. Positive 90 phase differential between left and right LFOs. Positive 180 phase differential between left and right LFOs. Zero phase differential between left and right LFOs. Negative 90 phase differential between left and right LFOs. Negative 180 phase differential between left and right LFOs. Minimum phase differential between left and right LFOs. Maximum phase differential between left and right LFOs. Default phase differential between left and right LFOs. Minimum frequency of the LFO(low-frequency oscillator). Maximum frequency of the LFO(low-frequency oscillator). Default frequency of the LFO(low-frequency oscillator). Minimum percentage of output signal to feed back into the effect's input. Maximum percentage of output signal to feed back into the effect's input. Default percentage of output signal to feed back into the effect's input. Minimum percentage by which the delay time is modulated by the low-frequency oscillator (LFO), in hundredths of a percentage point. Maximum percentage by which the delay time is modulated by the low-frequency oscillator (LFO), in hundredths of a percentage point. Default percentage by which the delay time is modulated by the low-frequency oscillator (LFO), in hundredths of a percentage point. Minimum number of milliseconds the input is delayed before it is played back. Maximum number of milliseconds the input is delayed before it is played back. Default number of milliseconds the input is delayed before it is played back. Ratio of wet (processed) signal to dry (unprocessed) signal. The default value is 50. Waveform shape of the LFO. By default, the waveform is a sine. Phase differential between left and right LFOs. Frequency of the LFO. The default value is 0.25. Percentage of output signal to feed back into the effect's input. The default value is -50. Percentage by which the delay time is modulated by the low-frequency oscillator (LFO), in hundredths of a percentage point. The default value is 100. Number of milliseconds the input is delayed before it is played back. The default value is 2 ms. The SoundEffectFlanger object is used to set and retrieve effect parameters on a buffer that supports flange. IDirectSoundFXFlanger Get the number of wave entries in the wave bank. Get a value representing the current state of the wave bank. Stop playback of a wave. The index of the wave to stop. that specify how the wave is stopped. Prepare a wave for playback. The index of the wave to prepare. to indicate how the wave is to be prepared. Play offset to use as the start of the wave. The offset can be described in milliseconds or in samples. The argument determines the offset units. The number of loops for playback. A object containing the newly prepared wave. Play a wave. The index of the wave to play. to indicate how the wave is to be play. Play offset to use as the start of the wave. The offset can be described in milliseconds or in samples. The argument determines the offset units. The number of loops for playback. A object containing the newly playing wave. Get the properties of a wave. The index of the wave to get the properties of. A object containing the properties of the wave. Get a wave index based on a string that represents the friendly name of the wave. A string that contains the friendly name of the wave. The index for the wave if it exists, otherwise -1. Instantiate and manipulate XACT wave bank objects. IXACT3WaveBank Initializes a new instance of the class. The device to use when creating the counter. The kind of counter to create. ID3D11Device::CreateCounter Gets the kind of this counter. ID3D11Counter::GetDesc Encapsulates methods for measuring GPU performance. ID3D11Counter Represents a generic failure result. This is a failed result. E_FAIL Represents the result of a successful operation. This is a successful result. S_OK An audio device became unusable (possibly due to being unplugged, or some other event). This is a failed result. XAUDIO2_E_DEVICE_INVALIDATED An effect failed to instantiate. This is a failed result. XAUDIO2_E_XAPO_CREATION_FAILED The decoder suffered an unrecoverable error. This is a failed result. XAUDIO2_E_XMA_DECODER_ERROR Returned by XAudio2 for certain API usage errors (invalid calls etc) that are hard to avoid completely and should be handled by a title at runtime. (API usage errors that are completely avoidable, such as invalid parameters, cause an ASSERT in debug builds and undefined behavior in retail builds, so no error code is defined for them.) This is a failed result. XAUDIO2_E_INVALID_CALL Defines result codes that are returned by XAudio 2 functions. HRESULT Minimum point at which compression begins, in decibels, in decibels (dB). Maximum point at which compression begins, in decibels, in decibels (dB). Default point at which compression begins, in decibels, in decibels (dB). The default value is -20 dB. Minimum speed at which compression is stopped after input drops below Threshold, in miliseconds. Maximum speed at which compression is stopped after input drops below Threshold, in miliseconds. Default speed at which compression is stopped after input drops below Threshold, in miliseconds. The default value is 200 ms. Minimum compression ratio. Maximum compression ratio. Default compression ratio. The default value is 3, which means 3:1 compression. Minimum time after threshold is reached before attack phase is started, in milliseconds. Maximum time after threshold is reached before attack phase is started, in milliseconds. Default time after threshold is reached before attack phase is started, in milliseconds. The default value is 4 ms. Minimum output gain of signal after compression, in decibels (dB). Maximum output gain of signal after compression, in decibels (dB). Default output gain of signal after compression, in decibels (dB). The default value is 0 dB. Minimum time before compression reaches its full value, in decibels (dB). Maximum time before compression reaches its full value, in decibels (dB). Default time before compression reaches its full value, in decibels (dB). The default value is 10 ms. Point at which compression begins, in decibels. Compression ratio. The default value is 3, which means 3:1 compression. Time after Threshold is reached before attack phase is started, in milliseconds. Speed at which compression is stopped after input drops below Threshold. Output gain of signal after compression. Time before compression reaches its full value. The SoundEffectCompressor object is used to set and retrieve effect parameters on a buffer that supports compression. IDirectSoundFXCompressor This interface is implemented by applications who wish to save additional user data embedded in .X files. D3DX calls this interface when such data is encountered. ID3DXSaveUserData Used to control animation functionality, connecting animation sets with the transformation frames that are being animated. ID3DXAnimationController Gets an array of string values from the variable. An array of strings to hold the retrieved values. The offset into the array to begin storing values. The number of values to get. A object describing the result of the operation. Gets an array of string values from the variable. An array of strings to hold the retrieved values. A object describing the result of the operation. Gets the value of the variable. A string representing the value of the variable. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a string effect variable. ID3DX11EffectStringVariable Get a value representing the current state of the wave. Gets a object that contains the properties of the wave instance. Stop the wave. that specify how the wave is stopped. Set the volume of the wave. The volume level to set. Set the pitch of the wave. The value that is used to set the pitch for playback of this wave. This value may be between -1200 and 1200, which is approximately one semitone. Play the wave. Pause playback of the wave. The action to take. If true, playback is paused, if false, playback is resumed. Analyzes a text range for script directionality, reading attributes from the source and reporting levels to the sink callback SetBidiLevel. Source object to analyze. Starting position within the source object. Length to analyze. Callback object. 7 Standard Result error code. While the function can handle multiple paragraphs, the text range should not arbitrarily split the middle of paragraphs. Otherwise the returned levels may be wrong, since the Bidi algorithm is meant to apply to the paragraph as a whole. Embedded control codes (LRE/LRO/RLE/RLO/PDF) are taken into account. Analyzes a text range for script boundaries, reading text attributes from the source and reporting the Unicode script ID to the sink callback SetScript. Source object to analyze. Starting position within the source object. Length to analyze. Callback object. Standard Result error code. Analyzes various text properties for complex script processing. Creates a font file stream object that encapsulates an open file resource. The resource is closed when the last reference to fontFileStream is released. Font file reference key that uniquely identifies the font file resource within the scope of the font loader being used. Size of font file reference key in bytes. Reference to the newly created font file stream. Font file loader interface handles loading font file resources of a particular type from a key. The font file loader interface is recommended to be implemented by a singleton object. IMPORTANT: font file loader implementations must not register themselves with DirectWrite factory inside their constructors and must not unregister themselves in their destructors, because registration and underregistration operations increment and decrement the object reference count respectively. Instead, registration and underregistration of font file loaders with DirectWrite factory should be performed outside of the font file loader implementation as a separate step. Get the number of sound cues in the sound bank. Get a value representing the current state of the sound bank. Stop playback of a cue. The index of the cue to stop. that specify how the cue is stopped. Prepare a cue for playback. The index of the cue to prepare. The time offset into the cue to start from, in milliseconds. A object containing the newly prepared cue. Play a cue. The index of the cue to play. The time offset into the cue to start from, in milliseconds. A object containing the newly playing cue. Get the properties of a cue. The index of the cue to get the properties of. A object containing the properties of the cue. Get a sound cue index based on a string that represents the friendly name of the cue. A string that contains the friendly name of the cue. The index for the cue if it exists, otherwise -1. Instantiate and manipulate XACT sound bank objects. IXACT3SoundBank Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Used if the variable has been explicitly bound using the register keyword. Offset into containing cbuffer or tbuffer (always 0 for annotations or variables not in constant buffers). Number of annotations on this variable. Optional flags for effect variables. Semantic string of this variable or structure member. Name of this variable, annotation, or structure member. Provides a description for effect variables. D3DX11_EFFECT_VARIABLE_DESC Initializes a new instance of the class. The FullDuplex object represents a full-duplex stream. IDirectSoundFullDuplex Represents a generic failure result. This is a failed result. E_FAIL Represents the result of a successful operation. This is a successful result. S_OK This is a failed result. DXGI_ERROR_NOT_CURRENTLY_AVAILABLE This is a failed result. DXGI_ERROR_NONEXCLUSIVE This is a failed result. DXGI_ERROR_DRIVER_INTERNAL_ERROR This is a failed result. DXGI_ERROR_WAS_STILL_DRAWING This is a failed result. DXGI_ERROR_DEVICE_RESET This is a failed result. DXGI_ERROR_DEVICE_HUNG This is a failed result. DXGI_ERROR_DEVICE_REMOVED This is a failed result. DXGI_ERROR_UNSUPPORTED This is a failed result. DXGI_ERROR_MORE_DATA This is a failed result. DXGI_ERROR_NOT_FOUND This is a failed result. DXGI_ERROR_INVALID_CALL This is a successful result. DXGI_STATUS_MODE_CHANGE_IN_PROGRESS This is a successful result. DXGI_STATUS_MODE_CHANGED This is a successful result. DXGI_STATUS_GRAPHICS_VIDPN_SOURCE_IN_USE This is a successful result. DXGI_STATUS_NO_DESKTOP_ACCESS This is a successful result. DXGI_STATUS_NO_REDIRECTION This is a successful result. DXGI_STATUS_CLIPPED Returned when the window content is not visible. This is a successful result. DXGI_STATUS_OCCLUDED Defines result codes that are returned by DXGI functions. HRESULT Provides scan codes for the specified Point-Of-View controller. Provides scan codes for the specified slider. Provides scan codes for the specified button. The rotational X axis. The rotational X axis. The rotational X axis. The rotational X axis. The rotational X axis. The rotational X axis. Defines possible joystick object codes. Refers to any button. Refers to any point-of-view controller. Refers to any point-of-view controller. Refers to any point-of-view controller. Refers to any point-of-view controller. Refers to any z-axis. Refers to any z-axis. Refers to any y-axis. Refers to any y-axis. Refers to any x-axis. Refers to any x-axis. Refers to any v-axis. Refers to any v-axis. Refers to any u-axis. Refers to any u-axis. Refers to any s-axis. Refers to any s-axis. Refers to any r-axis. Refers to any r-axis. Refers to any clutch. Refers to any clutch. Refers to any brake. Refers to any brake. Refers to any accelerator. Refers to any accelerator. Refers to any axis. Refers to any axis. Refers to any axis. Defines object codes that refer to any control type on a device. Retrieves the position of the read cursor in the buffer. The capture cursor is ahead of the read cursor. The data after the read position up to and including the capture position is not necessarily valid data. Retrieves the position of the capture cursor in the buffer. The capture cursor is ahead of the read cursor. The data after the read position up to and including the capture position is not necessarily valid data. True if the buffer wave mapped. The size, in bytes, of the capture buffer. Retrieves the waveform format of the capture buffer. True if the capture buffer is looping. True if the buffer is currently capturing. Stops the buffer so that it is no longer capturing data. If the buffer is not capturing, the method has no effect. Begins capturing data into the buffer. If the buffer is already capturing, the method has no effect. Retrieves the status of capture effects. Initializes a new instance of the class. The CaptureBuffer object is used to manipulate sound capture buffers. IDirectSoundCaptureBuffer8 Get a value representing the current state of the cue. Gets a object that contains the properties of the cue instance. Stop the cue. that specify how the cue is stopped. Set the value of a variable. The index of the variable. The new value of the variable. Play the cue. Pause playback of the cue. The action to take. If true, playback is paused, if false, playback is resumed. Get the corresponding index for a variable name string. A string that contains the friendly name of the variable. The index for the variable if it exists, otherwise -1. Get the value for a variable. The index of the variable. The value that is currently held by the variable. Gets a object that represents the final mix format. Gets the total number of audio rendering devices that are available in the system. Stop a sound category. Index of the category to stop, as returned by . that specify how the cetegory is stopped. Shut down the XACT engine and free any resources in use. Set the volume of a sound category. Index of the category for which to set the volume, as returned by . The volume level to set. This is a floating point scale where 0.0 means -96db, 1.0 means 0db and 2.0 means +6db. Set the value of a global variable. The index of the global variable. The new value of the global variable. Pause a sound category. Index of the category to pause, as returned by . The action to take. If true, playback is paused, if false, playback is resumed. Initialize the XACT engine using common default settings. Gets details about a specific renderer. Index of the renderer to retrieve information from. A new object that contains details of the renderer. Get the corresponding index for a global variable name string. A string that contains the friendly name of the global variable. The index for the global variable if it exists, otherwise -1. Get the value for a global variable. The index of the global variable. The value that is currently held by the global variable. Get the sound category index that corresponds to a friendly name string. A string describing the category's friendly name. The category index for the friendly name if successful, otherwise -1. Performs periodic work that is required by the XACT engine. Typically this should be called every 30 to 100 milliseconds. Initializes a new instance of the class. Gets the id of the renderer. Gets the name of the renderer. Gets a value that is true if this is the default audio renderer, otherwise false. Information about a particular renderer. XACT_RENDERER_DETAILS Reverts a previously set sampler state. Index into an array of sampler-state interfaces. If there is only one sampler-state interface, use 0. A object describing the result of the operation. Gets the saved backing store description. Index into an array of sampler-state interfaces. If there is only one sampler-state interface, use 0. The saved backing store description. Sets the sampler state for the variable. Index into an array of sampler-state interfaces. If there is only one sampler-state interface, use 0. The sampler state to set. A object describing the result of the operation. Gets the sampler state from the variable. Index into an array of sampler-state interfaces. If there is only one sampler-state interface, use 0. The retrieved sampler state. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a sampler state effect variable. ID3DX11EffectSamplerVariable The supplied vector is vero. This is a failed result. D2DERR_ZERO_VECTOR The object was not in the correct state to process the method. This is a failed result. D2DERR_WRONG_STATE The resource was realized on the wrong render target. This is a failed result. D2DERR_WRONG_RESOURCE_DOMAIN Objects used together must be created from the same factory instance. This is a failed result. D2DERR_WRONG_FACTORY An unknown Win32 failure occurred. This is a failed result. D2DERR_WIN32_ERROR The requested D2D version is not supported. This is a failed result. D2DERR_UNSUPPORTED_VERSION The requested opertion is not supported. This is a failed result. D2DERR_UNSUPPORTED_OPERATION Shader construction failed because it was too complex. This is a failed result. D2DERR_TOO_MANY_SHADER_ELEMENTS The application is holding a reference to the IDWriteTextRenderer interface after the corresponding DrawText or DrawTextLayout call has returned. The TextRenderer instance will be zombied. This is a failed result. D2DERR_TEXT_RENDERER_NOT_RELEASED A text client drawing effect object is of the wrong type. This is a failed result. D2DERR_TEXT_EFFECT_IS_WRONG_TYPE The render target is not compatible with GDI. This is a failed result. D2DERR_TARGET_NOT_GDI_COMPATIBLE Represents the result of a successful operation. This is a successful result. E_FAIL Shader compilation failed. This is a failed result. D2DERR_SHADER_COMPILE_FAILED D2D could not access the screen. This is a failed result. D2DERR_SCREEN_ACCESS_DENIED The geometry scanner failed to process the data. This is a failed result. D2DERR_SCANNER_FAILED Attempted to copy from a render target while a layer or clip rect is applied. This is a failed result. D2DERR_RENDER_TARGET_HAS_LAYER_OR_CLIPRECT There has been a presentation error that may be recoverable. The caller needs to recreate, rerender the entire frame, and reattempt present. This is a failed result. D2DERR_RECREATE_TARGET The push and pop calls were unbalanced. This is a failed result. D2DERR_PUSH_POP_UNBALANCED The pop call did not match the corresponding push call. This is a failed result. D2DERR_POP_CALL_DID_NOT_MATCH_PUSH No HW rendering device is available for this operation. This is a failed result. D2DERR_NO_HARDWARE_DEVICE Requested DX surface size exceeded maximum texture size. This is a failed result. D2DERR_MAX_TEXTURE_SIZE_EXCEEDED A layer resource was used more than once. This is a failed result. D2DERR_LAYER_ALREADY_IN_USE A call to this method is invalid. This is a failed result. D2DERR_INVALID_CALL An internal error (D2D bug) occurred. On checked builds, we would assert. The application should close this instance of D2D and should consider restarting its process. This is a failed result. D2DERR_INTERNAL_ERROR The object has not yet been initialized. This is a failed result. D2DERR_NOT_INITIALIZED The supplied buffer was too small to accomodate the data. This is a failed result. D2DERR_INSUFFICIENT_BUFFER The brush types are incompatible for the call. This is a failed result. D2DERR_INCOMPATIBLE_BRUSH_TYPES Represents a generic failure result. This is a failed result. E_FAIL A valid display state could not be determined. This is a failed result. D2DERR_DISPLAY_STATE_INVALID The display format needed to render is not supported by the hardware device. This is a failed result. D2DERR_DISPLAY_FORMAT_NOT_SUPPORTED Invalid number. This is a failed result. D2DERR_BAD_NUMBER Defines result codes that are returned by Direct2D functions. HRESULT This interface is implemented by applications who wish to load additional user data embedded in .X files. D3DX calls this interface when such data is encountered. ID3DXLoadUserData Implements line drawing using textured triangles. ID3DXLine Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The default value for initializing the variable. Flags, which identify shader-variable properties. Size of the variable (in bytes). Offset from the start of the parent structure, to the beginning of the variable. The variable name. Describes a shader variable. D3D11_SHADER_VARIABLE_DESC Constructs a new rasterizer state based on the specified description. If the description is identical to that of an existing RasterizerState object, the existing RasterizerState object is returned instead of a new instance. The device used to create the state. The state description. The RasterizerState object. Gets the state's description. A state object defining the behavior of the rasterizer stage. ID3D11RasterizerState Gets the adapter's extended description. Represents a display subsystem (one or more GPUs, DACs, and video memory). IDXGIAdapter1 Sets an array of shader resource values. An array of resource views to set. The offset into the array to begin setting values. The number of values to set. A object describing the result of the operation. Sets an array of shader resource values. An array of resource views to set. A object describing the result of the operation. Sets the value of the shader resource. A view of the resource to set. A object describing the result of the operation. Gets an array of resource views from the variable. An array of resource views to hold the retrieved shader resources. The offset into the array to begin storing values. The number of values to get. A object describing the result of the operation. Gets an array of resource views from the variable. An array of resource views to hold the retrieved shader resources. A object describing the result of the operation. Gets the value of the variable. A view of the shader resource. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a shader resource effect variable. ID3DX11EffectShaderResourceVariable Creates a font file enumerator object that encapsulates a collection of font files. The font system calls back to this interface to create a font collection. Factory associated with the loader. Font collection key that uniquely identifies the collection of font files within the scope of the font collection loader being used. Size of the font collection key in bytes. Pointer to the newly created font file enumerator. The font collection loader interface is used to construct a collection of fonts given a particular type of key. The font collection loader interface is recommended to be implemented by a singleton object. IMPORTANT: font collection loader implementations must not register themselves with a DirectWrite factory inside their constructors and must not unregister themselves in their destructors, because registration and unregistraton operations increment and decrement the object reference count respectively. Instead, registration and unregistration of font file loaders with DirectWrite factory should be performed outside of the font file loader implementation as a separate step. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Number of annotations in the group. Number of techniques in the group. Name of the group. Defines a description for effect groups. D3DX11_GROUP_DESC Validates the current pipeline state. A Result code. Constructs a new Debug interface. The Device with which the Debug interface is to be associated. Gets or sets the swap chain the runtime will use for automatic presentation. Gets or sets the number of milliseconds to delay after a swap chain is presented. Gets or sets the flags indicating which debug features are enabled. An interface for controlling debug state and validating pipeline settings. ID3D10Debug Gets properties about a single object on an input device. The name of the object whose properties are to be retrieved. The properties of the desired object. Retrieves buffered data from the device. A collection of buffered input events. Retrieves the current device state. A object describing the result of the operation. Retrieves the current device state. The current device state. Initializes a new instance of the class. The subsystem identifier. Gets or sets extra flags for the object data format. Gets or sets the device type that describes the object. Gets or sets the object instance number. Setting this value to -1 indicates that any object instance is permissible. Gets or sets the unique identifier for the axis, button, or other input source. When requesting a data format, making this member equal to indicates that any type of object is permissible. Initializes a new instance of the class. Indicates that a type is a data format specification for DirectInput. Gets or sets the flags describing other attributes of the data format. Initializes a new instance of the class. Indicates that a type is a data format specification for DirectInput. Sets the value of the variable. An array of views to set. The offset into the array to begin setting values. The number of values to set. A object describing the result of the operation. Sets the value of the variable. An array of views to set. A object describing the result of the operation. Sets the value of the variable. The view of the render target surface to set. A object describing the result of the operation. Gets an array of views of render target surfaces from the variable. An array of views to hold the retrieved values. The offset into the array to begin storing values. The number of values to get. A object describing the result of the operation. Gets an array of views of render target surfaces from the variable. An array of views to hold the retrieved values. A object describing the result of the operation. Gets the value of the variable. The view of the render target variable. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a render target view effect variable. ID3DX11EffectRenderTargetViewVariable Enables or disables data reporting in XInput. true to enable XInput, false to disable it. Sets vibration information for the controller. Vibration settings for the controller. A object describing the result of the operation. Gets keystroke information from the device. The type of the device to query. Keystroke information from the device. A object describing the result of the operation. Gets the state of the controller. A structure describing the state of the controller. Retrieves the capabilities of the controller. The type of the device whose capabilities are being retrieved. A structure describing the capabilities of the controller. Retrieves battery information for the controller. The type of battery whose information is being retrieved. A structure describing the battery in the controller. Initializes a new instance of the class. The index of the player whose controller is being represented. Gets the identifier for the sound capture device in the controller. Gets the identifier for the sound renderer in the controller. Gets a value indicating whether or not the controller is connected. Represents an XInput controller. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets the HID code corresponding to the input. If there is no corresponding HID code, this value is zero. Gets the index of the signed-in gamer associated with the device. Can be a value in the range 0–3. Gets a combination of flags that indicate the keyboard state at the time of the input event. Gets the virtual-key code of the key, button, or stick movement. Describes keystroke data from a device. XINPUT_KEYSTROKE Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets a structure describing available vibration features. Gets a structure describing available gamepad features. Gets the features of the controller. Gets the controller subtype. Gets the controller type. Describes the capabilities of a controller. XINPUT_CAPABILITIES Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets or sets the right motor speed. Valid values are in the range 0 to 65,535. Zero signifies no motor use; 65,535 signifies 100% motor use. Gets or sets the left motor speed. Valid values are in the range 0 to 65,535. Zero signifies no motor use; 65,535 signifies 100% motor use. Specifies motor speed levels for the vibration function of a controller. The left motor is the low-frequency rumble motor. The right motor is the high-frequency rumble motor. The two motors are not the same, and they create different vibration effects. XINPUT_VIBRATION Reverts a previously set depth-stencil state. Index into an array of depth-stencil interfaces. If there is only one depth-stencil interface, use 0. A object describing the result of the operation. Gets the saved backing store description. Index into an array of depth-stencil interfaces. If there is only one depth-stencil interface, use 0. The saved backing store description. Sets the depth-stencil state for the variable. Index into an array of depth-stencil interfaces. If there is only one depth-stencil interface, use 0. The depth-stencil state to set. A object describing the result of the operation. Gets the depth-stencil state from the variable. Index into an array of depth-stencil interfaces. If there is only one depth-stencil interface, use 0. The retrieved depth-stencil state. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a depth-stencil state effect variable. ID3DX11EffectDepthStencilVariable Constructs a new DepthStencilState based on the specified description. If the description is identical to that of an existing DepthStencilState object, the existing DepthStencilState object is returned instead of a new instance. The device to associate the state object with The state description. The DepthStencilState object. Gets the state's description. A state object defining the behavior of the depth and stencil test stages of the output merger. ID3D11DepthStencilState Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Specifies how to use the results of the depth test and the stencil test for pixels whose surface normal is facing away from camera. Specifies how to use the results of the depth test and the stencil test for pixels whose surface normal is facing towards the camera. Gets or sets a write mask identifying the portion of the depth-stencil buffer that can be modified by stencil data. Gets or sets a read mask identifying the portion of the depth-stencil buffer that can be read for stencil data. Gets or sets a value indicating whether stencil testing is enabled. A function that compares depth data against existing data in the buffer. Gets or sets a write mask identifying the portion of the depth-stencil buffer that can be modified by depth data. Gets or sets a value indicating whether depth testing is enabled. Provides a description for depth-stencil state objects. D3D11_DEPTH_STENCIL_DESC Get presentation performance statistics. Retrieves the display mode's spatial resolution, color resolution, refresh frequency, and rotation settings. Receives the rotation setting of the adapter. Extended display mode information about the adapter. IDirect3DSwapChain9Ex::GetDisplayModeEx Retrieves the display mode's spatial resolution, color resolution, and refresh frequency. Extended display mode information about the adapter. IDirect3DSwapChain9Ex::GetDisplayModeEx Provides extended support for swap chains in Direct3D9Ex. IDirect3DSwapChain9Ex Minimum reference high frequency, in hertz. Maximum reference high frequency, in hertz. Default reference high frequency, in hertz. Minimum echo density in the late reverberation decay, in percent. Maximum echo density in the late reverberation decay, in percent. Default echo density in the late reverberation decay, in percent. Minimum modal density in the late reverberation decay, in percent. Maximum modal density in the late reverberation decay, in percent. Default modal density in the late reverberation decay, in percent. Minimum time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds. Maximum time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds. Default time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds. Minimum attenuation of late reverberation relative to Room, in mB. Maximum attenuation of late reverberation relative to Room, in mB. Default attenuation of late reverberation relative to Room, in mB. Minimum delay time of the first reflection relative to the direct path, in seconds. Maximum delay time of the first reflection relative to the direct path, in seconds. Default delay time of the first reflection relative to the direct path, in seconds. Minimum attenuation of early reflections relative to Room, in mB. Maximum attenuation of early reflections relative to Room, in mB. Default attenuation of early reflections relative to Room, in mB. Minimum ratio of the decay time at high frequencies to the decay time at low frequencies. Maximum ratio of the decay time at high frequencies to the decay time at low frequencies. Default ratio of the decay time at high frequencies to the decay time at low frequencies. Minimum decay time, in seconds. Maximum decay time, in seconds. Default decay time, in seconds. Minimum rolloff factor for the reflected signals. The rolloff factor for the direct path is controlled by the DirectSound listener. Maximum rolloff factor for the reflected signals. The rolloff factor for the direct path is controlled by the DirectSound listener. Default rolloff factor for the reflected signals. The rolloff factor for the direct path is controlled by the DirectSound listener. Minimum attenuation of the room high-frequency effect, in mB. Maximum attenuation of the room high-frequency effect, in mB. Default attenuation of the room high-frequency effect, in mB. Minimum attenuation of the room effect, in millibels (mB). Maximum attenuation of the room effect, in millibels (mB). Default attenuation of the room effect, in millibels (mB). Gets or sets the standard reverberation parameters of a buffer. Gets or sets the quality of the environmental reverberation effect. Reference high frequency, in hertz. Modal density in the late reverberation decay, in percent. Echo density in the late reverberation decay, in percent. Time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds. Attenuation of late reverberation relative to Room, in mB. Delay time of the first reflection relative to the direct path, in seconds. Attenuation of early reflections relative to Room, in mB. Ratio of the decay time at high frequencies to the decay time at low frequencies. Decay time, in seconds. Rolloff factor for the reflected signals. Attenuation of the room high-frequency effect, in mB. Attenuation of the room effect, in millibels (mB). The SoundEffectI3DL2Reverb object is used to set and retrieve effect parameters on a buffer that supports I3DL2 (Interactive 3D Audio Level 2) reverberation effects. IDirectSoundFXI3DL2Reverb Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Number of depth levels to use in the render-target view, starting from FirstDepthSlice. A value of -1 indicates all of the slices along the w axis, starting from FirstDepthSlice. First depth level to use. Number of textures to use. The index of the first texture to use in an array of textures. The index of the mipmap level to use mip slice. The width of each element (in bytes). This can be determined from the format stored in the render-target-view description. Number of bytes between the beginning of the buffer and the first element to access. The resource type, which specifies how the render-target resource will be accessed. The data format of the render target. Specifies the subresources from a resource that are accessible using a render-target view. D3D11_RENDER_TARGET_VIEW_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets the adapter's unique identifier. Gets the number of bytes of system memory shared with the CPU. Gets the number of bytes of system memory not shared with the CPU. Gets the number of bytes of video memory not shared with the CPU. Gets the adapter's revision number. Gets the adapter's subsystem ID. Gets the adapter's device ID. Gets the adapter's vendor ID. Gets the adapter's description. Describes various properties of an Adapter. DXGI_ADAPTER_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Reserved. Always returns 0. Gets a value equivalent to that returned by the unmanaged function QueryPerformanceCounter. Gets the number of times a vertical blank has occured. Gets the number of times a vertical blank has occured. Gets the number of times an image has been presented to an output. Provides basic rendering statistics. D3DPRESENTSTATS Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Alternate success value, indicating a successful but nonstandard completion (the precise meaning depends on context). This is a successful result. S_FALSE Direct3D could not allocate sufficient memory to complete the call. This is a failed result. E_OUTOFMEMORY An invalid parameter was passed to the returning function. This is a failed result. E_INVALIDARG Represents a generic failure result. This is a successful result. E_FAIL Represents the result of a successful operation. This is a successful result. S_OK The last item cannot be deleted. This is a failed result. D3DX10_ERR_CANNOT_REMOVE_LAST_ITEM A fragment with that name already exists. This is a failed result. D3DX10_ERR_DUPLICATE_NAMED_FRAGMENT The mesh has no data. This is a failed result. D3DX10_ERR_LOADED_MESH_HAS_NO_DATA The data is invalid. This is a failed result. D3DX10_ERR_INVALID_DATA Too many influences specified. This is a failed result. D3DX10_ERR_TOO_MANY_INFLUENCES Skinning is not supported. This is a failed result. D3DX10_ERR_SKINNING_NOT_SUPPORTED Attribute sort is not supported as an optimization technique. This is a failed result. D3DX10_ERR_CANNOT_ATTR_SORT The mesh is invalid. This is a failed result. D3DX10_ERR_INVALID_MESH The index buffer cannot be modified. This is a failed result. D3DX10_ERR_CANNOT_MODIFY_INDEX_BUFFER The previous blit operation that is transferring information to or from this surface is incomplete. This is a failed result. D3DERR_WASSTILLDRAWING There are too many unique instances of a particular type of state object. This is a failed result. D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS The file was not found. This is a failed result. D3D10_ERROR_FILE_NOT_FOUND The method call is invalid. For example, a method's parameter may not be a valid pointer. This is a failed result. D3DERR_INVALIDCALL Defines result codes that are returned by Direct3D 10 functions. HRESULT Maximum cone angle, in degrees. Minimum cone angle, in degrees. Default outside cone volume. Volume levels are expressed as attenuation, in hundredths of a decibel. Default cone angle, in degrees. Default maximum distance, in meters. Default minimum distance, in meters. The velocity of the sound source. The position of the sound source. The operation mode for 3-D sound processing. The minimum distance, which is the distance from the listener at which sounds in this buffer begin to be attenuated. The maximum distance, which is the distance from the listener beyond which sounds in this buffer are no longer attenuated. Settings are not applied until the application calls the SoundListener3D.CommitDeferredSettings() if true. The volume of the sound outside the outside angle of the sound projection cone. The orientation of the sound projection cone. The outside angle of the sound projection cone. The inside angle of the sound projection cone. Gets or sets all the parameters of a buffer Initializes a new instance of the class. The SoundBuffer3D object is used to retrieve and set parameters that describe the position, orientation, and environment of a sound buffer in 3-D space. IDirectSound3DBuffer Creates a for accessing resource data. The device to use when creating this . The resource that represents the render-target surface. This surface must have been created with the RenderTarget flag. A structure describing the to be created. ID3D11Device::CreateRenderTargetView Creates a for accessing resource data. The device to use when creating this . The resource that represents the render-target surface. This surface must have been created with the RenderTarget flag. ID3D11Device::CreateRenderTargetView Gets a structure describing this . ID3D11RenderTargetView::GetDesc Identifies the render-target subresources that can be accessed during rendering. ID3D11RenderTargetView Sets the shader resources used by the hull shader stage. Index into the device's zero-based array to which to begin setting shader resources. Number of resources from the source array to set. Sets a single shader resource to be used by the hull shader stage. Index into the device's zero-based array to which to set the resource. Sets the sampler states used by the hull shader stage. Index into the device's zero-based array to which to begin setting samplers. Number of samplers from the source array to set. Sets a single sampler to be used by the hull shader stage. Index into the device's zero-based array to which to set the sampler. Sets the constant buffers used by the hull shader stage. Index into the device's zero-based array to which to begin setting constant buffers. Number of buffers from the source array to set. Sets a single constant buffer to be used by the hull shader stage. Index into the device's zero-based array to which to set the constant buffer. Gets the shader resources used by the hull shader stage. Index into the device's zero-based array from which to begin retrieving shader resources. Number of resources to retrieve. An array of shader resources. Gets the sampler states used by the hull shader stage. Index into the device's zero-based array from which to begin retrieving samplers. Number of samplers to retrieve. An array of sampler states. Gets the constant buffers used by the hull shader stage. Index into the device's zero-based array from which to begin retrieving constant buffers. Number of buffers to retrieve. An array of constant buffers. Gets the hull shader currently assigned to the device. An array that will be used to contain any class instances currently active. The hull shader (null if no shader is assigned). Gets the hull shader currently assigned to the device. The hull shader (null if no shader is assigned). Assigns a hull shader to the device. The shader to assign to the device. Assign null to disable the hull shader. An array of class-instance interfaces. Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Assigns a hull shader to the device. The shader to assign to the device. Assign null to disable the hull shader. Defines a wrapper for hull shader related commands on the device. Sets the shader resources used by the geometry shader stage. Index into the device's zero-based array to which to begin setting shader resources. Number of resources from the source array to set. Sets a single shader resource to be used by the geometry shader stage. Index into the device's zero-based array to which to set the resource. Sets the sampler states used by the geometry shader stage. Index into the device's zero-based array to which to begin setting samplers. Number of samplers from the source array to set. Sets a single sampler to be used by the geometry shader stage. Index into the device's zero-based array to which to set the sampler. Sets the constant buffers used by the geometry shader stage. Index into the device's zero-based array to which to begin setting constant buffers. Number of buffers from the source array to set. Sets a single constant buffer to be used by the geometry shader stage. Index into the device's zero-based array to which to set the constant buffer. Gets the shader resources used by the geometry shader stage. Index into the device's zero-based array from which to begin retrieving shader resources. Number of resources to retrieve. An array of shader resources. Gets the sampler states used by the geometry shader stage. Index into the device's zero-based array from which to begin retrieving samplers. Number of samplers to retrieve. An array of sampler states. Gets the constant buffers used by the geometry shader stage. Index into the device's zero-based array from which to begin retrieving constant buffers. Number of buffers to retrieve. An array of constant buffers. Gets the geometry shader currently assigned to the device. An array that will be used to contain any class instances currently active. The geometry shader (null if no shader is assigned). Gets the geometry shader currently assigned to the device. The geometry shader (null if no shader is assigned). Assigns a geometry shader to the device. The shader to assign to the device. Assign null to disable the geometry shader. An array of class-instance interfaces. Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Assigns a geometry shader to the device. The shader to assign to the device. Assign null to disable the geometry shader. Defines a wrapper for geometry shader related commands on the device. Sets the shader resources used by the pixel shader stage. Index into the device's zero-based array to which to begin setting shader resources. Number of resources from the source array to set. Sets a single shader resource to be used by the pixel shader stage. Index into the device's zero-based array to which to set the resource. Sets the sampler states used by the pixel shader stage. Index into the device's zero-based array to which to begin setting samplers. Number of samplers from the source array to set. Sets a single sampler to be used by the pixel shader stage. Index into the device's zero-based array to which to set the sampler. Sets the constant buffers used by the pixel shader stage. Index into the device's zero-based array to which to begin setting constant buffers. Number of buffers from the source array to set. Sets a single constant buffer to be used by the pixel shader stage. Index into the device's zero-based array to which to set the constant buffer. Gets the shader resources used by the pixel shader stage. Index into the device's zero-based array from which to begin retrieving shader resources. Number of resources to retrieve. An array of shader resources. Gets the sampler states used by the pixel shader stage. Index into the device's zero-based array from which to begin retrieving samplers. Number of samplers to retrieve. An array of sampler states. Gets the constant buffers used by the pixel shader stage. Index into the device's zero-based array from which to begin retrieving constant buffers. Number of buffers to retrieve. An array of constant buffers. Gets the pixel shader currently assigned to the device. An array that will be used to contain any class instances currently active. The pixel shader (null if no shader is assigned). Gets the pixel shader currently assigned to the device. The pixel shader (null if no shader is assigned). Assigns a pixel shader to the device. The shader to assign to the device. Assign null to disable the pixel shader. An array of class-instance interfaces. Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Assigns a pixel shader to the device. The shader to assign to the device. Assign null to disable the pixel shader. Defines a wrapper for pixel shader related commands on the device. Gets the set of scissor rectangles currently bound to the rasterizer stage. An array of bound scissor rectangles. Gets the set of scissor rectangles currently bound to the rasterizer stage. The array to fill with the bound scissor rectangles. Binds a set of scissor rectangles to the rasterizer stage. The set of scissor rectangles to bind. Binds a single scissor rectangle to the rasterizer stage. The scissor rectangle to bind. Gets the set of viewports currently bound to the rasterizer stage. An array of bound viewports. Gets the set of viewports currently bound to the rasterizer stage. The array to fill with the bound viewports. Binds a set of viewports to the rasterizer stage. The set of viewports to bind. Binds a single viewport to the rasterizer stage. The viewport to bind. Gets or sets the rasterizer state for the rasterizer stage of the pipeline. Defines a wrapper for rasterizer related commands on the device. Returns a value indicating whether the two viewports are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed floateger hash code. Converts the value of the viewport to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two viewports. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two viewports. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the structure. The X coordinate of the viewport. The Y coordinate of the viewport. The width of the viewport. The height of the viewport. The minimum Z distance of the viewport. The maximum Z distance of the viewport. Initializes a new instance of the structure. The X coordinate of the viewport. The Y coordinate of the viewport. The width of the viewport. The height of the viewport. Gets or sets the viewport's maximum Z depth. Gets or sets the viewport's minimum Z depth. Gets or sets the viewport's height. Gets or sets the viewport's width. Gets or sets the viewport's Y position. Gets or sets the viewport's X position. Defines a rectangular region of a render-target surface onto which 3D rendering is projected. D3D11_VIEWPORT Gets the set of currently bound unordered access views. Zero-based index of the first unordered access view to retrieve. The number of views to retrieve. An array of bound unordered access views. Gets the set of currently bound render target views. The number of render target views to retrieve. An array of bound render target views. Gets the currently bound depth-stencil view. The currently bound depth-stencil view. Binds a depth-stencil buffer, a set of unordered access views, and a set of render targets to the output-merger stage. A view of the depth-stencil buffer to bind. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A set of render target views to bind. An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumeable UAV. Binds a set of unordered access views and a set of render targets to the output-merger stage. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A set of render target views to bind. An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumeable UAV. Binds a depth-stencil buffer, a set of unordered access views, and a single render target to the output-merger stage. A view of the depth-stencil buffer to bind. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A view of the render target to bind. An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumeable UAV. Binds a set of unordered access views and a single render target to the output-merger stage. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A view of the render target to bind. An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumeable UAV. Binds a depth-stencil buffer, a set of unordered access views, and a set of render targets to the output-merger stage. A view of the depth-stencil buffer to bind. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A set of render target views to bind. Binds a set of unordered access views and a set of render targets to the output-merger stage. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A set of render target views to bind. Binds a depth-stencil buffer, a set of unordered access views, and a single render target to the output-merger stage. A view of the depth-stencil buffer to bind. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A view of the render target to bind. Binds a set of unordered access views and a single render target to the output-merger stage. Index into a zero-based array to begin setting unordered access views. A set of unordered access views to bind. A view of the render target to bind. Binds a depth-stencil buffer and a set of render targets to the output-merger stage. A view of the depth-stencil buffer to bind. A set of render target views to bind. Binds a set of render targets to the output-merger stage. A set of render target views to bind. Binds a depth-stencil buffer and a single render target to the output-merger stage. A view of the depth-stencil buffer to bind. A view of the render target to bind. Binds a single render target to the output-merger stage. A view of the render target to bind. Gets or sets the blending mask. Gets or sets the blend factor color. Gets or sets the blend state of the output-merger stage. Gets or sets the depth-stencil reference value. Gets the depth-stencil state of the output-merger stage. Defines a wrapper for output-merger related commands on the device. Gets the set of vertex buffers currently bound to the input assembler. The input slot of the first vertex buffer to get. The number of vertex buffers to retrieve. An array of bound vertex buffers. Binds an array of vertex buffers to the input assembler. Index of the first input slot to use for binding. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. There are 16 input slots. An array of bindings for input vertex buffers. Binds a single vertex buffer to the input assembler. Index of the slot to which to bind the vertex buffer. A binding for the input vertex buffer. Gets the index buffer currently bound to the input assembler. When the method completes, contains the currently bound index buffer. When the method completes, contains the format of the data in the index buffer. When the method completes, contains the offset in bytes from the start of the index buffer to the first index to use. Binds an index buffer to the input assembler. The index buffer to bind. The format of the data in the index buffer. The offset in bytes from the start of the index buffer to the first index to use. Gets or sets the topology of primitive data bound to the input assembler. Gets or sets the layout of the input data currently bound to the input assembler. Defines a wrapper for input assembler related commands on the device. Returns a value indicating whether the two BufferDescriptions are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two BufferDescriptions. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two BufferDescriptions. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the struct. The size, in bytes, of the buffer. The usage pattern for the buffer. Flags specifying how the buffer will be bound to the pipeline. Flags specifying how the buffer will be accessible from the CPU. Miscellaneous resource options. The size (in bytes) of the structure for a structured buffer. Gets or sets the size (in bytes) of the structure used for elements of a structured buffer. Gets or sets the flags specifying miscellaneous resource options. Gets or sets the flags specifying how the CPU will be allowed to access the buffer. Gets or sets the flags specifying how the buffer is bound to the pipeline. Gets or sets the intended usage pattern of the buffer. Gets or sets the size, in bytes, of the buffer. Describes a buffer resource. D3D11_BUFFER_DESC Releases the GDI device context (DC) associated with the current surface and allows rendering using Direct3D. A object describing the result of the operation. Releases the GDI device context (DC) associated with the current surface and allows rendering using Direct3D. A pointer to a rectangle that identifies the dirty region of the surface. A dirty region is any part of the surface that you have used for GDI rendering and that you want to preserve. This is used as a performance hint to graphics subsystem in certain scenarios. Do not use this parameter to restrict rendering to the specified rectangular region. The area specified by the rectangle will be used as a performance hint to indicate what areas have been manipulated by GDI rendering. A object describing the result of the operation. Returns a device context (DC) that allows you to render to a DXGI surface using GDI. If true the application will not preserve any rendering with GDI; otherwise, false. If false, any previous rendering to the device context will be preserved. This flag is ideal for simply reading the device context and not doing any rendering to the surface. A pointer to an HDC handle that represents the current device context for GDI rendering. Initializes a new instance of the class. The COM object implementing the IDXGISurface1 interface. Extends the standard surface interface to provide GDI interop support. IDXGISurface1 The number of samples for a multisampled texture; otherwise 0. Identifies the amount of data in the resource. If the input is a texture, the return type. Shader input-parameter options. Number of contiguous bind points for arrays. Starting bind point. Identifies the type of data in the resource. Name of the shader resource. Describes how a shader resource is bound to a shader input. D3D11_SHADER_INPUT_BIND_DESC Compiles an effect from a function or a vertex shader. ID3DXEffectCompiler Returns a value indicating whether the two StateBlockMask are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two StateBlockMasks. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two StateBlockMasks. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Clones the instance and returns a new object containing the same values. A new object containing the same values as the current instance. Gets or sets a value indicating whether predication state is enabled by the mask. Gets or sets a value indicating whether stream output buffer state is enabled by the mask. Gets or sets a value indicating whether rasterizer state is enabled by the mask. Gets or sets a value indicating whether scissor rectangle state is enabled by the mask. Gets or sets a value indicating whether viewport state is enabled by the mask. Gets or sets a value indicating whether blend state is enabled by the mask. Gets or sets a value indicating whether depth and stencil state is enabled by the mask. Gets or sets a value indicating whether render target state is enabled by the mask. Gets or sets a value indicating whether primitive topology state is enabled by the mask. Gets or sets a value indicating whether input layout state is enabled by the mask. Gets or sets a value indicating whether index bufer state is enabled by the mask. Gets a collection of values indicating which vertex buffer state is enabled by the mask. Gets a collection of values indicating which pixel shader constant buffer state is enabled by the mask. Gets a collection of values indicating which pixel shader resource state is enabled by the mask. Gets a collection of values indicating which pixel shader sampler state is enabled by the mask. Gets or sets a value indicating whether pixel shader state is enabled by the mask. Gets a collection of values indicating which geometry shader constant buffer state is enabled by the mask. Gets a collection of values indicating which geometry shader resource state is enabled by the mask. Gets a collection of values indicating which geometry shader sampler state is enabled by the mask. Gets or sets a value indicating whether geometry shader state is enabled by the mask. Gets a collection of values indicating which vertex shader sampler state is enabled by the mask. Gets a collection of values indicating which vertex shader resource state is enabled by the mask. Gets a collection of values indicating which vertex shader sampler state is enabled by the mask. Gets or sets a value indicating whether vertex shader state is enabled by the mask. Initializes a new instance of the class. The to copy initial values from. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets a structure describing the current state of the gamepad. Gets the state packet number. The packet number indicates whether there have been any changes in the state of the controller. If the value does not change in sequentially returned State structures, the controller state has not changed. Represents the state of a controller. XINPUT_STATE Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The number of depth slices. The zero-based index of the first depth slice to be accessed. The number of slices in the array. The zero-based index of the first array slice to be accessed. The mipmap slice index. View options for the resource. The number of elements in the resource. For structured buffers, this is the number of structures in the buffer. The zero-based index of the first element to be accessed. The resource type, which specifies how the resource will be accessed. The format of the data in the unordered access buffer. Provides a description for an unordered access view. D3D11_SHADER_RESOURCE_VIEW_DESC Sets an array of shader resource values. An array of resource views to set. The offset into the array to begin setting values. The number of values to set. A object describing the result of the operation. Sets an array of shader resource values. An array of resource views to set. A object describing the result of the operation. Sets the value of the shader resource. A view of the resource to set. A object describing the result of the operation. Gets an array of resource views from the variable. An array of resource views to hold the retrieved shader resources. The offset into the array to begin storing values. The number of values to get. A object describing the result of the operation. Gets an array of resource views from the variable. An array of resource views to hold the retrieved shader resources. A object describing the result of the operation. Gets the value of the variable. A view of the shader resource. Gets the value of the variable as an array of integer vectors. The number of 4-element vectors to get. The integer vector values of the variable. Gets the value of the variable as an array of boolean vectors. The number of 4-element vectors to get. The boolean vector values of the variable. Gets the value of the variable as an array of color values. The number of values to get. The color values of the variable. Gets the value of the variable as an array of floating point vectors. The number of values to get. The floating point vector values of the variable. Gets the value of the variable as a color value. The color value of the variable. Gets the value of the variable as a floating point vector. The floating point vector value of the variable. Sets the value of the vector variable. The array of four-element boolean vectors to set. A object describing the result of the operation. Sets the value of the vector variable. The array of four-element integer vectors to set. A object describing the result of the operation. Sets the value of the vector variable. The array of color values to set. A object describing the result of the operation. Sets the value of the vector variable. The array of floating point vectors to set. A object describing the result of the operation. Sets the value of the vector variable. The color value to set. A object describing the result of the operation. Sets the value of the vector variable. The X-component of the vector. The Y-component of the vector. The Z-component of the vector. The W-component of the vector. A object describing the result of the operation. Sets the value of the vector variable. The X-component of the vector. The Y-component of the vector. The Z-component of the vector. The W-component of the vector. A object describing the result of the operation. Sets the value of the vector variable. The floating point vector value to set. A object describing the result of the operation. Sets the value of the vector variable. The floating point vector value to set. A object describing the result of the operation. Sets the value of the vector variable. The floating point vector value to set. A object describing the result of the operation. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a vector effect variable. ID3DX11EffectVectorVariable Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Loads information about the given image file in memory. An array of memory containing the image file. An instance containing information about the image file, or null if the file cannot be loaded. Loads information about the given image file. Name of the image file. An instance containing information about the image file, or null if the file cannot be loaded. The format of the image file. The type of the texture stored in the file. The original format of the image. Flags that identifies other, less common resource options. Number of mipmap levels in the original image. Size of the image, in bytes. Depth of the original image, in pixels. Height of the original image, in pixels. Width of the original image, in pixels. Contains the description of the contents of an image file. D3DX11_IMAGE_INFO Gets the vertex shader assigned to the device. The vertex shader (null if no shader is assigned). Assigns a vertex shader to the device. The shader to assign to the device. Assign null to disable the vertex shader. Describes an annotation used by an effect object. D3DXFRAGMENT_DESC Gets the geometry shader assigned to the device. The geometry shader (null if no shader is assigned). Assigns a geometry shader to the device. The shader to assign to the device. Assign null to disable the geometry shader. Describes an animation track and specifies blending weight, speed, and position for the track at a given time. D3DXTRACK_DESC Describes instance data for a single sprite rendered by the interface. D3DX10_SPRITE Encapsulates all of the textures and resources needed to render a font through a Direct3D 10 device. ID3DX10Font Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. A write mask. This defines how to combine the alpha data sources. This specifies the second alpha data source and includes an optional pre-blend operation. Blend options that end in "Color" are not allowed. This specifies the first alpha data source and includes an optional pre-blend operation. Blend options that end in "Color" are not allowed. This defines how to combine the RGB data sources. This specifies the second RGB data source and includes an optional pre-blend operation. This specifies the first RGB data source and includes an optional pre-blend operation. Enables or disables blending on this render target. An application uses the methods of this interface to implement a key frame animation set stored in a compressed data format. ID3DXCompressedAnimationSet An invalid pointer, usually null, was passed as a parameter. This is a failed result. E_POINTER Data is not yet available. This is a failed result. E_PENDING The HWND parameter is not a valid top-level window that belongs to the process. This is a failed result. E_HANDLE A SUCCESS code indicating that settings cannot be modified. This is a successful result. DI_WRITEPROTECT The function called is not supported at this time. This is a failed result. DIERR_UNSUPPORTED The operation could not be completed because the device is not plugged in. This is a failed result. DIERR_UNPLUGGED Equal to | . This is a successful result. DI_TRUNCATEDANDRESTARTED The parameters of the effect were successfully updated by , but some of them were beyond the capabilities of the device and were truncated. This is a successful result. DI_TRUNCATED The operation completed successfully. This is a successful result. DI_OK The settings have been successfully applied but could not be persisted. This is a successful result. DI_SETTINGSNOTSAVED failed because more information was requested to be sent than can be sent to the device. Some devices have restrictions on how much data can be sent to them. (For example, there might be a limit on the number of buttons that can be pressed at once.) This is a failed result. DIERR_REPORTFULL The specified property cannot be changed. This is a failed result. DIERR_READONLY The change in device properties had no effect. This is a successful result. DI_PROPNOEFFECT The device is a polled device. As a result, device buffering will not collect any data and event notifications will not be signalled until GetCurrentState is called. This is a successful result. DI_POLLEDDEVICE The DInput subsystem couldn't allocate sufficient memory to complete the caller's request. This is a failed result. DIERR_OUTOFMEMORY Another app has a higher priority level, preventing this call from succeeding. This is a failed result. DIERR_OTHERAPPHASPRIO The application requires a newer version of DirectInput. This is a failed result. DIERR_OLDDIRECTINPUTVERSION The requested object does not exist. This is a failed result. DIERR_OBJECTNOTFOUND This object has not been initialized. This is a failed result. DIERR_NOTINITIALIZED The requested object does not exist. This is a failed result. DIERR_NOTFOUND The operation cannot be performed unless the device is acquired in exclusive mode. This is a failed result. DIERR_NOTEXCLUSIVEACQUIRED The effect is not downloaded. This is a failed result. DIERR_NOTDOWNLOADED Attempted to read buffered device data from a device that is not buffered. This is a failed result. DIERR_NOTBUFFERED The device exists but is not currently attached. This is a successful result. DI_NOTATTACHED The operation cannot be performed unless the device is acquired. This is a failed result. DIERR_NOTACQUIRED The specified interface is not supported by the object. This is a failed result. DIERR_NOINTERFACE The operation had no effect. This is a successful result. DI_NOEFFECT This object does not support aggregation. This is a failed result. DIERR_NOAGGREGATION Not all the requested information fit into the buffer. This is a failed result. DIERR_MOREDATA A mapper file function failed because reading or writing the user or IHV settings file failed. This is a failed result. DIERR_MAPFILEFAIL An invalid parameter was passed to the returning function, or the object was not in a state that allowed the function to be called. This is a failed result. DIERR_INVALIDPARAM Access to the device has been lost. It must be re-acquired. This is a failed result. DIERR_INPUTLOST The effect could not be downloaded because essential information is missing. For example, no axes have been associated with the effect, or no type-specific information has been created. This is a failed result. DIERR_INCOMPLETEEFFECT The device cannot be reinitialized because there are still effects attached to it. This is a failed result. DIERR_HASEFFECTS The device already has an event notification associated with it. This is a failed result. DIERR_HANDLEEXISTS An undetermined error occured inside the DInput subsystem. This is a failed result. DIERR_GENERIC Represents a generic failure result. This is a failed result. E_FAIL The parameters of the effect were successfully updated by , but in order to change the parameters, the effect needed to be restarted. This is a successful result. DI_EFFECTRESTARTED An attempt was made to modify parameters of an effect while it is playing. Not all hardware devices support altering the parameters of an effect while it is playing. This is a failed result. DIERR_EFFECTPLAYING The parameters of the effect were successfully updated by , but the effect was not downloaded because the device is not exclusively acquired or because the NoDownload flag was passed. This is a successful result. DI_DOWNLOADSKIPPED The device or device instance or effect is not registered with DirectInput. This is a failed result. DIERR_DEVICENOTREG The device is full. This is a failed result. DIERR_DEVICEFULL The device buffer overflowed. Some input was lost. This is a successful result. DI_BUFFEROVERFLOW The application was written for an unsupported prerelease version of DirectInput. This is a failed result. DIERR_BETADIRECTINPUTVERSION The object could not be created due to an incompatible driver version or mismatched or incomplete driver components. This is a failed result. DIERR_BADDRIVERVER This object is already initialized. This is a failed result. DIERR_ALREADYINITIALIZED The operation cannot be performed while the device is acquired. This is a failed result. DIERR_ACQUIRED Defines result codes that are returned by DirectInput 8 functions. HRESULT Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Describes the current velocity of the 3-D sound buffer. Describes the current position of the 3-D sound buffer. The angle of the outside sound projection cone. The 3-D sound processing mode to be set. The minimum distance. The maximum distance. The angle of the inside sound projection cone. The cone outside volume. Describes the current orientation of this 3-D buffer's sound projection cone. Contains all information necessary to uniquely describe the location, orientation, and motion of a 3-D sound buffer. DS3DBUFFER Initializes a new instance of the class. The SecondarySoundBuffer object is used to manage sound buffers and effects. IDirectSoundBuffer8 3-D output is mapped into normal left and right stereo panning. At 90 degrees to the left, the sound is coming out of only the left speaker; at 90 degrees to the right, sound is coming out of only the right speaker. The vertical axis is ignored except for scaling of volume due to distance. Doppler shift and volume scaling are still applied, but the 3-D filtering is not performed on this buffer. This is the most efficient software implementation, but provides no virtual 3-D audio effect. The 3-D API is processed with the efficient 3-D audio algorithm. This algorithm gives a good 3-D audio effect, but uses fewer CPU cycles than Guid3DAlgorithmHrtfFull The 3-D API is processed with the high quality 3-D audio algorithm. This algorithm gives the highest quality 3-D audio effect, but uses more CPU cycles. Default 3-D algorithm Contains system-defined identifiers for DirectSound 3-D Algorithms. None Waves reverberation effect Standard Parametric equalizer effect Standard Environmental reverberation effect Standard Gargle effect Standard Flanger effect Standard Echo effect Standard Distortion effect Standard Compressor effect Standard Chorus effect Contains system-defined identifiers for DirectSound sound effects. None System default noise suppression capture effect System default acoustic echo cancellation capture effect Microsoft noise suppression capture effect Microsoft acoustic echo cancellation capture effect Noise suppression capture effect Acoustic echo cancellation capture effect. Contains system-defined identifiers for DirectSound capture effects. None Voice playback device. Voice capture device. Default audio playback device. Default audio capture device. All objects. Contains system-defined identifiers for DirectSound default playback and capture devices. None Saves a texture to a stream. The device used to save the texture. The texture to save. The format the texture will be saved as. Destination memory stream where the image will be saved. A object describing the result of the operation. Saves a texture to file. The device used to save the texture. The texture to save. The format the texture will be saved as. Name of the destination output file where the texture will be saved. A object describing the result of the operation. Loads a texture from a stream of data. The device used to load the texture. A stream containing the image data to load. Size of the image to load. Specifies information used to load the texture. The loaded texture object. Loads a texture from a stream of data. The device used to load the texture. A stream containing the image data to load. Size of the image to load. The loaded texture object. Loads a texture from an image in memory. The device used to load the texture. Array of memory containing the image data to load. Specifies information used to load the texture. The loaded texture object. Loads a texture from an image in memory. The device used to load the texture. Array of memory containing the image data to load. The loaded texture object. Loads a texture from an image file. The device used to load the texture. Path to the file on disk. Specifies information used to load the texture. The loaded texture object. Loads a texture from an image file. The device used to load the texture. Path to the file on disk. The loaded texture object. Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. An array of initial texture data for each subresource. Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. The initial texture data. Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. Gets the texture description. Represents a three-dimensional texture. ID3D11Texture3D Gets or sets the position within the current stream. The current position within the stream. Stream Class Gets the length in bytes of the stream. A long value representing the length of the stream in bytes. Gets a value indicating whether the current stream supports writing. Always false. Gets a value indicating whether the current stream supports seeking. Always true. Gets a value indicating whether the current stream supports reading. Always true. Not supported. Always ignored. Always thrown. Not supported. Always thrown. Reads a sequence of bytes from the current stream and advances the position within the stream by the number of bytes read. An array of values to be read from the stream. The zero-based byte offset in buffer at which to begin storing the data read from the current stream. The maximum number of bytes to be read from the current stream. The number of bytes read from the stream. This stream does not support reading. is a null reference. or is negative. The sum of and is greater than the buffer length. Not supported. Always thrown. Sets the position within the current stream. Attempted to seek outside of the bounds of the stream. Constructs a new Predicate object. The device to associate the predicate with. The query description. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The per-component blend factors (RGBA) for the blend state. The sample mask for the blend state. The stencil-reference value used in the depth-stencil state. Signature from the vertex shader or geometry shader (if there is no vertex shader) or null if neither exists. Number of annotations on this pass. The name of the pass. Provides a description for effect passes. D3DX11_PASS_DESC Gets properties about a single object on an input device. The name of the object whose properties are to be retrieved. The properties of the desired object. Retrieves buffered data from the device. A collection of buffered input events. Retrieves the current device state. A object describing the result of the operation. Retrieves the current device state. The current device state. Describes the state of a keyboard device. Gets the reflected type of the shader variable. The reflected type of the shader variable. Gets the corresponding interface slot for a variable that represents an interface pointer. Index of the array element to get the slot number for. For a non-array variable this value will be zero. The index of the interface in the interface array. Gets the shader variable's description. Initializes a new instance of the class. Defines an interface that provides access to the reflection data for a shader variable. ID3D11ShaderReflectionVariable Gets the shader reflection variable with the given name. The name of the shader variable to retrieve. The shader reflection variable with the given name. Gets the shader reflection variable at the given index. The zero-based index of the shader variable to retrieve. The shader reflection variable at the given index. Gets the constant buffer's description. Initializes a new instance of the class. Defines an interface that provides access to a shader constant buffer. ID3D11ShaderReflectionConstantBuffer Constructs a new DepthStencilState based on the specified description. If the description is identical to that of an existing DepthStencilState object, the existing DepthStencilState object is returned instead of a new instance. The device to associate the state object with The state description. The DepthStencilState object. Gets the state's description. A state object defining the behavior of the depth and stencil test stages of the output merger. ID3D10DepthStencilState Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. A dynamic class linkage interface. Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. Represents a vertex shader. ID3D11VertexShader Sets the shader resources used by the vertex shader stage. Index into the device's zero-based array to which to begin setting shader resources. Number of resources from the source array to set. Sets a single shader resource to be used by the vertex shader stage. Index into the device's zero-based array to which to set the resource. Sets the sampler states used by the vertex shader stage. Index into the device's zero-based array to which to begin setting samplers. Number of samplers from the source array to set. Sets a single sampler to be used by the vertex shader stage. Index into the device's zero-based array to which to set the sampler. Sets the constant buffers used by the vertex shader stage. Index into the device's zero-based array to which to begin setting constant buffers. Number of buffers from the source array to set. Sets a single constant buffer to be used by the vertex shader stage. Index into the device's zero-based array to which to set the constant buffer. Gets the shader resources used by the vertex shader stage. Index into the device's zero-based array from which to begin retrieving shader resources. Number of resources to retrieve. An array of shader resources. Gets the sampler states used by the vertex shader stage. Index into the device's zero-based array from which to begin retrieving samplers. Number of samplers to retrieve. An array of sampler states. Gets the constant buffers used by the vertex shader stage. Index into the device's zero-based array from which to begin retrieving constant buffers. Number of buffers to retrieve. An array of constant buffers. Gets the vertex shader currently assigned to the device. An array that will be used to contain any class instances currently active. The vertex shader (null if no shader is assigned). Gets the vertex shader currently assigned to the device. The vertex shader (null if no shader is assigned). Assigns a vertex shader to the device. The shader to assign to the device. Assign null to disable the vertex shader. An array of class-instance interfaces. Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Assigns a vertex shader to the device. The shader to assign to the device. Assign null to disable the vertex shader. Defines a wrapper for vertex shader related commands on the device. Used to generalize the process of rendering to environment maps. ID3DXRenderToEnvMap Describes an off-screen render target used by . D3DXRTE_DESC Gets or sets the number of frames that the system is allowed to queue for rendering. This value defaults to 3, but can range from 1 to 16. Initializes a new instance of the class. The COM object implementing the IDXGIDevice1 interface. Represents a base for objects that produces image data. IDXGIDevice1 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Describes effects supported by hardware for the buffer. The format in which to capture the data. The Win32 wave mapper will be used for formats not supported by the device. The buffer supports effects. Size of capture buffer to create, in bytes. Describes a capture buffer. DSCBUFFERDESC Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. A dynamic class linkage interface. Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. Represents a hull shader. ID3D11HullShader Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. A function that compares stencil data against existing data in the buffer. Gets or sets the stencil operation to perform when stencil testing and depth testing both pass. Gets or sets the stencil operation to perform when stencil testing passes and depth testing fails. Gets or sets the stencil operation to perform when stencil testing fails. Specifies stencil operations that can be performed based on the results of the stencil test. D3D11_DEPTH_STENCILOP_DESC An exception indicating that the appropriate DirectInput runtime could not be found or initialized. Requests deallocation of a mesh container object. The mesh container to be deallocated. Requests deallocation of a frame object. The frame to be deallocated. Requests the allocation of a frame object. Name of the frame to be created. The created frame object. Requests the allocation of a mesh container object. Name of the mesh. The actual mesh data. Set of materials used in the mesh. Set of effects used in the mesh. Adjancey array used in the mesh. Skin mesh object containing skin data. The created mesh container. Gets a global instance of the default allocator. Initializes a new instance of the class. Defines a default allocator for frame and mesh container objects. Requests deallocation of a mesh container object. The mesh container to be deallocated. Requests deallocation of a frame object. The frame to be deallocated. Requests the allocation of a frame object. Name of the frame to be created. The created frame object. Requests the allocation of a mesh container object. Name of the mesh. The actual mesh data. Set of materials used in the mesh. Set of effects used in the mesh. Adjancey array used in the mesh. Skin mesh object containing skin data. The created mesh container. Defines an interface for allocating and freeing frame and mesh container objects. Methods on this interface are called during loading and destroying of frame hierarchies. ID3DXAllocateHierarchy Represents the result of a successful operation. This is a successful result. S_OK The given interface is already registered. This is a failed result. DWRITE_E_ALREADYREGISTERED A font collection is obsolete due to changes in the system. This is a failed result. DWRITE_E_FONTCOLLECTIONOBSOLETE A font file exists but could not be opened due to access denied, sharing violation, or similar error. This is a failed result. DWRITE_E_FILEACCESS A font file could not be opened because the file, directory, network location, drive, or other storage location does not exist or is unavailable. This is a failed result. DWRITE_E_FILENOTFOUND Represents a generic failure result. This is a failed result. E_FAIL Indicates the specified font does not exist. This is a failed result. DWRITE_E_NOFONT Indicates an error originating in DirectWrite code, which is not expected to occur but is safe to recover from. This is a failed result. DWRITE_E_UNEXPECTED Indicates an error in an input file such as a font file. This is a failed result. DWRITE_E_FILEFORMAT Defines result codes that are returned by DirectWrite functions. HRESULT Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Clones the instance and returns a new object containing the same values. A new object containing the same values as the current instance. Returns a value indicating whether the two BufferDescriptions are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two StreamOutputStatisticss. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two StreamOutputStatisticss. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Number of primitives that would have been written to the stream-output buffers if there had been enough space for them all. Number of primitives (that is, points, lines, and triangles) written to the stream-output buffers. Contains query information about the the amount of data streamed out to the stream-output buffers. D3D11_QUERY_DATA_SO_STATISTICS Sets the value of the variable. An array of views to set. The offset into the array to begin setting values. The number of values to set. A object describing the result of the operation. Sets the value of the variable. An array of views to set. A object describing the result of the operation. Sets the value of the variable. The view of the depth-stencil surface to set. A object describing the result of the operation. Gets an array of views of depth-stencil surfaces from the variable. An array of views to hold the retrieved values. The offset into the array to begin storing values. The number of values to get. A object describing the result of the operation. Gets an array of views of depth-stencil surfaces from the variable. An array of views to hold the retrieved values. A object describing the result of the operation. Gets the value of the variable. The view of the depth-stencil variable. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a depth-stencil view effect variable. ID3DX11EffectDepthStencilViewVariable Creates a for accessing resource data. The device to use when creating this . The resource that will serve as the depth-stencil surface. This surface must have been created with the DepthStencil flag. A structure describing the to be created. ID3D11Device::CreateDepthStencilView Creates a for accessing resource data. The device to use when creating this . The resource that will serve as the depth-stencil surface. This surface must have been created with the DepthStencil flag. ID3D11Device::CreateDepthStencilView Gets a structure describing this . ID3D11DepthStencilView::GetDesc Accesses a texture resource during depth/stencil testing. ID3D11DepthStencilView Describes an animation event. D3DXEVENT_DESC Determines whether the specified object instances are considered equal. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the structure. The X component. The Y component. The Z component. Initializes a new instance of the structure. The value to set for the X, Y, and Z components. Gets or sets the Z component of the vector. The Z component of the vector. Gets or sets the Y component of the vector. The Y component of the vector. Gets or sets the X component of the vector. The X component of the vector. Defines a three component vector, using half precision floating point coordinates. D3DXVECTOR3_16F Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System.ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value; otherwise, false. Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System.Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Use this method to re-acquire resources and save initial state. ID3DXFont::OnResetDevice Use this method to release all references to video memory resources and delete all stateblocks. This method should be called whenever a device is lost, or before resetting a device. ID3DXFont::OnLostDevice Loads formatted text into video memory to improve the efficiency of rendering to the device. ID3DXFont::PreloadText Loads a series of glyphs into video memory to improve the efficiency of rendering to the device. ID3DXFont::PreloadText Loads a series of characters into video memory to improve the efficiency of rendering to the device. ID3DXFont::PreloadText Computes the bounding rectangle for a given string to be rendered using this font. ID3DXFont::DrawText Computes the bounding rectangle for a given string to be rendered using this font. ID3DXFont::DrawText Draws formatted text, optionally using a object for improved performance. ID3DXFont::DrawText Draws formatted text, optionally using a object for improved performance. ID3DXFont::DrawText Draws formatted text, optionally using a object for improved performance. ID3DXFont::DrawText Draws formatted text, optionally using a object for improved performance. ID3DXFont::DrawText Encapsulates the textures and resources needed to render a specific font on a specific device. ID3DXFont Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. A brief description of the counter. The name of the units the counter measures. The name of the counter. The number of hardware counters needed for the desired counter type to be created. All instances of the same counter type use the same hardware counters. The data type of the counter. Contains the results of a request for counter information. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Number of detectable parallel units that the counter is able to discern. Values are 1 - 4. Number of counters that can be simultaneously supported. The largest device-dependent counter ID that the device supports. If none are supported, this value will be 0. Contains information about the video card's performance counter capabilities. D3D11_COUNTER_INFO Gets a value indicating the possible need to re-enumerate adapters -- new adapter(s) have become available, current adapter(s) have become unavailable. Gets the adapter at the specified index. The index of the desired adapter. The specified adapter, or null on failure. Gets the number of available adapters, including remote adapters and those without visible outputs. The total number of available adapters. Initializes a new instance of the class. Implements methods for generating DXGI objects. IDXGIFactory1 Sets the window handle associated with the factory (the window through which the user signals fullscreen transitions). The window handle. Flags controlling window association behavior. A object describing the result of the operation. Gets the window handle associated with the factory (the window through which the user signals fullscreen transitions). The window handle. Creates a software adapater interface. The module for the software adapter DLL. The specified adapter, or null on failure. Creates a software adapter interface. The unmanaged HMODULE for the software adapter DLL. The specified adapter, or null on failure. Gets the specified adapter. The index of the desired adapter. The specified adapter, or null on failure. Gets the number of available adapters. The number of available adapters. Initializes a new instance of the class. Implements methods for generating DXGI objects. IDXGIFactory Sets the unordered resource views used by the compute shader stage. Index into the device's zero-based array to which to begin setting views. Number of views from the source array to set. An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumeable UAV. Sets a single unordered access view to be used by the compute shader stage. Index into the device's zero-based array to which to set the view. Initial append/consume buffer offset. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for the UAV. Sets the unordered resource views used by the compute shader stage. Index into the device's zero-based array to which to begin setting views. Number of views from the source array to set. Sets a single unordered access view to be used by the compute shader stage. Index into the device's zero-based array to which to set the view. Sets the shader resources used by the compute shader stage. Index into the device's zero-based array to which to begin setting shader resources. Number of resources from the source array to set. Sets a single shader resource to be used by the compute shader stage. Index into the device's zero-based array to which to set the resource. Sets the sampler states used by the compute shader stage. Index into the device's zero-based array to which to begin setting samplers. Number of samplers from the source array to set. Sets a single sampler to be used by the compute shader stage. Index into the device's zero-based array to which to set the sampler. Sets the constant buffers used by the compute shader stage. Index into the device's zero-based array to which to begin setting constant buffers. Number of buffers from the source array to set. Sets a single constant buffer to be used by the compute shader stage. Index into the device's zero-based array to which to set the constant buffer. Gets the unordered resource views used by the compute shader stage. Index into the device's zero-based array from which to begin retrieving views. Number of views to retrieve. An array of unordered access views. Gets the shader resources used by the compute shader stage. Index into the device's zero-based array from which to begin retrieving shader resources. Number of resources to retrieve. An array of shader resources. Gets the sampler states used by the compute shader stage. Index into the device's zero-based array from which to begin retrieving samplers. Number of samplers to retrieve. An array of sampler states. Gets the constant buffers used by the compute shader stage. Index into the device's zero-based array from which to begin retrieving constant buffers. Number of buffers to retrieve. An array of constant buffers. Gets the compute shader currently assigned to the device. An array that will be used to contain any class instances currently active. The compute shader (null if no shader is assigned). Gets the compute shader currently assigned to the device. The compute shader (null if no shader is assigned). Assigns a compute shader to the device. The shader to assign to the device. Assign null to disable the compute shader. An array of class-instance interfaces. Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Assigns a compute shader to the device. The shader to assign to the device. Assign null to disable the compute shader. Defines a wrapper for compute shader related commands on the device. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Flags that identifies other, less common resource options. Flags that specify how the CPU may access the texture. Flags that describe how the texture can be bound to the pipeline. Value that identifies how the texture is to be read from and written to. Gets or sets multisampling parameters for the texture. Format of the data in the texture. Number of textures in the array. The maximum number of mipmap levels in the texture. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures. Texture height (in texels). Texture width (in texels). Describes a two-dimensional texture. D3D11_TEXTURE2D_DESC Converts a height map into a normal map. The (x,y,z) components of each normal are mapped to the (r,g,b) channels of the output texture. The device used to create the normal map. The source height map texture. The destination texture. One or more flags that control generation of normal maps. One or more flag specifying the source of height information. Constant value multiplier that increases (or decreases) the values in the normal map. Higher values usually make bumps more visible, lower values usually make bumps less visible. A object describing the result of the operation. Saves a texture to a stream. The device used to save the texture. The texture to save. The format the texture will be saved as. Destination memory stream where the image will be saved. A object describing the result of the operation. Saves a texture to file. The device used to save the texture. The texture to save. The format the texture will be saved as. Name of the destination output file where the texture will be saved. A object describing the result of the operation. Loads a texture from a stream of data. The device used to load the texture. A stream containing the image data to load. Size of the image to load. Specifies information used to load the texture. The loaded texture object. Loads a texture from a stream of data. The device used to load the texture. A stream containing the image data to load. Size of the image to load. The loaded texture object. Loads a texture from an image in memory. The device used to load the texture. Array of memory containing the image data to load. Specifies information used to load the texture. The loaded texture object. Loads a texture from an image in memory. The device used to load the texture. Array of memory containing the image data to load. The loaded texture object. Loads a texture from an image file. The device used to load the texture. Path to the file on disk. Specifies information used to load the texture. The loaded texture object. Loads a texture from an image file. The device used to load the texture. Path to the file on disk. The loaded texture object. Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. An array of initial texture data for each subresource. Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. The initial texture data. Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. Gets the texture description. Represents a two-dimensional texture. ID3D11Texture2D Determines whether the specified object instances are considered equal. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Finds the intersection between a plane and a sphere. The sphere to check for intersection. The source plane. A value from the enumeration describing the result of the intersection test. Determines whether a sphere intersects the specified object. The sphere which will be tested for intersection. The ray that will be tested for intersection. When the method completes, contains the distance from the ray's origin in which the intersection with the sphere occured. true if the two objects are intersecting; otherwise, false. Determines whether a sphere intersects the specified object. The first sphere which will be tested for intersection. The second sphere that will be tested for intersection. true if the two objects are intersecting; otherwise, false. Determines whether a sphere intersects the specified object. The sphere which will be tested for intersection. The box that will be tested for intersection. true if the two objects are intersecting; otherwise, false. Constructs a that is the as large as the total combined area of the two specified spheres. The first sphere to merge. The second sphere to merge. The newly constructed bounding sphere. Constructs a that fully contains the given points. The points that will be contained by the sphere. The newly constructed bounding sphere. Constructs a from a given box. The box that will designate the extents of the sphere. The newly constructed bounding sphere. Determines whether the sphere contains the specified point. The sphere that will be checked for containment. The point that will be checked for containment. A member of the enumeration indicating whether the two objects intersect, are contained, or don't meet at all. Determines whether the sphere contains the specified sphere. The first sphere that will be checked for containment. The second sphere that will be checked for containment. A member of the enumeration indicating whether the two objects intersect, are contained, or don't meet at all. Determines whether the sphere contains the specified box. The sphere that will be checked for containment. The box that will be checked for containment. A member of the enumeration indicating whether the two objects intersect, are contained, or don't meet at all. Initializes a new instance of the structure. The center of the bounding sphere. The radius of the sphere. The radius of the sphere. Specifies the center point of the sphere. A bounding sphere, specified by a center vector and a radius. None Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value; otherwise, false. Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Determines whether the specified object instances are considered equal. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Finds the intersection between a plane and a box. The box to check for intersection. The source plane. A value from the enumeration describing the result of the intersection test. Determines whether a box intersects the specified object. The box which will be tested for intersection. The ray that will be tested for intersection. When the method completes, contains the distance from the ray's origin in which the intersection with the box occured. true if the two objects are intersecting; otherwise, false. Determines whether a box intersects the specified object. The box which will be tested for intersection. The sphere that will be tested for intersection. true if the two objects are intersecting; otherwise, false. Determines whether a box intersects the specified object. The first box which will be tested for intersection. The second box that will be tested for intersection. true if the two objects are intersecting; otherwise, false. Constructs a that is the as large as the total combined area of the two specified boxes. The first box to merge. The second box to merge. The newly constructed bounding box. Constructs a from a given sphere. The sphere that will designate the extents of the box. The newly constructed bounding box. Constructs a that fully contains the given points. The points that will be contained by the box. The number of vertices in the stream. The number of bytes between vertices. The newly constructed bounding box. Constructs a that fully contains the given points. The points that will be contained by the box. The newly constructed bounding box. Determines whether the box contains the specified point. The box that will be checked for containment. The point that will be checked for containment. A member of the enumeration indicating whether the two objects intersect, are contained, or don't meet at all. Determines whether the box contains the specified sphere. The box that will be checked for containment. The sphere that will be checked for containment. A member of the enumeration indicating whether the two objects intersect, are contained, or don't meet at all. Determines whether the box contains the specified box. The first box that will be checked for containment. The second box that will be checked for containment. A member of the enumeration indicating whether the two objects intersect, are contained, or don't meet at all. Retrieves the eight corners of the bounding box. An array of points representing the eight corners of the bounding box. Initializes a new instance of the structure. The lowest corner of the box. The highest corner of the box. The lowest corner of the box. The highest corner of the box. An axis aligned bounding box, specified by minimum and maximum vectors. None Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value; otherwise, false. Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Gets the properties the current cue variation. Gets the properties of a cue that are shared by all instances of the cue. The properties of an active cue instance. XACT_CUE_INSTANCE_PROPERTIES Gets the number of currently active instances of this cue. Gets the maximum number of instances that are allowed for this cue. Gets the number of sound variations for this cue. Gets the index of the variable to control the cue. This is only relevant for interactive audio cues. Gets a value that is true if the cue is an interactive audio cue, otherwise false. Gets the friendly name of the cue. The instance independent properties of a cue. XACT_CUE_PROPERTIES Initializes a new instance of the class. Marks a series of frames with the specified color and name in the PIXRun file. This function is not currently supported by PIX. Event color. This is the color used to display the event in the event view. Event name. Sets profiler options specified by the target platform. Marks an instantaneous event. PIX can use this event to trigger an action. Event color. This is the color used to display the event in the event view. Event name. Determined whether a performance profiler is requesting that the current frame be resubmitted to Direct3D for performance analysis. This function is not currently supported by PIX. true if the caller should repeate the same sequence of calls; otherwise, false. Determines the current state of the profiler from the target program. true when PIX is profiling the target program; otherwise, false. Marks the end of a user-defined event. PIX can use this event to trigger an action. The zero-based level of the hierarchy in which the event is ending. If an error occurs, the return value will be negative. Marks the beginning of a user-defined event. PIX can use this event to trigger an action. Event color. This is the color used to display the event in the event view. Event name. The zero-based level of the hierarchy that this event is starting in. If an error occurs, the return value will be negative. Provides access to the Direct3D performance API, which allows applications to gather performance data and integrate with PIX for Windows in order to perform detailed analysis. D3DPERF Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. A dynamic class linkage interface. Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. Represents a pixel shader. ID3D11PixelShader Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Effect specified must be in software. Effect specified must be in hardware. Specifies the unique identifier of the preferred effect. Specifies the class identifier of the effect. Contains parameters for an effect associated with a capture buffer. DSCEFFECTDESC Initializes a new instance of the class. The device used to create the predicate object. The query description. Used to determine whether geometry should be processed depending on the results of a previous draw call. ID3D11Predicate Initializes a new instance of the class. The device used to create the query. The query description. Gets the query's description. Defines an interface for querying information from the GPU. ID3D11Query Defines the attributes of a font. D3DXFONT_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets the surface's multisampling properties. Gets the format of the surface. Gets the height of the surface. Gets the width of the surface. Describes properties of a surface. DXGI_SURFACE_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Number of textures to use. The index of the first texture to use in an array of textures. The index of the first mipmap level to use. A value that describes whether the texture is read only. Type of resource. Specifies how a depth-stencil resource will be accessed. Resource data format. Specifies the subresources of a texture that are accessible from a depth-stencil view. D3D11_DEPTH_STENCIL_VIEW_DESC Gets the residency status of a list of resources. The resources to query. A list of residency status values, one for each entry in the input resources list. Initializes a new instance of the class. The COM object implementing the IDXGIDevice interface. Gets the adapter associated with the device. Gets or sets the device's GPU thread priority. Values range from -7 to 7, inclusive, with 0 being normal priority. Represents a base for objects that produces image data. IDXGIDevice Determines whether the specified object instances are considered equal. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the structure. The X component. The Y component. Initializes a new instance of the structure. The value to set for both the X and Y components. Gets or sets the Y component of the vector. The Y component of the vector. Gets or sets the X component of the vector. The X component of the vector. Defines a two component vector, using half precision floating point coordinates. D3DXVECTOR2_16F Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value; otherwise, false. Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Determines whether the specified object instances are considered equal. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Performs an implicit conversion from to . The value to be converted. The converted value. Performs an explicit conversion from to . The value to be converted. The converted value. Converts an array of full precision values into half precision values. The values to be converted. An array of converted values. Converts an array of half precision values into full precision values. The values to be converted. An array of converted values. Gets or sets the raw 16 bit value used to back this half-float. Initializes a new instance of the structure. The floating point value that should be stored in 16 bit format. Minimum value of the number. Maximum value of the number. Smallest such that 1.0 + epsilon != 1.0 Additional rounding. Exponent radix. Minimum binary exponent. Minimum decimal exponent. Maximum binary exponent. Maximum decimal exponent. Number of bits in the mantissa. Number of decimal digits of precision. A half precision (16 bit) floating point value. D3DXFLOAT16 Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Determines whether the underlying variable type is equivalent to that of the specified type. The type to test for equivalence. true if the underlying class type is equivalent to that of the specified type; otherwise, false. Determines whether the variable type is equivalent to or inherits from the given type. The potential parent type. true if the class type is equivalent to or inherits from the given type; otherwise, false. Determines whether the class type implements the given interface. The potential parent type. true if the class type implements the given interface; otherwise, false. Gets the name of a member variable type. The zero-based index of the member variable to retrieve. The name of the given member variable type. Gets a member variable type by name. The name of the member variable to retrieve. The member variable type with the given name. Gets a member variable type by index. The zero-based index of the member variable to retrieve. The member variable type at the given index. Gets an interface by index. The zero-based index of the interface to retrieve. The interface at the given index. Gets the variable's sub type. Gets the type of this variable's base class. Gets the variable's description. Initializes a new instance of the class. Defines an interface that provides access to types of shader variables. ID3D11ShaderReflectionType Constructs a new exception object. The result code that caused this exception. Constructs a new exception object. The message describing the exception. The exception that caused this exception. Constructs a new exception object. The message describing the exception. Constructs a new exception object. Represents errors that occur in the D3DCompiler subsystem. Using a key, releases exclusive rendering access to a shared resource. A value that indicates which device to give access to. This method will succeed when the device that currently owns the surface calls the KeyedMutex.ReleaseSync method using the same value. This key can be any arbitrary value. A object describing the result of the operation. Using a key, acquires exclusive rendering access to a shared resource. A value that indicates which device to give access to. This method will succeed when the device that currently owns the surface calls the KeyedMutex.Release method using the same value. This key can be any arbitrary value. The time-out interval, in milliseconds. This method will return if the interval elapses, and the keyed mutex has not been released using the specified key. If this value is set to zero, the Acquire method will test to see if the keyed mutex has been released and returns immediately. If this value is set to the maximum integral value, the time-out interval will never elapse. A object describing the result of the operation. Initializes a new instance of the class. The COM object implementing the IDXGIKeyedMutex interface. Represents a keyed mutex, which allows exclusive access to a shared resource that is used by multiple devices. IDXGIKeyedMutex Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. An array of instances describing the layout of the output buffers. An array of buffer strides; each stride is the size of an element for that buffer. The index number of the stream to be sent to the rasterizer stage. Set to NoRasterizedStream if no stream is to be rasterized. A dynamic class linkage interface. Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. An array of instances describing the layout of the output buffers. An array of buffer strides; each stride is the size of an element for that buffer. The index number of the stream to be sent to the rasterizer stage. Set to NoRasterizedStream if no stream is to be rasterized. Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. A dynamic class linkage interface. Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. Represents a geometry shader. ID3D11GeometryShader Indicates whether predication state is enabled by the mask. Indicates whether stream output buffer state is enabled by the mask. Indicates whether rasterizer state is enabled by the mask. Indicates whether scissor rectangle state is enabled by the mask. Indicates whether viewport state is enabled by the mask. Indicates whether blend state is enabled by the mask. Indicates whether depth-stencil state is enabled by the mask. Indicates whether render target state is enabled by the mask. Indicates whether primitive topology state is enabled by the mask. Indicates whether input layout state is enabled by the mask. Indicates whether index bufer state is enabled by the mask. A set of values indicating which vertex buffers are enabled by the mask. Indicates whether compute shader unordered access views are enabled by the mask. A set of values indicating which compute shader interfaces are enabled by the mask. A set of values indicating which compute shader constant buffers are enabled by the mask. A set of values indicating which compute shader resources are enabled by the mask. A set of values indicating which compute shader sampler states are enabled by the mask. Indicates whether compute shader state is enabled by the mask. Indicates whether pixel shader unordered access views are enabled by the mask. A set of values indicating which pixel shader interfaces are enabled by the mask. A set of values indicating which pixel shader constant buffers are enabled by the mask. A set of values indicating which pixel shader resources are enabled by the mask. A set of values indicating which pixel shader sampler states are enabled by the mask. Indicates whether pixel shader state is enabled by the mask. A set of values indicating which geometry shader interfaces are enabled by the mask. A set of values indicating which geometry shader constant buffers are enabled by the mask. A set of values indicating which geometry shader resources are enabled by the mask. A set of values indicating which geometry shader sampler states are enabled by the mask. Indicates whether geometry shader state is enabled by the mask. A set of values indicating which domain shader interfaces are enabled by the mask. A set of values indicating which domain shader constant buffers are enabled by the mask. A set of values indicating which domain shader resources are enabled by the mask. A set of values indicating which domain shader sampler states are enabled by the mask. Indicates whether domain shader state is enabled by the mask. A set of values indicating which hull shader interfaces are enabled by the mask. A set of values indicating which hull shader constant buffers are enabled by the mask. A set of values indicating which hull shader resources are enabled by the mask. A set of values indicating which hull shader sampler states are enabled by the mask. Indicates whether hull shader state is enabled by the mask. A set of values indicating which vertex shader interfaces are enabled by the mask. A set of values indicating which vertex shader constant buffers are enabled by the mask. A set of values indicating which vertex shader resources are enabled by the mask. A set of values indicating which vertex shader sampler states are enabled by the mask. Indicates whether vertex shader state is enabled by the mask. Indicates settings for various bits of device state. D3DX11_STATE_BLOCK_MASK Returns a value indicating whether the two VertexBufferBindings are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two VertexBufferBindings. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two VertexBufferBindings. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Constructs a new VertexBufferBinding object. The buffer being bound. The stride between vertex element (in bytes). The offset to the first vertex (in bytes). Gets or sets the offset from the start of the buffer of the first vertex to use (in bytes). Gets or sets the stride between vertex elements in the buffer (in bytes). Gets or sets the buffer being bound. Properties defining the way a buffer (containing vertex data) is bound to the pipeline for rendering. RefWarning message. DeviceUnorderedAccessViewCounterUnsupported message. ClearUnorderedAccessViewFloatInvalidFormat message. DeviceCSSetUnorderedAccessViewsTooManyViews message. DeviceCSSetUnorderedAccessViewsInvalidOffset message. DeviceCSSetUnorderedAccessViewsInvalidView message. CheckFormatSupportFormatNotSupported message. CopyStructureCountInvalidSourceState message. CopyStructureCountInvalidDestinationState message. CopyStructureCountLargeOffset message. CopyStructureCountInvalidOffset message. DeviceDispatchIndirectUnsupported message. DeviceDispatchUnsupported message. DeviceShaderResourceViewRawUnsupported message. DeviceShaderResourceViewBufferTypeMismatch message. DeviceShaderResourceViewStructureStrideMismatch message. DeviceDispatchThreadGroupCountZero message. DeviceDispatchThreadGroupCountOverflow message. DeviceDispatchBoundResourceMapped message. DeviceUnorderedAccessViewAtomicUnsignedMinmaxUnsupported message. DeviceUnorderedAccessViewAtomicSignedMinmaxUnsupported message. DeviceUnorderedAccessViewAtomicExchangeUnsupported message. DeviceUnorderedAccessViewAtomicCmpStoreCmpExchangeUnsupported message. DeviceUnorderedAccessViewAtomicBitwiseOpsUnsupported message. DeviceUnorderedAccessViewAtomicAddUnsupported message. DeviceUnorderedAccessViewFormatStoreUnsupported message. DeviceUnorderedAccessViewFormatLdUnsupported message. DeviceUnorderedAccessViewRawUnsupported message. DeviceUnorderedAccessViewBufferTypeMismatch message. DeviceUnorderedAccessViewStructureStrideMismatch message. DeviceUnorderedAccessViewAtomicsUnsupported message. DeviceUnorderedAccessViewAppendUnsupported message. DeviceUnorderedAccessViewDimensionMismatch message. DeviceDrawUnorderedAccessViewRenderTargetViewOverlap message. DeviceUnorderedAccessViewNotSet message. DeviceUnorderedAccessViewReturnTypeMismatch message. CheckFeatureSupportFormatDeprecated message. ClearDepthStencilViewStencilReadOnly message. ClearDepthStencilViewDepthReadOnly message. OMSetDepthStencilUnbindDeletingObject message. DeviceGetResourceMinLodInvalidResource message. DeviceGetResourceMinLodInvalidContext message. DeviceSetResourceMinLodInvalidMinLod message. DeviceSetResourceMinLodInvalidResource message. DeviceSetResourceMinLodInvalidContext message. DeviceDispatchIndirectOffsetOverflow message. DeviceDispatchIndirectOffsetUnaligned message. DeviceDispatchIndirectInvalidArgBuffer message. CreateUnorderedAccessViewInvalidFlags message. DeviceCSGetUnorderedAccessViewsEmpty message. DeviceCSSetUnorderedAccessViewsEmpty message. ClearUnorderedAccessViewDenormalizeFlush message. DeviceCSSetUnorderedAccessViewsHazard message. CreateUnorderedAccessViewTooManyObjects message. CreateUnorderedAccessViewOutOfMemoryReturn message. CreateUnorderedAccessViewInvalidArgumentReturn message. PSSetUnorderedAccessViewsUnbindDeletingObject message. CSSetUnorderedAccessViewsUnbindDeletingObject message. DeviceOMSetRenderTargetsAndUnorderedAccessViewsNoOp message. DeviceOMSetRenderTargetsAndUnorderedAccessViewsOverlappingOldSlots message. DeviceOMSetRenderTargetsAndUnorderedAccessViewsHazard message. CreateUnorderedAccessViewUnrecognizedFormat message. CreateUnorderedAccessViewInvalidDimensions message. CreateUnorderedAccessViewInvalidFormat message. CreateUnorderedAccessViewInvalidDescription message. CreateUnorderedAccessViewInvalidResource message. CreateShaderResourceViewInvalidFlags message. CreateBufferInvalidStructureStride message. DeviceCreateComputeShaderDoubleFloatOpsNotSupported message. DeviceCreatePixelShaderDoubleFloatOpsNotSupported message. DeviceCreateGeometryShaderWithStreamOutputDoubleFloatOpsNotSupported message. DeviceCreateGeometryShaderDoubleFloatOpsNotSupported message. DeviceCreateDomainShaderDoubleFloatOpsNotSupported message. DeviceCreateHullShaderDoubleFloatOpsNotSupported message. DeviceCreateVertexShaderDoubleFloatOpsNotSupported message. DeviceCSGetSamplersSamplersEmpty message. DeviceCSGetConstantBuffersBuffersEmpty message. DeviceCSGetShaderResourcesViewsEmpty message. DeviceCSSetSamplersSamplersEmpty message. DeviceCSSetConstantBuffersBuffersEmpty message. CSSetConstantBuffersInvalidBuffer message. DeviceCSSetShaderResourcesViewsEmpty message. CreateComputeShaderInvalidClassLinkage message. CreateComputeShaderInvalidShaderType message. CreateComputeShaderInvalidShaderBytecode message. CreateComputeShaderOutOfMemory message. CreateComputeShaderInvalidCall message. CSSetConstantBuffersUnbindDeletingObject message. CSSetShaderResourcesUnbindDeletingObject message. DeviceCSSetConstantBuffersHazard message. DeviceCSSetShaderResourcesHazard message. DeviceCheckFeatureSupportInvalidArgumentReturn message. DeviceCheckFeatureSupportMismatchedDataSize message. DeviceCheckFeatureSupportUnrecognizedFeature message. DeviceCreateShaderClassLinkageFull message. DeviceSetShaderInstanceDataBindings message. DeviceSetShaderUnboundInstanceData message. DeviceSetShaderInvalidInstanceData message. DeviceSetShaderInvalidInstanceType message. DeviceSetShaderInvalidInstanceIndex message. DeviceSetShaderInvalidInstance message. DeviceSetShaderInterfaceCountMismatch message. DeviceSetShaderInterfacesFeatureLevel message. DestroyUnorderedAccessView message. LiveUnorderedAccessView message. CreateUnorderedAccessView message. DestroyComputeShader message. LiveComputeShader message. CreateComputeShader message. LiveObjectSummary message. LiveDevice message. DestroyClassLinkage message. LiveClassLinkage message. CreateClassLinkage message. DestroyClassInstance message. LiveClassInstance message. CreateClassInstance message. DestroyCommandList message. LiveCommandList message. CreateCommandList message. DestroyCounter message. LiveCounter message. CreateCounter message. DestroyPredicate message. LivePredicate message. CreatePredicate message. DestroyQuery message. LiveQuery message. CreateQuery message. DestroyRasterizerState message. LiveRasterizerState message. CreateRasterizerState message. DestroyDepthStencilState message. LiveDepthStencilState message. CreateDepthStencilState message. DestroyBlendState message. LiveBlendState message. CreateBlendState message. DestroySampler message. LiveSampler message. CreateSampler message. DestroyInputLayout message. LiveInputLayout message. CreateInputLayout message. DestroyPixelShader message. LivePixelShader message. CreatePixelShader message. DestroyGeometryShader message. LiveGeometryShader message. CreateGeometryShader message. DestroyDomainShader message. LiveDomainShader message. CreateDomainShader message. DestroyHullShader message. LiveHullShader message. CreateHullShader message. DestroyVertexShader message. LiveVertexShader message. CreateVertexShader message. DestroyDepthStencilView message. LiveDepthStencilView message. CreateDepthStencilView message. DestroyRenderTargetView message. LiveRenderTargetView message. CreateRenderTargetView message. DestroyShaderResourceView message. LiveShaderResourceView message. CreateShaderResourceView message. DestroyTexture3D message. LiveTexture3D message. CreateTexture3D message. DestroyTexture2D message. LiveTexture2D message. CreateTexture2D message. DestroyTexture1D message. LiveTexture1D message. CreateTexture1D message. DestroyBuffer message. LiveBuffer message. CreateBuffer message. DestroyContext message. LiveContext message. CreateContext message. DeviceDrawHsDsTessellatorDomainMismatch message. DeviceDrawHsDsControlPointCountMismatch message. DeviceDrawHullShaderInputTopologyMismatch message. DeviceDrawHsDsSignatureMismatch message. DeviceIASetPrimitiveTopologyUnsupported message. DeviceDrawRasterizingControlPoints message. ResourceUnmapNotMapped message. ResourceUnmapInvalidSubresource message. ResourceMapWithoutInitialDiscard message. ResourceMapOutOfMemoryReturn message. ResourceMapDeviceRemovedReturn message. ResourceMapAlreadyMapped message. ResourceMapInvalidFlags message. ResourceMapInvalidSubresource message. ResourceMapInvalidMapType message. DeviceDrawIndirectOffsetOverflow message. DeviceDrawIndirectOffsetUnaligned message. DeviceDrawIndirectInvalidArgBuffer message. DeferredContextRemovalProcessAtFault message. DeviceDrawHsXorDsMismatch message. DeviceDSGetSamplersSamplersEmpty message. DeviceDSGetConstantBuffersBuffersEmpty message. DeviceDSGetShaderResourcesViewsEmpty message. DeviceDSSetSamplersSamplersEmpty message. DeviceDSSetConstantBuffersBuffersEmpty message. DSSetConstantBuffersInvalidBuffer message. DeviceDSSetShaderResourcesViewsEmpty message. CreateDomainShaderInvalidClassLinkage message. CreateDomainShaderInvalidShaderType message. CreateDomainShaderInvalidShaderBytecode message. CreateDomainShaderOutOfMemory message. CreateDomainShaderInvalidCall message. DSSetConstantBuffersUnbindDeletingObject message. DSSetShaderResourcesUnbindDeletingObject message. DeviceDSSetConstantBuffersHazard message. DeviceDSSetShaderResourcesHazard message. DeviceHSGetSamplersSamplersEmpty message. DeviceHSGetConstantBuffersBuffersEmpty message. DeviceHSGetShaderResourcesViewsEmpty message. DeviceHSSetSamplersSamplersEmpty message. DeviceHSSetConstantBuffersBuffersEmpty message. HSSetConstantBuffersInvalidBuffer message. DeviceHSSetShaderResourcesViewsEmpty message. CreateHullShaderInvalidClassLinkage message. CreateHullShaderInvalidShaderType message. CreateHullShaderInvalidShaderBytecode message. CreateHullShaderOutOfMemory message. CreateHullShaderInvalidCall message. HSSetConstantBuffersUnbindDeletingObject message. HSSetShaderResourcesUnbindDeletingObject message. DeviceHSSetConstantBuffersHazard message. DeviceHSSetShaderResourcesHazard message. CreateGeometryShaderWithStreamOutputInvalidStrideCount message. CreateGeometryShaderWithStreamOutputUnexpectedStrides message. CreateGeometryShaderWithStreamOutputUnexpectedEntries message. CreateGeometryShaderWithStreamOutputInvalidStream message. FinishDisplayListInvalidCallReturn message. FinishDisplayListOutOfMemoryReturn message. FinishDisplayListOnImmediateContext message. CreateDeferredContextOutOfMemoryReturn message. CreateDeferredContextInvalidCallReturn message. CreateDeferredContextInvalidArgumentReturn message. CreateDeferredContextSingleThreaded message. CreateDeferredContextInvalidCommandListFlags message. CreatePixelShaderInvalidClassLinkage message. CreateGeometryShaderWithStreamOutputInvalidClassLinkage message. CreateGeometryShaderWithStreamOutputUnexpectedStreams message. CreateGeometryShaderWithStreamOutputInvalidStreamToRasterizer message. CreateGeometryShaderWithStreamOutputInvalidStreamCount message. CreateGeometryShaderInvalidClassLinkage message. CreateVertexShaderInvalidClassLinkage message. CreateDepthStencilViewInvalidFlags message. OMSetRenderTargetsNoSrgbMrt message. CreateSamplerStateBorderNotSupported message. CreateResourceNonPow2MipMap message. SlotZeroMustBeD3D10InputPerVertexData message. DeviceRSSetScissorRectanglesNegativeScissor message. CreateResourceOnlySingleMipLevelDepthStencilSupported message. CreateResourceDimensionExceedsFeatureLevelDefinition message. SetBlendStateSampleMaskCannotBeZero message. DrawIndexedPointListUnsupported message. DrawIndexedInstancedNotSupportedBelow93 message. DrawInstancedNotSupported message. CreateSamplerStateNoMirrorOnce message. CreateBlendStateOperationNotSupported message. CreateBlendStateNoMrtBlend message. CreateBlendStateNoSeparateAlphaBlend message. TextFilterNotSupported message. StreamOutNotSupported message. GeometryShaderNotSupported message. VSShaderResourcesNotSupported message. CreateResourceDxgiFormatR8G8B8A8CannotBeShared message. CreateResourceNoAutogenForVolumes message. CreateResourceOnlyVbIbForBuffers message. CreateResourceNoStreamOut message. CreateBlendStateNoIndependentWriteMasks message. CreateBlendStateNoIndependentBlendEnable message. CreateResourcePresentationPrecludesShaderResource message. CreateResourceMsaaPrecludesShaderResource message. CreateResourceNoDwordIndexBuffer message. CreateResourceNotBindableAsRenderTarget message. CreateShaderResourceViewCubesMustHave6Sides message. CreateShaderResourceViewFirstArraySliceMustBeZero message. CreateSamplerStateMaxLodMustBeFltMax message. CreateSamplerStateMinLodMustNotBeFractional message. CreateShaderResourceViewMustUseLowestLod message. DrawIndexedStartIndexLocationMustBePositive message. CreateRasterizerStateDepthClipEnableMustBeTrue message. CreateBlendStateNoAlphaToCoverage message. CreateInputLayoutUnsupportedFormat message. CopyResourceNoTextureOnlyReadBack message. CopyResourceNoTexture3DReadBack message. CopyResourceOnlyTexture2DWithinGpuMemory message. DeviceRSSetScissorRectanglesTooManyScissors message. DeviceIASetPrimitiveTopologyAdjacencyUnsupported message. DeviceRSSetViewportsTooManyViewports message. IASetVertexBuffersBadBufferIndex message. OMSetRenderTargetsNoDifferingBitDepths message. OMSetRenderTargetsTooManyRenderTargets message. CreateResourceNotBindableAsShaderResource message. CreateResourceDimensionOutOfRange message. CreateResourceNoTexture1D message. CreateResourceNoVBAndIBBind message. CreateResourceNoArrays message. PSSetSamplersTooManySamplers message. VSSetSamplersTooManySamplers message. VSSetSamplersNotSupported message. CreateSamplerStateBorderOutOfRange message. CreateSamplerStateExcessiveAnisotropy message. CreateSamplerStateNoComparisonSupport message. CreateRasterizerStateDepthBiasClampNotSupported message. CreateDepthStencilStateStencilNoTwoSided message. DeviceDrawResourceSampleCountMismatch message. CreateInputLayoutEmptyLayout message. DeviceIASetVertexBuffersInvalidRange message. DeviceIASetVertexBuffersStrideTooLarge message. DeviceDrawInvalidUseOfCenterMultisamplePattern message. DeviceDrawResourceFormatGatherUnsupported message. DeviceDrawPSOutputTypeMismatch message. QueryGetDataInvalidCall message. QueryGetDataInvalidFlags message. QueryGetDataInvalidDataSize message. QueryEndWithoutBegin message. QueryEndAbandoningPreviousResults message. PredicateEndDuringPredication message. QueryBeginAbandoningPreviousResults message. QueryBeginDuplicate message. PredicateBeginDuringPredication message. QueryBeginUnsupported message. SetPredicationInvalidPredicateState message. CheckCounterUnsupportedWellKnownCounter message. CheckCounterOutOfRangeCounter message. CreateCounterNullDescription message. CreateCounterNonexclusiveReturn message. CreateCounterOutOfMemoryReturn message. CreateCounterUnsupportedWellKnownCounter message. CreateCounterSimultaneousActiveCountersExhausted message. CreateCounterOutOfRangeCounter message. CreatePredicateOutOfMemoryReturn message. CreateQueryOutOfMemoryReturn message. ShaderResourceViewGetDescriptionLegacy message. BlendStateGetDescriptionLegacy message. CreateInputLayoutTypeMismatch message. DeviceDrawSamplerMismatch message. DeviceSetTextFilterSizeInvalidDimensions message. OMSetRenderTargetsInvalidView message. DeviceRSSetViewportsDenormalizeFlush message. CreateGeometryShaderWithStreamOutputTrailingDigitInSemantic message. CreateInputLayoutTrailingDigitInSemantic message. DeviceDrawViewportNotSet message. DeviceOpenSharedResourceBadInterfaceReturn message. DeviceOpenSharedResourceOutOfMemoryReturn message. DeviceOpenSharedResourceInvalidArgumentReturn message. DeviceRemovalProcessNotAtFault message. DeviceRemovalProcessPossiblyAtFault message. DeviceRemovalProcessAtFault message. DeviceDrawOMDualSourceBlendingCanOnlyHaveRenderTarget0 message. DeviceDrawOMRenderTargetDoesNotSupportBlending message. DeviceDrawSOStrideLargerThanBuffer message. DeviceDrawSOTargetsBoundWithoutSource message. DeviceDrawResourceMultisampleUnsupported message. DeviceDrawResourceFormatSampleCUnsupported message. DeviceDrawResourceFormatSampleUnsupported message. DeviceDrawResourceFormatLdUnsupported message. DeviceDrawOutputStreamOffsetUnaligned message. DeviceDrawIndexOffsetUnaligned message. DeviceDrawVertexStrideUnaligned message. DeviceDrawVertexOffsetUnaligned message. DeviceDrawInvalidPrimitiveTopology message. DeviceDrawBoundResourceMapped message. DeviceDrawOutputStreamNotSet message. DeviceDrawPositionNotPresent message. DeviceDrawResourceReturnTypeMismatch message. DeviceDrawGSInputPrimitiveMismatch message. DeviceDrawIndexBufferTooSmall message. DeviceDrawIndexBufferFormatInvalid message. DeviceDrawIndexBufferNotSet message. DeviceDrawVertexBufferTooSmall message. DeviceDrawVertexBufferStrideTooSmall message. DeviceDrawViewDimensionMismatch message. DeviceDrawShaderResourceViewNotSet message. DeviceDrawSamplerNotSet message. DeviceDrawConstantBufferTooSmall message. DeviceDrawConstantBufferNotSet message. DeviceDrawInputLayoutNotSet message. DeviceDrawVertexBufferNotSet message. DeviceShaderLinkageNeverWrittenAlwaysReads message. DeviceShaderLinkageSystemValue message. DeviceShaderLinkageRegisterMask message. DeviceShaderLinkageComponentType message. DeviceShaderLinkageRegisterIndex message. DeviceShaderLinkageSemanticNameNotFound message. DeviceDrawVertexShaderNotSet message. DeviceDrawIndexedInstancedIndexPositionOverflow message. DeviceDrawIndexedInstancedInstancePositionOverflow message. DeviceDrawInstancedInstancePositionOverflow message. DeviceDrawInstancedVertexPositionOverflow message. DeviceDrawIndexedIndexPositionOverflow message. DeviceDrawVertexPositionOverflow message. RefInfo message. RefOutOfMemory message. RefProblemParsingShader message. RefAccessingIndexableTempOutOfRange message. RefHardwareException message. RefKmDriverException message. RefUmDriverException message. RefThreadingMode message. RefSimulatingInfinitelyFastHardware message. SetExceptionModeDeviceRemovedReturn message. SetExceptionModeInvalidArgumentReturn message. SetExceptionModeUnrecognizedFlags message. CheckMultisampleQualityLevelsFormatDeprecated message. CheckFormatSupportFormatDeprecated message. Texture3DUnmapNotMapped message. Texture3DUnmapInvalidSubresource message. Texture3DMapDeviceRemovedReturn message. Texture3DMapAlreadyMapped message. Texture3DMapInvalidFlags message. Texture3DMapInvalidSubresource message. Texture3DMapInvalidMapType message. Texture2DUnmapNotMapped message. Texture2DUnmapInvalidSubresource message. Texture2DMapDeviceRemovedReturn message. Texture2DMapAlreadyMapped message. Texture2DMapInvalidFlags message. Texture2DMapInvalidSubresource message. Texture2DMapInvalidMapType message. Texture1DUnmapNotMapped message. Texture1DUnmapInvalidSubresource message. Texture1DMapDeviceRemovedReturn message. Texture1DMapAlreadyMapped message. Texture1DMapInvalidFlags message. Texture1DMapInvalidSubresource message. Texture1DMapInvalidMapType message. BufferUnmapNotMapped message. BufferMapDeviceRemovedReturn message. BufferMapAlreadyMapped message. BufferMapInvalidFlags message. BufferMapInvalidMapType message. DeviceResolveSubresourceFormatInvalid message. DeviceResolveSubresourceSourceSubresourceInvalid message. DeviceResolveSubresourceSourceInvalid message. DeviceResolveSubresourceDestinationSubresourceInvalid message. DeviceResolveSubresourceDestinationInvalid message. UpdateSubresourceInvalidDestinationState message. UpdateSubresourceInvalidDestinationBox message. UpdateSubresourceInvalidDestinationSubresource message. CopyResourceInvalidSourceState message. CopyResourceInvalidDestinationState message. CopyResourceInvalidSource message. CopySubresourceRegionInvalidSourceState message. CopySubresourceRegionInvalidDestinationState message. CopySubresourceRegionInvalidSource message. CopySubresourceRegionInvalidSourceBox message. CopySubresourceRegionInvalidSourceSubresource message. CopySubresourceRegionInvalidDestinationSubresource message. DeviceGenerateMipsResourceInvalid message. DeviceRSGetScissorRectanglesRectsEmpty message. DeviceRSGetViewportsViewportsEmpty message. DevicePSGetSamplersSamplersEmpty message. DevicePSGetConstantBuffersBuffersEmpty message. DevicePSGetShaderResourcesViewsEmpty message. DeviceSOGetTargetsBuffersEmpty message. DeviceGSGetSamplersSamplersEmpty message. DeviceGSGetConstantBuffersBuffersEmpty message. DeviceGSGetShaderResourcesViewsEmpty message. DeviceVSGetSamplersSamplersEmpty message. DeviceVSGetConstantBuffersBuffersEmpty message. DeviceVSGetShaderResourcesViewsEmpty message. DeviceIAGetVertexBuffersBuffersEmpty message. ClearDepthStencilViewInvalid message. ClearDepthStencilViewDenormalizeFlush message. ClearRenderTargetViewDenormalizeFlush message. DeviceRSSetScissorRectanglesInvalidScissor message. DeviceRSSetViewportsInvalidViewport message. DevicePSSetSamplersSamplersEmpty message. DevicePSSetConstantBuffersBuffersEmpty message. PSSetConstantBuffersInvalidBuffer message. DevicePSSetShaderResourcesViewsEmpty message. DeviceSOSetTargetsOffsetUnaligned message. SOSetTargetsInvalidBuffer message. DeviceGSSetSamplersSamplersEmpty message. DeviceGSSetConstantBuffersBuffersEmpty message. GSSetConstantBuffersInvalidBuffer message. DeviceGSSetShaderResourcesViewsEmpty message. DeviceVSSetSamplersSamplersEmpty message. DeviceVSSetConstantBuffersBuffersEmpty message. VSSetConstantBuffersInvalidBuffer message. DeviceVSSetShaderResourcesViewsEmpty message. DeviceIASetIndexBufferOffsetUnaligned message. DeviceIASetIndexBufferOffsetTooLarge message. DeviceIASetIndexBufferFormatInvalid message. IASetIndexBufferInvalidBuffer message. DeviceIASetVertexBuffersBuffersEmpty message. DeviceIASetVertexBuffersOffsetTooLarge message. IASetVertexBuffersInvalidBuffer message. DeviceIASetPrimitiveTopologyUndefined message. DeviceIASetPrimitiveTopologyUnrecognized message. CreateQueryOrPredicateNullDescription message. CreateQueryOrPredicateUnexpectedMiscellaneousFlag message. CreateQueryOrPredicateInvalidMiscellaneousFlags message. CreateQueryOrPredicateInvalidQuery message. CreateSamplerStateNullDescription message. CreateSamplerStateTooManyObjects message. CreateSamplerStateInvalidMaxLod message. CreateSamplerStateInvalidMinLod message. CreateSamplerStateInvalidComparisonFunction message. CreateSamplerStateInvalidMaxAnisotropy message. CreateSamplerStateInvalidMipLodBias message. CreateSamplerStateInvalidAddressW message. CreateSamplerStateInvalidAddressV message. CreateSamplerStateInvalidAddressU message. CreateSamplerStateInvalidFilter message. CreateBlendStateNullDescription message. CreateBlendStateTooManyObjects message. CreateBlendStateInvalidRenderTargetWriteMask message. CreateBlendStateInvalidBlendOperationAlpha message. CreateBlendStateInvalidDestinationBlendAlpha message. CreateBlendStateInvalidSourceBlendAlpha message. CreateBlendStateInvalidBlendOperation message. CreateBlendStateInvalidDestinationBlend message. CreateBlendStateInvalidSourceBlend message. CreateDepthStencilStateNullDescription message. CreateDepthStencilStateTooManyObjects message. CreateDepthStencilStateInvalidBackFaceStencilFunction message. CreateDepthStencilStateInvalidBackFaceStencilPassOp message. CreateDepthStencilStateInvalidBackFaceStencilZFailOp message. CreateDepthStencilStateInvalidBackFaceStencilFailOp message. CreateDepthStencilStateInvalidFrontFaceStencilFunction message. CreateDepthStencilStateInvalidFrontFaceStencilPassOp message. CreateDepthStencilStateInvalidFrontFaceStencilZFailOp message. CreateDepthStencilStateInvalidFrontFaceStencilFailOp message. CreateDepthStencilStateInvalidDepthFunction message. CreateDepthStencilStateInvalidDepthWriteMask message. CreateRasterizerStateNullDescription message. CreateRasterizerStateTooManyObjects message. CreateRasterizerStateInvalidSlopeScaledDepthBias message. CreateRasterizerStateInvalidDepthBiasClamp message. CreateRasterizerStateInvalidCullMode message. CreateRasterizerStateInvalidFillMode message. CreatePixelShaderInvalidShaderType message. CreatePixelShaderInvalidShaderBytecode message. CreatePixelShaderOutOfMemory message. CreateGeometryShaderWithStreamOutputMissingOutputSignature message. CreateGeometryShaderWithStreamOutputDeclarationTooComplex message. CreateGeometryShaderWithStreamOutputCantHaveOnlyGaps message. CreateGeometryShaderWithStreamOutputMaskMismatch message. CreateGeometryShaderWithStreamOutputMissingSemantic message. CreateGeometryShaderWithStreamOutputInvalidOutputStreamStride message. CreateGeometryShaderWithStreamOutputRepeatedOutput message. CreateGeometryShaderWithStreamOutputInvalidGapDefinition message. CreateGeometryShaderWithStreamOutputInvalidStartComponentAndComponentCount message. CreateGeometryShaderWithStreamOutputInvalidComponentCount message. CreateGeometryShaderWithStreamOutputOnlyOneElementPerSlot message. CreateGeometryShaderWithStreamOutputInvalidOutputSlot message. CreateGeometryShaderWithStreamOutputOutputSlot0Expected message. CreateGeometryShaderWithStreamOutputExpectedDeclaration message. CreateGeometryShaderWithStreamOutputUnexpectedDeclaration message. CreateGeometryShaderWithStreamOutputOutputStreamStrideUnused message. CreateGeometryShaderWithStreamOutputInvalidEntryCount message. CreateGeometryShaderWithStreamOutputInvalidShaderType message. CreateGeometryShaderWithStreamOutputInvalidShaderBytecode message. CreateGeometryShaderWithStreamOutputOutOfMemory message. CreateGeometryShaderInvalidShaderType message. CreateGeometryShaderInvalidShaderBytecode message. CreateGeometryShaderOutOfMemory message. CreateVertexShaderInvalidShaderType message. CreateVertexShaderInvalidShaderBytecode message. CreateVertexShaderOutOfMemory message. CreateInputLayoutNullDescription message. CreateInputLayoutMissingElement message. CreateInputLayoutNullSemantic message. CreateInputLayoutUnparseableInputSignature message. CreateInputLayoutDuplicateSemantic message. CreateInputLayoutInvalidAlignment message. CreateInputLayoutInvalidStepRateChange message. CreateInputLayoutInvalidSlotClassChange message. CreateInputLayoutStepRateSlotClassMismatch message. CreateInputLayoutInvalidInputSlotClass message. CreateInputLayoutInvalidSlot message. CreateInputLayoutIncompatibleFormat message. CreateInputLayoutInvalidFormat message. CreateInputLayoutTooManyElements message. CreateInputLayoutOutOfMemory message. CreateDepthStencilViewOutOfMemoryReturn message. CreateDepthStencilViewInvalidArgumentReturn message. CreateDepthStencilViewTooManyObjects message. CreateDepthStencilViewInvalidResource message. CreateDepthStencilViewInvalidDimensions message. CreateDepthStencilViewInvalidFormat message. CreateDepthStencilViewInvalidDescription message. CreateDepthStencilViewUnrecognizedFormat message. CreateRenderTargetViewOutOfMemoryReturn message. CreateRenderTargetViewInvalidArgumentReturn message. CreateRenderTargetViewTooManyObjects message. CreateRenderTargetViewInvalidResource message. CreateRenderTargetViewInvalidDimensions message. CreateRenderTargetViewInvalidFormat message. CreateRenderTargetViewInvalidDescription message. CreateRenderTargetViewUnsupportedFormat message. CreateRenderTargetViewUnrecognizedFormat message. CreateShaderResourceViewOutOfMemoryReturn message. CreateShaderResourceViewInvalidArgumentReturn message. CreateShaderResourceViewTooManyObjects message. CreateShaderResourceViewInvalidResource message. CreateShaderResourceViewInvalidDimensions message. CreateShaderResourceViewInvalidFormat message. CreateShaderResourceViewInvalidDescription message. CreateShaderResourceViewUnrecognizedFormat message. CreateTexture3DLargeAllocation message. CreateTexture3DNullDescription message. CreateTexture3DOutOfMemoryReturn message. CreateTexture3DInvalidArgumentReturn message. CreateTexture3DInvalidMiscellaneousFlags message. CreateTexture3DInvalidMipLevels message. CreateTexture3DInvalidDimensions message. CreateTexture3DInvalidInitialData message. CreateTexture3DInvalidBindFlags message. CreateTexture3DInvalidCPUAccessFlags message. CreateTexture3DUnrecognizedMiscellaneousFlags message. CreateTexture3DUnrecognizedCPUAccessFlags message. CreateTexture3DUnrecognizedBindFlags message. CreateTexture3DUnrecognizedUsage message. CreateTexture3DInvalidSamples message. CreateTexture3DUnsupportedFormat message. CreateTexture3DUnrecognizedFormat message. CreateTexture2DLargeAllocation message. CreateTexture2DNullDescription message. CreateTexture2DOutOfMemoryReturn message. CreateTexture2DInvalidArgumentReturn message. CreateTexture2DInvalidMiscellaneousFlags message. CreateTexture2DInvalidMipLevels message. CreateTexture2DInvalidDimensions message. CreateTexture2DInvalidInitialData message. CreateTexture2DInvalidBindFlags message. CreateTexture2DInvalidCPUAccessFlags message. CreateTexture2DUnrecognizedMiscellaneousFlags message. CreateTexture2DUnrecognizedCPUAccessFlags message. CreateTexture2DUnrecognizedBindFlags message. CreateTexture2DUnrecognizedUsage message. CreateTexture2DInvalidSamples message. CreateTexture2DUnsupportedFormat message. CreateTexture2DUnrecognizedFormat message. CreateTexture1DLargeAllocation message. CreateTexture1DNullDescription message. CreateTexture1DOutOfMemoryReturn message. CreateTexture1DInvalidArgumentReturn message. CreateTexture1DInvalidMiscellaneousFlags message. CreateTexture1DInvalidMipLevels message. CreateTexture1DInvalidDimensions message. CreateTexture1DInvalidInitialData message. CreateTexture1DInvalidBindFlags message. CreateTexture1DInvalidCPUAccessFlags message. CreateTexture1DUnrecognizedMiscellaneousFlags message. CreateTexture1DUnrecognizedCPUAccessFlags message. CreateTexture1DUnrecognizedBindFlags message. CreateTexture1DUnrecognizedUsage message. CreateTexture1DInvalidSamples message. CreateTexture1DUnsupportedFormat message. CreateTexture1DUnrecognizedFormat message. CreateBufferLargeAllocation message. CreateBufferInvalidConstantBufferBindings message. CreateBufferNullDescription message. CreateBufferOutOfMemoryReturn message. CreateBufferInvalidArgumentReturn message. CreateBufferInvalidMiscellaneousFlags message. CreateBufferInvalidMipLevels message. CreateBufferInvalidDimensions message. CreateBufferInvalidInitialData message. CreateBufferInvalidBindFlags message. CreateBufferInvalidCPUAccessFlags message. CreateBufferUnrecognizedMiscellaneousFlags message. CreateBufferUnrecognizedCPUAccessFlags message. CreateBufferUnrecognizedBindFlags message. CreateBufferUnrecognizedUsage message. CreateBufferInvalidSamples message. CreateBufferUnrecognizedFormat message. SetPrivateDataOutOfMemory message. SetPrivateDataChangingParameters message. SetPrivateDataInvalidFlags message. SetPrivateDataInvalidIUnknown message. SetPrivateDataInvalidFreeData message. GetPrivateDataMoreData message. SetPredicationUnbindDeletingObject message. OMSetRenderTargetsUnbindDeletingObject message. OMSetDepthStencilStateUnbindDeletingObject message. OMSetBlendStateUnbindDeletingObject message. RSSetStateUnbindDeletingObject message. PSSetSamplersUnbindDeletingObject message. PSSetConstantBuffersUnbindDeletingObject message. PSSetShaderResourcesUnbindDeletingObject message. PSSetShaderUnbindDeletingObject message. SOSetTargetsUnbindDeletingObject message. GSSetSamplersUnbindDeletingObject message. GSSetConstantBuffersUnbindDeletingObject message. GSSetShaderResourcesUnbindDeletingObject message. GSSetShaderUnbindDeletingObject message. VSSetSamplersUnbindDeletingObject message. VSSetConstantBuffersUnbindDeletingObject message. VSSetShaderResourcesUnbindDeletingObject message. VSSetShaderUnbindDeletingObject message. IASetIndexBufferUnbindDeletingObject message. IASetVertexBuffersUnbindDeletingObject message. IASetInputLayoutUnbindDeletingObject message. MessageReportingOutOfMemory message. CorruptedMultithreading message. CorruptedParameter15 message. CorruptedParameter14 message. CorruptedParameter13 message. CorruptedParameter12 message. CorruptedParameter11 message. CorruptedParameter10 message. CorruptedParameter9 message. CorruptedParameter8 message. CorruptedParameter7 message. CorruptedParameter6 message. CorruptedParameter5 message. CorruptedParameter4 message. CorruptedParameter3 message. CorruptedParameter2 message. CorruptedParameter1 message. CorruptedThis message. StringFromApplication message. DeviceSOSetTargetsHazard message. DeviceOMSetRenderTargetsHazard message. DevicePSSetConstantBuffersHazard message. DevicePSSetShaderResourcesHazard message. DeviceGSSetConstantBuffersHazard message. DeviceGSSetShaderResourcesHazard message. DeviceVSSetConstantBuffersHazard message. DeviceVSSetShaderResourcesHazard message. DeviceIASetIndexBufferHazard message. DeviceIASetVertexBuffersHazard message. Unknown message. The function called is not supported at this time. This is a failed result. DSERR_UNSUPPORTED This object has not been initialized. This is a failed result. DSERR_UNINITIALIZED A circular loop of send effects was detected. This is a failed result. DSERR_SENDLOOP The caller does not have the priority level required for the function to succeed This is a failed result. DSERR_PRIOLEVELNEEDED Another app has a higher priority level, preventing this call from succeeding. This is a failed result. DSERR_OTHERAPPHASPRIO The object requested was not found. This is a failed result. DSERR_OBJECTNOTFOUND The requested COM interface is not available. This is a failed result. DSERR_NOINTERFACE No sound driver is available for use. This is a failed result. DSERR_NODRIVER This object does not support aggregation. This is a failed result. DSERR_NOAGGREGATION An invalid parameter was passed to the returning function. This is a failed result. DSERR_INVALIDPARAM This call is not valid for the current state of this object. This is a failed result. DSERR_INVALIDCALL An undetermined error occurred inside the DirectSound subsystem. This is a failed result. DSERR_GENERIC The effects requested could not be found on the system, or they were found but in the wrong order, or in the wrong hardware/software locations. This is a failed result. Attempt to use DirectSound 8 functionality on an older DirectSound object. This is a failed result. DSERR_DS8_REQUIRED The control (vol, pan, etc.) requested by the caller is not available. This is a failed result. DSERR_CONTROLUNAVAIL Tried to create a ControlEffects buffer shorter than DSBSIZE_FX_MIN milliseconds. This is a failed result. DSERR_BUFFERTOOSMALL The buffer memory has been lost, and must be restored. This is a failed result. DSERR_BUFFERLOST The GUID specified in an audiopath file does not match a valid MIXIN buffer. This is a failed result. DSERR_BADSENDBUFFERGUID The specified WAVE format is not supported. This is a failed result. DSERR_BADFORMAT This object is already initialized. This is a failed result. DSERR_ALREADYINITIALIZED The call failed because resources (such as a priority level) were already being used by another caller. This is a failed result. DSERR_ALLOCATED Access is denied. This is a failed result. DSERR_ACCESSDENIED The 3D algorithm was substituted. This is a successful result. DS_NO_VIRTUALIZATION Represents a generic failure result. This is a failed result. E_FAIL The function completed successfully. This is a successful result. DS_OK Defines result codes that are returned by DirectSound 8 functions. HRESULT Minimum rate of modulation, in Hertz. Maximum rate of modulation, in Hertz. Default rate of modulation, in Hertz. Square shape of the modulation waveform. Triangular shape of the modulation waveform. Default shape of the modulation waveform. Shape of the modulation waveform. By default the waveform is a triangle. Rate of modulation, in Hertz. The default value is 20. The SoundEffectGargle object is used to set and retrieve effect parameters on a buffer that supports amplitude modulation. IDirectSoundFXGargle Occurs when the pixel format for a texture is invalid. This is a failed result. D3DERR_WRONGTEXTUREFORMAT Occurs when a previous draw operation has not yet completed at the time of a new draw call. This is a failed result. D3DERR_WASSTILLDRAWING Occurs when the device does not support the requested texture filter. This is a failed result. D3DERR_UNSUPPORTEDTEXTUREFILTER Occurs when the device does not support the requested texture factor value. This is a failed result. D3DERR_UNSUPPORTEDFACTORVALUE Occurs when the device does not support the requested color blending operation. This is a failed result. D3DERR_UNSUPPORTEDCOLOROPERATION Occurs when the device not support the requested color blending argument. This is a failed result. D3DERR_UNSUPPORTEDCOLORARG Occurs when the device does not support the requested alpha blending operation. This is a failed result. D3DERR_UNSUPPORTEDALPHAOPERATION Occurs when the device does not support the requested alpha blending argument. This is a failed result. D3DERR_UNSUPPORTEDALPHAARG Occurs when more texture-filtering operations are requested than the device can support. This is a failed result. D3DERR_TOOMANYOPERATIONS Occurs when too many vertex influences are specified. This is a failed result. D3DXERR_TOOMANYINFLUENCES Represents a generic success result. This is a successful result. D3D_OK Occurs when skinning is not supported. This is a failed result. D3DXERR_SKINNINGNOTSUPPORTED Occurs when the resource is resident in shared memory. This is a successful result. S_RESIDENT_IN_SHARED_MEMORY Occurs when the presentation area is occluded. This is a successful result. S_PRESENT_OCCLUDED Occurs when the desktop display mode changes. This is a successful result. S_PRESENT_MODE_CHANGED Occurs when the driver runs out of video memory. This is a failed result. D3DERR_OUTOFVIDEOMEMORY Occurs when the resource is not resident in memory. This is a successful result. S_NOT_RESIDENT Occurs when the requested item cannot be found. This is a failed result. D3DERR_NOTFOUND Occurs when the device does not support the queried technique. This is a failed result. D3DERR_NOTAVAILABLE Occurs when a method succeeds but mipmaps could not be automatically generated. This is a successful result. D3DOK_NOAUTOGEN Occurs when there is more data available than the specified buffer can hold. This is a failed result. D3DERR_MOREDATA Occurs when a loaded mesh has no data. This is a failed result. D3DXERR_LOADEDMESHASNODATA Occurs when an invalid mesh is passed. This is a failed result. D3DXERR_INVALIDMESH Occurs when a requested device type is invalid. This is a failed result. D3DERR_INVALIDDEVICE Occurs when passed data is invalid. This is a failed result. D3DXERR_INVALIDDATA Occurs when an invalid method call is made. This is usually do to an invalid parameter. This is a failed result. D3DERR_INVALIDCALL Represents a generic failure result. This is a failed result. E_FAIL Occurs when a fragment with the specified name already exists. This is a failed result. D3DXERR_DUPLICATENAMEDFRAGMENT Occurs when a driver internal error is thrown. This is a failed result. D3DERR_DRIVERINTERNALERROR Occurs when a device is removed from the system. This is a failed result. D3DERR_DEVICEREMOVED Occurs when a lost yet resettable device has not yet been reset. This is a failed result. D3DERR_DEVICENOTRESET Occurs when a device is lost. This is a failed result. D3DERR_DEVICELOST Occurs when a device is hung. This is a failed result. D3DERR_DEVICEHUNG Occurs when two texture palettes conflict with each other. This is a failed result. D3DERR_CONFLICTINGTEXTUREPALETTE Occurs when two set texture filters conflict with each other. This is a failed result. D3DERR_CONFLICTINGTEXTUREFILTER Occurs when two set render states conflict with each other. This is a failed result. D3DERR_CONFLICTINGRENDERSTATE Occurs when a user tries to remove the last item in a collection. This is a failed result. D3DXERR_CANNOTREMOVELASTITEM Occurs when a user tries to modify an immutable index buffer. This is a failed result. D3DXERR_CANNOTMODIFYINDEXBUFFER Occurs when attribute sorting is not supported as an optimization technique. This is a failed result. D3DXERR_CANNOTATTRSORT Defines result codes that are returned by Direct3D 9 functions. HRESULT Gets properties about a single object on an input device. The name of the object whose properties are to be retrieved. The properties of the desired object. Retrieves buffered data from the device. A collection of buffered input events. Retrieves the current device state. A object describing the result of the operation. Retrieves the current device state. The current device state. Gets the Z-axis torque. Gets the Y-axis torque. Gets the X-axis torque. Gets the Z-axis force. Gets the Y-axis force. Gets the X-axis force. Gets the Z-axis angular acceleration. Gets the Y-axis angular acceleration. Gets the X-axis angular acceleration. Gets the Z-axis acceleration. Gets the Y-axis acceleration. Gets the X-axis acceleration. Gets the Z-axis angular velocity. Gets the Y-axis angular velocity. Gets the X-axis angular velocity. Gets the Z-axis velocity. Gets the Y-axis velocity. Gets the X-axis velocity. Gets the Z-axis rotation. Gets the Y-axis rotation. Gets the X-axis rotation. Gets the Z-axis, often the throttle control. Gets the Y-axis, usually the forward-backward movement of a stick. Gets the X-axis, usually the left-right movement of a stick. Gets the state of each button on the joystick. Gets the force of each slider on the joystick. Gets the acceleration of each slider on the joystick. Gets the velocity of each slider on the joystick. Gets the position of each slider on the joystick. Gets the state of each point-of-view controller on the joystick. Describes the state of a joystick device. DIJOYSTATE2 Get the handle to a shared resource. The returned handle can be used to open the resource using different Direct3D devices. Gets the resource usage. Gets or sets the eviction priority for the resource. Initializes a new instance of the class. The COM object implementing the IDXGIResource interface. Implements a base interface that allows resource sharing and identifies the memory that a resource resides in. Gets the pixel shader assigned to the device. The pixel shader (null if no shader is assigned). Assigns a pixel shader to the device. The shader to assign to the device. Assign null to disable the pixel shader. Initializes a new instance of the object to describe the input-buffer data for the input-assembler stage. ID3D11Device::CreateInputLayout The device used to create the layout. An array of input elements describing the layout of the input data. The compiled shader used to validate the input elements. Initializes a new instance of the object to describe the input-buffer data for the input-assembler stage. ID3D11Device::CreateInputLayout The device used to create the layout. An array of input elements describing the layout of the input data. The shader signature used to validate the input elements. Initializes a new instance of the object to describe the input-buffer data for the input-assembler stage. ID3D11Device::CreateInputLayout The device used to create the layout. An array of input elements describing the layout of the input data. The shader signature used to validate the input elements. Accesses the input data for the input-assembler stage. ID3D11InputLayout Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the struct. The HLSL semantic associated with this element in a shader input-signature. The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3). The data type of the element data. Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary. An integer value that identifies the input-assembler. Valid values are between 0 and 15. Identifies the input data class for a single input slot. The number of instances to draw using the same per-instance data before advancing in the buffer by one element. This value must be 0 for an element that contains per-vertex data. Initializes a new instance of the struct. The HLSL semantic associated with this element in a shader input-signature. The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3). The data type of the element data. Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary. An integer value that identifies the input-assembler. Valid values are between 0 and 15. Initializes a new instance of the struct. The HLSL semantic associated with this element in a shader input-signature. The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3). The data type of the element data. An integer value that identifies the input-assembler. Valid values are between 0 and 15. Returns a value that can be used for the offset parameter of an InputElement to indicate that the element should be aligned directly after the previous element, including any packing if neccessary. A value used to align input elements. D3D11_APPEND_ALIGNED_ELEMENT The number of instances to draw using the same per-instance data before advancing in the buffer by one element. This value must be 0 for an element that contains per-vertex data. Identifies the input data class for a single input slot. Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary. An integer value that identifies the input-assembler. Valid values are between 0 and 15. The data type of the element data. The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3). The HLSL semantic associated with this element in a shader input-signature. Describes a single element for the input-assembler stage. D3D11_INPUT_ELEMENT_DESC Enumerates the DirectSound capture devices installed in the system. A collection of the devices found. Retrieves the capabilities of the capture device. Initializes a new instance of the class. Initializes a new instance of the class. The DirectSoundCapture object is used to create sound capture buffers. IDirectSoundCapture8 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Multiple capture objects can be used simultaneously on the capture device. The driver supports the 96Khz 8 Bit Stereo format. The driver supports the 96Khz 16 Bit Stereo format. The driver supports the 96Khz 8 Bit Mono format. The driver supports the 96Khz 16 Bit Mono format. The driver supports the 48Khz 8 Bit Stereo format. The driver supports the 48Khz 16 Bit Stereo format. The driver supports the 48Khz 8 Bit Mono format. The driver supports the 48Khz 16 Bit Mono format. The driver supports the 44Khz 8 Bit Stereo format. The driver supports the 44Khz 16 Bit Stereo format. The driver supports the 44Khz 8 Bit Mono format. The driver supports the 44Khz 16 Bit Mono format. The driver supports the 22Khz 8 Bit Stereo format. The driver supports the 22Khz 16 Bit Stereo format. The driver supports the 22Khz 8 Bit Mono format. The driver supports the 22Khz 16 Bit Mono format. The driver supports the 11Khz 8 Bit Stereo format. The driver supports the 11Khz 16 Bit Stereo format. The driver supports the 11Khz 8 Bit Mono format. The driver supports the 11Khz 16 Bit Mono format. There is no DirectSoundCapture driver for the device, so the standard waveform audio functions are being used. Number of channels supported by the device, where 1 is mono, 2 is stereo, and so on. The driver for the device is a certified WDM driver. Describes the capabilities of the capture device. DSCCAPS Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Flags that identifies other, less common resource options. Flags that specify how the CPU may access the texture. Flags that describe how the texture can be bound to the pipeline. Value that identifies how the texture is to be read from and written to. Format of the data in the texture. The maximum number of mipmap levels in the texture. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures. Texture depth (in texels). Texture height (in texels). Texture width (in texels). Describes a three-dimensional texture. D3D11_TEXTURE3D_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Specifies whether the class was created. The base sampler associated with an HLSL class. The base texture associated with an HLSL class. The base constant buffer offset associated with an HLSL class. Describes the constant buffer associated with an HLSL class. The type ID of an HLSL class. The instance index of an HLSL class. The instance ID of an HLSL class. Provides a description for an HLSL class instance. D3D11_CLASS_INSTANCE_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets the relative charge level of the battery. Gets the type of the battery. Contains information about the battery of an XInput device. XINPUT_BATTERY_INFORMATION Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Clones the instance and returns a new object containing the same values. A new object containing the same values as the current instance. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Options for binding a raw buffer. The number of elements in the resource. The index of the first element to be accessed by the view. Number of cube textures in the array. Index of the first 2D texture to use. Number of textures in the array. The index of the first texture to use in an array of textures. The maximum number of mipmap levels in the texture. Index of the most detailed mipmap level to use; this number is between 0 and MipLevels - 1. The total number of elements in the view. The offset of the first element in the view to access, relative to element 0. The resource type of the view. This should be the same as the resource type of the underlying resource. This parameter also determines which other properties are valid. The format of the data in the shader resource. Provides a description for a shader resource view. D3D11_SHADER_RESOURCE_VIEW_DESC Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. A dynamic class linkage interface. Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. Represents a compute shader. ID3D11ComputeShader Adds a sprite to the list of batched sprites. The color and alpha channels of the texture are modulated by this color. ID3DXSprite::Draw Adds a sprite to the list of batched sprites. Specifies the center position of the sprite. Specifies the position at which to render the sprite. The color and alpha channels of the texture are modulated by this color. ID3DXSprite::Draw Adds a sprite to the list of batched sprites. A rectangle that specifies the portion of the source texture to use. The color and alpha channels of the texture are modulated by this color. ID3DXSprite::Draw Adds a sprite to the list of batched sprites. A rectangle that specifies the portion of the source texture to use. If null is passed, the entire source image will be used. Specifies the center position of the sprite. Specifies the position at which to render the sprite. The color and alpha channels of the texture are modulated by this color. ID3DXSprite::Draw Sets the right-handed world-view transform for a sprite. A call to this method is required before billboarding or sorting sprites. ID3DXSprite::SetWorldViewRH Sets the left-handed world-view transform for a sprite. A call to this method is required before billboarding or sorting sprites. ID3DXSprite::SetWorldViewLH Use this method to re-acquire resources and save initial state. ID3DXFont::OnResetDevice Use this method to release all references to video memory resources and delete all stateblocks. This method should be called whenever a device is lost, or before resetting a device. ID3DXFont::OnLostDevice Forces all batched sprites to be submitted to the device. Device states remain as they were after the last call to . The list of batched sprites is then cleared. ID3DXSprite::Flush Calls and restores the device state to how it was before was called. ID3DXSprite::End Prepares the object and device for drawing sprites. ID3DXSprite::Begin Initializes a new instance of a sprite object. The device to use when creating the new sprite object. D3DXCreateSprite Provides a set of methods that simplify the process of drawing sprites. ID3DXSprite Returns a value indicating whether the two VertexBufferBindings are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two VertexBufferBindings. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two VertexBufferBindings. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the struct. The buffer being bound. The stride between vertex element (in bytes). The offset to the first vertex (in bytes). Gets or sets the offset from the start of the buffer of the first vertex to use (in bytes). Gets or sets the stride between vertex elements in the buffer (in bytes). Gets or sets the buffer being bound. Properties defining the way a buffer (containing vertex data) is bound to the pipeline for rendering. Creates a new Direct3D 10.1 device and swap chain. The display adapter to associate the device with when creating a hardware device. The device driver type. Flags that indicate which device API layers to enable. Swap chain properties. The newly-created device. The newly-created swap chain. A result code. Constructs a new Device object. The display adapter to associate the device with when creating a hardware device. The device driver type. Flags that indicate which device API layers to enable. Constructs a new Device1 object. The device driver type. Flags that indicate which device API layers to enable. Constructs a new Device1 object. Flags that indicate which device API layers to enable. D A virtual adapter for performing rendering operations, using Direct3D 10.1. ID3D10Device1 Identifies the type of the resource that will be viewed. D3D10_1_SRV_DIMENSION Specifies possible levels of hardware acceleration features. D3D10_FEATURE_LEVEL1 Minimum filter cutoff for high-frequency harmonics attenuation. Maximum filter cutoff for high-frequency harmonics attenuation. Default filter cutoff for high-frequency harmonics attenuation. Minimum width of frequency band that determines range of harmonic content addition. Maximum width of frequency band that determines range of harmonic content addition. Default width of frequency band that determines range of harmonic content addition. Minimum center frequency of harmonic content addition. Maximum center frequency of harmonic content addition. Default center frequency of harmonic content addition. Minimum percentage of distortion intensity. Maximum percentage of distortion intensity. Default percentage of distortion intensity. Minimum amount of signal change after distortion. Maximum amount of signal change after distortion. Default amount of signal change after distortion. Filter cutoff for high-frequency harmonics attenuation. The default value is 8000 Hz. Width of frequency band that determines range of harmonic content addition. The default value is 2400 Hz. Center frequency of harmonic content addition. The default value is 2400 Hz. Percentage of distortion intensity. The default value is 15 percent. Amount of signal change after distortion. The default value is -18 dB. The SoundEffectDistortion object is used to set and retrieve effect parameters on a buffer that supports distortion. IDirectSoundFXDistortion Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The format of the image file. The type of the texture stored in the file. The original format of the image. Number of mipmap levels in the original image. Size of the image, in bytes. Depth of the original image, in pixels. Height of the original image, in pixels. Width of the original image, in pixels. Contains the description of the contents of an image file. Initializes a new instance of the class. The message describing the exception. The exception that caused this exception. Initializes a new instance of the class. The message describing the exception. Initializes a new instance of the class. Initializes a new instance of the class. The result code that caused this exception. Initializes a new instance of the class. The message describing the exception. The exception that caused this exception. Initializes a new instance of the class. The message describing the exception. Initializes a new instance of the class. Represents errors that occur in the XACT3 subsystem. Performs an inverse FFT. The input buffer. The last temporary buffer written to during the operation. Performs an inverse FFT. The input buffer. The output buffer. A object describing the result of the operation. Performs a forward FFT. The input buffer. The last temporary buffer written to during the operation. Performs a forward FFT. The input buffer. The output buffer. A object describing the result of the operation. Attaches buffers to an FFT context and performs any required precomputations. Temporary buffers to attach. Buffers to hold precomputed data. A object describing the result of the operation. Gets or sets the inverse scale of the FFT. Gets or sets the forward scale of the FFT. Gets the buffer requirements for the FFT. Creates a new three-dimensional real FFT. The device context used to create the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. Length of the third dimension of the FFT. Flag affecting the behavior of the FFT. The newly created FFT object. Creates a new three-dimensional real FFT. The device context used to create the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. Length of the third dimension of the FFT. The newly created FFT object. Creates a new three-dimensional complex FFT. The device context used to create the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. Length of the third dimension of the FFT. Flag affecting the behavior of the FFT. The newly created FFT object. Creates a new three-dimensional complex FFT. The device context used to create the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. Length of the third dimension of the FFT. The newly created FFT object. Creates a new two-dimensional real FFT. The device context used to create the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. Flag affecting the behavior of the FFT. The newly created FFT object. Creates a new two-dimensional real FFT. The device context used to create the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. The newly created FFT object. Creates a new two-dimensional complex FFT. The device context used to create the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. Flag affecting the behavior of the FFT. The newly created FFT object. Creates a new two-dimensional complex FFT. The device context used to create the FFT. Length of the first dimension of the FFT. Length of the second dimension of the FFT. The newly created FFT object. Creates a new one-dimensional real FFT. The device context used to create the FFT. Length of the first dimension of the FFT. Flag affecting the behavior of the FFT. The newly created FFT object. Creates a new one-dimensional real FFT. The device context used to create the FFT. Length of the first dimension of the FFT. The newly created FFT object. Creates a new one-dimensional complex FFT. The device context used to create the FFT. Length of the first dimension of the FFT. Flag affecting the behavior of the FFT. The newly created FFT object. Creates a new one-dimensional complex FFT. The device context used to create the FFT. Length of the first dimension of the FFT. The newly created FFT object. Initializes a new instance of the class. The device context used to create the FFT. Information that describes the shape of the FFT data as well as the scaling factors that should be used for forward and inverse transforms. Flag affecting the behavior of the FFT. Initializes a new instance of the class. The device context used to create the FFT. Information that describes the shape of the FFT data as well as the scaling factors that should be used for forward and inverse transforms. An object that encapsulates forward and inverse FFTs. ID3DX11FFT Minimum sizes (in floats) for precompute buffers. Number of precompute buffers required. Minimum sizes (in floats) of temporary buffers. Number of temporary buffers needed. Contains buffer requirements for an FFT. D3DX11_FFT_BUFFER_INFO Flag indicating the type of data being transformed. Combination of flags indicating the the dimensions to transform. Length of each dimension in the FFT. Number of dimension in the FFT. Contains a description for an FFT. D3DX11_FFT_DESC Minimum high-frequency reverb time ratio. Maximum high-frequency reverb time ratio. Default high-frequency reverb time ratio. Minimum reverb time, in milliseconds. Maximum reverb time, in milliseconds. Default reverb time, in milliseconds. Minimum reverb mix, in dB. Maximum reverb mix, in dB. Default reverb mix, in dB. Minimum input gain of signal, in decibels (dB). Maximum input gain of signal, in decibels (dB). Default input gain of signal, in decibels (dB). High-frequency reverb time ratio. Reverb time, in milliseconds. Reverb mix, in dB. Input gain of signal, in decibels (dB), the default value is 0 dB. The SoundEffectWavesReverb object is used to set and retrieve effect parameters on a buffer that supports waves reverberation. IDirectSoundFXWavesReverb Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Shader buffer properties. Buffer size (in bytes). The number of unique variables. The intended use of the constant data. The name of the buffer. Describes a shader constant-buffer. D3D11_SHADER_BUFFER_DESC Gets the target output buffers currently set for the stream-output stage. The number of targets to retrieve. An array of stream output target buffers. Sets the target output buffers for the stream-output stage of the pipeline. A set of stream output buffer bindings to set. Defines a wrapper for stream-output related commands on the device. Returns a value indicating whether the two objects are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the struct. The buffer being bound. The offset to the first vertex (in bytes). Gets or sets the offset from the start of the buffer of the first vertex to use (in bytes). Gets or sets the buffer being bound. Properties defining the way a buffer is bound to the pipeline as a target for stream output operations. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Clones the instance and returns a new object containing the same values. A new object containing the same values as the current instance. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Clones the instance and returns a new object containing the same values. A new object containing the same values as the current instance. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Clones the instance and returns a new object containing the same values. A new object containing the same values as the current instance. Initializes a new instance of the class. The result code that caused this exception. Initializes a new instance of the class. The message describing the exception. The exception that caused this exception. Initializes a new instance of the class. The message describing the exception. Initializes a new instance of the class. Represents errors that occur in the XAudio2 subsystem. Transposes and sets the matrix value of the variable. An array of matrices to transpose and set. The offset into the array to begin setting values. The number of values to set. A object describing the result of the operation. Transposes and sets the matrix value of the variable. An array of matrices to transpose and set. A object describing the result of the operation. Transposes and sets the matrix value of the variable. The matrix value to transpose and set. A object describing the result of the operation. Sets the value of the variable. An array of matrices to set. The offset into the array to begin setting values. The number of values to set. A object describing the result of the operation. Sets the value of the variable. An array of matrices to set. A object describing the result of the operation. Sets the value of the variable. The matrix value to set. A object describing the result of the operation. Gets an array of transposed matrix values from the variable. An array of matrices to hold the retrieved transposed values. The offset into the array to begin storing values. The number of values to get. A object describing the result of the operation. Gets an array of transposed matrix values from the variable. An array of matrices to hold the retrieved transposed values. A object describing the result of the operation. Gets the transposed value of the variable. When the method completes, contains the transposed value of the variable. A object describing the result of the operation. Gets the transposed value of the variable. The transposed matrix value of the variable. Gets an array of matrix values from the variable. An array of matrices to hold the retrieved values. The offset into the array to begin storing values. The number of values to get. A object describing the result of the operation. Gets an array of matrix values from the variable. An array of matrices to hold the retrieved values. A object describing the result of the operation. Gets the value of the variable. When the method completes, contains the value of the variable. A object describing the result of the operation. Gets the value of the variable. The matrix value of the variable. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a matrix effect variable. ID3DX11EffectMatrixVariable Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Suspend execution of the calling thread until the next vertical blank signal. Zero based swap chain index to specify the target chain on a multihead card. IDirect3DDevice9Ex::WaitForVBlank Resets the device. A set of new presentation parameters to apply to the device. The properties of the desired display mode, when running fullscreen. A Object describing the result of the operation. IDirect3DDevice9Ex::ResetEx Resets the device. A set of new presentation parameters to apply to the device. The properties of the desired display mode, when running fullscreen. A Object describing the result of the operation. IDirect3DDevice9Ex::ResetEx Resets the device. A set of new presentation parameters to apply to the device. A Object describing the result of the operation. IDirect3DDevice9Ex::ResetEx Retrieves the display mode's spatial resolution, color resolution, refresh frequency, and rotation settings. The swap chain to retrieve display mode data about. Receives the rotation setting of the adapter. Extended display mode information about the adapter. IDirect3DDevice9Ex::GetDisplayModeEx Retrieves the display mode's spatial resolution, color resolution, and refresh frequency. The swap chain to retrieve display mode data about. Extended display mode information about the adapter. IDirect3DDevice9Ex::GetDisplayModeEx Checks an array of resources to determine if it is likely that they will cause a large stall at Draw time because the system must make the resources GPU-accessible. An array of resources to check the residency status of. See the DirectX documentation. See the DirectX documentation. IDirect3DDevice9Ex::CheckResourceResidency Checks a resource to determine if it is likely that it will cause a large stall at Draw time because the system must make the resource GPU-accessible. An resource to check the residency status of. See the DirectX documentation. See the DirectX documentation. IDirect3DDevice9Ex::CheckResourceResidency Reports the current cooperative-level status of the Direct3D device for a windowed or full-screen application. The destination window handle to check for occlusion. This parameter may be IntPtr.Zero The current status of this device. This method replaces the .TestCooperativeLevel function, which always returns .Success in Direct3D 9Ex applications. IDirect3DDevice9Ex::CheckDeviceState Initializes a new instance of the class. The Direct3D instance to create the device from. Ordinal number that denotes the display adapter. Denotes the desired device type. If the desired device type is not available, device creation will fail. Specifies the target window for Direct3D rendering. Combination of one or more options that control device creation. Describes the presentation parameters for the device being created. The display mode for when the device is set to fullscreen. Initializes a new instance of the class. The Direct3DEx instance to create the device from. Ordinal number that denotes the display adapter. Denotes the desired device type. If the desired device type is not available, device creation will fail. Specifies the target window for Direct3D rendering. Combination of one or more options that control device creation. Describes the presentation parameters for the device being created. Initializes a new instance of the class. The Direct3D instance to create the device from. Ordinal number that denotes the display adapter. Denotes the desired device type. If the desired device type is not available, device creation will fail. Specifies the target window for Direct3D rendering. Combination of one or more options that control device creation. Describes the presentation parameters for the device being created. The display mode for when the device is set to fullscreen. Initializes a new instance of the class. The Direct3DEx instance to create the device from. Ordinal number that denotes the display adapter. Denotes the desired device type. If the desired device type is not available, device creation will fail. Specifies the target window for Direct3D rendering. Combination of one or more options that control device creation. Describes the presentation parameters for the device being created. Applications use the methods of DeviceEx to render primitives, create resources, work with system-level variables, adjust gamma ramp levels, work with palettes, and create shaders. IDirect3DDevice9Ex Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Flags that identifies other, less common resource options. Flags that specify how the CPU may access the texture. Flags that describe how the texture can be bound to the pipeline. Value that identifies how the texture is to be read from and written to. Format of the data in the texture. Number of textures in the array. The maximum number of mipmap levels in the texture. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures. Texture width (in texels). Describes a one-dimensional texture. D3D11_TEXTURE1D_DESC Saves a texture to a stream. The device used to save the texture. The texture to save. The format the texture will be saved as. Destination memory stream where the image will be saved. A object describing the result of the operation. Saves a texture to file. The device used to save the texture. The texture to save. The format the texture will be saved as. Name of the destination output file where the texture will be saved. A object describing the result of the operation. Loads a texture from a stream of data. The device used to load the texture. A stream containing the image data to load. Size of the image to load. Specifies information used to load the texture. The loaded texture object. Loads a texture from a stream of data. The device used to load the texture. A stream containing the image data to load. Size of the image to load. The loaded texture object. Loads a texture from an image in memory. The device used to load the texture. Array of memory containing the image data to load. Specifies information used to load the texture. The loaded texture object. Loads a texture from an image in memory. The device used to load the texture. Array of memory containing the image data to load. The loaded texture object. Loads a texture from an image file. The device used to load the texture. Path to the file on disk. Specifies information used to load the texture. The loaded texture object. Loads a texture from an image file. The device used to load the texture. Path to the file on disk. The loaded texture object. Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. An array of initial texture data for each subresource. Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. The initial texture data. Initializes a new instance of the class. The device with which to associate the texture. The description of the texture. Gets the texture description. Represents a one-dimensional texture. ID3D11Texture1D Constructs a new RasterizerState based on the specified description. If the description is identical to that of an existing RasterizerState object, the existing RasterizerState object is returned instead of a new instance. The device to associate the state object with The state description. The RasterizerState object. Gets the state's description. A state object defining the behavior of the rasterizer stage. ID3D10RasterizerState Returns a value indicating whether the two viewports are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the viewport to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two viewports. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two viewports. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the structure. The X coordinate of the viewport. The Y coordinate of the viewport. The width of the viewport. The height of the viewport. The minimum Z distance of the viewport. The maximum Z distance of the viewport. Initializes a new instance of the structure. The X coordinate of the viewport. The Y coordinate of the viewport. The width of the viewport. The height of the viewport. Gets or sets the viewport's maximum Z depth. Gets or sets the viewport's minimum Z depth. Gets or sets the viewport's height. Gets or sets the viewport's width. Gets or sets the viewport's Y position. Gets or sets the viewport's X position. Defines a rectangular region of a render-target surface onto which a 3D rendering is projected. D3D10_VIEWPORT Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Number of bytes to seek between elements, when laid out in a constant buffer. Number of bytes occupied by this data type, when laid out in a constant buffer. Number of bytes required to represent this data type, when tightly packed. Number of columns in this type (0 if not a numeric primitive). Number of rows in this type (0 if not a numeric primitive). Number of members (0 if not a structure). Number of elements in this type (0 if not an array). The variable type. The variable class. Name of the type, for example "float4" or "MyStruct". Provides a description for effect types. D3DX11_EFFECT_TYPE_DESC Get a structure member type by semantic. The semantic of the structure member type to retrieve. The structure member type with the given semantic. Get a structure member type by name. The name of the structure member type to retrieve. The structure member type with the given name. Get a structure member type by index. The zero-based index of the structure member type to retrieve. The structure member type at the specified index. Get the semantic of a type member. The zero-based index of the structure member type to retrieve. The semantic of the specified member. Get the name of a type member. The zero-based index of the structure member type to retrieve. The name of the specified member. Initializes a new instance of the class. A pointer to the unmanaged interface. Indicates whether the type represents a valid interface. Gets the effect type's description. Represents the type of an effect variable. ID3DX11EffectType Represents a generic failure result. This is a failed result. E_FAIL Represents the result of a successful operation. This is a successful result. ERROR_SUCCESS Occurs when the result of an operation is an empty set. This is a failed result. ERROR_EMPTY Occurs when the desired controller is not connected to the system. This is a failed result. ERROR_DEVICE_NOT_CONNECTED Defines result codes that are returned by XInput functions. HRESULT Minimum ratio of wet (processed) signal to dry (unprocessed) signal. Maximum ratio of wet (processed) signal to dry (unprocessed) signal. Default ratio of wet (processed) signal to dry (unprocessed) signal. Triangle waveform shape of the LFO. Sine waveform shape of the LFO. Default waveform shape of the LFO. By default, the waveform is a sine. Zero phase differential between left and right LFOs. Negative 90 phase differential between left and right LFOs. Negative 180 phase differential between left and right LFOs. Minimum phase differential between left and right LFOs. Maximum phase differential between left and right LFOs. Default phase differential between left and right LFOs. The default value is Phase90. Positive 90 phase differential between left and right LFOs. Positive 180 phase differential between left and right LFOs. Minimum frequency of the LFO. Maximum frequency of the LFO. Default frequency of the LFO. The default value is 1.1. Minimum percentage of output signal to feed back into the effect's input. Maximum percentage of output signal to feed back into the effect's input. Default percentage of output signal to feed back into the effect's input. The default value is 25. Minimum percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point. Maximum percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point. Default percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point. The default value is 10. Minimum number of milliseconds the input is delayed before it is played back. Maximum number of milliseconds the input is delayed before it is played back. Default number of milliseconds the input is delayed before it is played back. The default value is 50. Ratio of wet (processed) signal to dry (unprocessed) signal. Waveform shape of the LFO. Phase differential between left and right LFOs. Frequency of the LFO. Percentage of output signal to feed back into the effect's input. Percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point. Number of milliseconds the input is delayed before it is played back. The SoundEffectChorus object is used to set and retrieve effect parameters on a buffer that supports chorus. IDirectSoundFXChorus Creates a shader resource view from a file. The device that will own the resource. The name of the file that contains the shader resource view. Creates a shader resource view from a file. The device that will own the resource. The name of the file that contains the shader resource view. Gets the value of the variable in raw bytes. The number of bytes to retrieve. The raw data representing the value of the variable. Sets the value of the variable using raw bytes. The number of bytes to set. A object describing the result of the operation. Returns a value indicating whether the two BufferDescriptions are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two TimestampQueryDatas. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two TimestampQueryDatas. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. If this is true, something occurred in between the query's Begin and End calls that caused the timestamp counter to become discontinuous or disjoint, such as unplugging the AC chord on a laptop, overheating, or throttling up/down due to laptop savings events. The timestamp returned by GetData for a timestamp query is only reliable if IsDisjointed is false. How frequently the GPU counter increments in Hz. Contains query information about the reliability of a timestamp query. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT Gets the name of the class's type. Gets the instance name of the class. Gets the description of the class instance. Gets the linkage object associated with the class. Initializes a new instance of the class. The linkage object used to create the class instance. The type name of a class to initialize. Identifies the constant buffer that contains the class data. The four-component vector offset from the start of the constant buffer where the class data will begin. Consequently, this is not a byte offset. The texture slot for the first texture; there may be multiple textures following the offset. The sampler slot for the first sampler; there may be multiple samplers following the offset. Represents an HLSL class. ID3D11ClassInstance Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. A dynamic class linkage interface. Initializes a new instance of the class. The device used to create the shader. The compiled shader bytecode. Represents a domain shader. ID3D11DomainShader Sets the shader resources used by the domain shader stage. Index into the device's zero-based array to which to begin setting shader resources. Number of resources from the source array to set. Sets a single shader resource to be used by the domain shader stage. Index into the device's zero-based array to which to set the resource. Sets the sampler states used by the domain shader stage. Index into the device's zero-based array to which to begin setting samplers. Number of samplers from the source array to set. Sets a single sampler to be used by the domain shader stage. Index into the device's zero-based array to which to set the sampler. Sets the constant buffers used by the domain shader stage. Index into the device's zero-based array to which to begin setting constant buffers. Number of buffers from the source array to set. Sets a single constant buffer to be used by the domain shader stage. Index into the device's zero-based array to which to set the constant buffer. Gets the shader resources used by the domain shader stage. Index into the device's zero-based array from which to begin retrieving shader resources. Number of resources to retrieve. An array of shader resources. Gets the sampler states used by the domain shader stage. Index into the device's zero-based array from which to begin retrieving samplers. Number of samplers to retrieve. An array of sampler states. Gets the constant buffers used by the domain shader stage. Index into the device's zero-based array from which to begin retrieving constant buffers. Number of buffers to retrieve. An array of constant buffers. Gets the domain shader currently assigned to the device. An array that will be used to contain any class instances currently active. The domain shader (null if no shader is assigned). Gets the domain shader currently assigned to the device. The domain shader (null if no shader is assigned). Assigns a domain shader to the device. The shader to assign to the device. Assign null to disable the domain shader. An array of class-instance interfaces. Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Assigns a domain shader to the device. The shader to assign to the device. Assign null to disable the domain shader. Defines a wrapper for domain shader related commands on the device. Creates a shader resource view from a stream. The device that will own the resource. The stream that contains the shader resource view. Size of the shader resource, in bytes. Identifies characteristics of the texture to be loaded. The created resource view. Creates a shader resource view from a stream. The device that will own the resource. The stream that contains the shader resource view. Size of the shader resource, in bytes. The created resource view. Creates a shader resource view from memory. The device that will own the resource. The block of memory that contains the shader resource view. Identifies characteristics of the texture to be loaded. The created resource view. Creates a shader resource view from memory. The device that will own the resource. The block of memory that contains the shader resource view. The created resource view. Creates a shader resource view from a file. The device that will own the resource. The name of the file that contains the shader resource view. Identifies characteristics of the texture to be loaded. The created resource view. Creates a shader resource view from a file. The device that will own the resource. The name of the file that contains the shader resource view. The created resource view. Gets a structure describing this . ID3D11ShaderResourceView::GetDesc Creates a for accessing resource data. The device to use when creating this . The resource that will serve as input to a shader. This resource must have been created with the ShaderResource flag. A structure describing the to be created. ID3D11Device::CreateShaderResourceView Creates a for accessing resource data. The device to use when creating this . The resource that will serve as input to a shader. This resource must have been created with the ShaderResource flag. ID3D11Device::CreateShaderResourceView Specifies the subresources that a shader can access during rendering. ID3D11ShaderResourceView Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The filter used when resampling mipmap levels of the texture. The filter used when resampling the texture. The format of the loaded texture. Gets or sets the flags specifying miscellaneous resource options. Gets or sets the flags specifying how the CPU will be allowed to access the loaded texture. Gets or sets the flags specifying how the loaded texture is bound to the pipeline. Gets or sets the intended usage pattern of the loaded texture. Number of mipmap levels in the original image. The highest resolution mipmap level of the texture; if greater than zero, this mipmap level will be mapped to level 0 in the loaded texture. Depth of the original image, in pixels. Height of the original image, in pixels. Width of the original image, in pixels. The default value for load options. Initializes a new instance of the struct using default values. The default image load information. Contains the description of the contents of an image file. D3DX11_IMAGE_LOAD_INFO Constructs a new sampler state based on the specified description. If the description is identical to that of an existing SamplerState object, the existing SamplerState object is returned instead of a new instance. The device used to create the state. The state description. The SamplerState object. Gets the state's description. A state object defining the behavior of texture sampling. ID3D11SamplerState Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Upper end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed. This value must be greater than or equal to MinimumLod. To have no upper limit on LOD set this to a large value such as float.MaxValue. Lower end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed. Border color to use if using border addressing mode. A function that compares sampled data against existing sampled data. Clamping value used if performing anisotropic filtering. Valid values are between 1 and 16. Offset from the calculated mipmap level. For example, if Direct3D calculates that a texture should be sampled at mipmap level 3 and MipLODBias is 2, then the texture will be sampled at mipmap level 5. Method to use for resolving a w texture coordinate that is outside the 0 to 1 range. Method to use for resolving a v texture coordinate that is outside the 0 to 1 range. Method to use for resolving a u texture coordinate that is outside the 0 to 1 range. Filtering method to use when sampling a texture. Provides a description for sampler state objects. D3D11_SAMPLER_DESC Initializes a new instance of the class. The device with which to associate the buffer. Initial data used to initialize the buffer. The size, in bytes, of the buffer. The usage pattern for the buffer. Flags specifying how the buffer will be bound to the pipeline. Flags specifying how the buffer will be accessible from the CPU. Miscellaneous resource options. The size (in bytes) of the structure element for structured buffers. Initializes a new instance of the class. The device with which to associate the buffer. The size, in bytes, of the buffer. The usage pattern for the buffer. Flags specifying how the buffer will be bound to the pipeline. Flags specifying how the buffer will be accessible from the CPU. Miscellaneous resource options. The size (in bytes) of the structure element for structured buffers. Initializes a new instance of the class. The device with which to associate the buffer. Initial data used to initialize the buffer. The description of the buffer. Initializes a new instance of the class. The device with which to associate the buffer. The description of the buffer. Gets the buffer's description. Represents a sequential collection of typed data elements, typically used to contain vertices, indices, or shader constant data. ID3D11Buffer Generates a mipmap chain using a particular texture filter. The device context used to generate the mipmaps. The texture to be filtered. The mipmap level whose data is used to generate the rest of the mipmap chain. Flags controlling how each miplevel is filtered. A object describing the result of the operation. Loads a texture from a texture. The device context used to load the texture. The source texture. The destination texture. Texture loading parameters. A object describing the result of the operation. Calculates a subresource index. The index of the desired mip slice. The index of the desired array slice. The total number of mip levels. The subresource index (equivalent to mipSlice + (arraySlice * mipLevels)). Gets the resource's dimension (type). Gets or sets the resource's eviction priority. Constructs a new instance of the class using the specified pointer to a previously constructed unmanaged object. The unmanaged resource pointer. The newly constructed object. Gets a swap chain back buffer. The type of the buffer. The swap chain to get the buffer from. The index of the desired buffer. The buffer interface, or null on failure. Returns a DXGI Surface for this resource. The buffer interface, or null on failure. A base class for all resource objects. ID3D11Resource Filtering options when generating mip levels. Filtering options during resampling. Number of elements to load. First element of the destination texture. First element of the source texture. Number of mipmap levels in the source texture. Destination texture mipmap level. Source texture mipmap level. Destination texture region. Source texture region. Describes parameters used to load a texture from another texture. D3DX11_TEXTURE_LOAD_INFO Returns a value indicating whether the two ResourceRegions are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two ResourceRegions. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two ResourceRegions. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the struct. The left boundary of the region. The top boundary of the region. The front boundary of the region. The right boundary of the region. The bottom boundary of the region. The back boundary of the region. Gets or sets the back boundary of the region. Gets or sets the bottom boundary of the region. Gets or sets the right boundary of the region. Gets or sets the front boundary of the region. Gets or sets the top boundary of the region. Gets or sets the left boundary of the region. Represents a 3D region of a resource's data. D3D11_BOX Gets the device's compute shader interface. Gets the device's hull shader interface. Gets the device's domain shader interface. Gets the device's geometry shader interface. Gets the device's pixel shader interface. Gets the device's vertex shader interface. Gets the device's rasterizer interface. Gets the device's stream output interface. Gets the device's output merger interface. Gets the device's input assembler interface. Gets the type of the device context. Sets a rendering predicate. The predicate to set. If true, rendering will be affected when the predicate's conditions are met. Otherwise, rendering will be affected when the predicate's conditions are not met. Releases a previously mapped resource. The resource to unmap. Index of the subresource to unmap. Maps a GPU resource into CPU-accessible memory. The resource to map. Index of the subresource level to lock. Specifies the CPU's read and write permissions for the resource. Flags that specify what the CPU should do when the GPU is busy. The mapped resource data. Maps a GPU resource into CPU-accessible memory. The resource to map. Specifies the CPU's read and write permissions for the resource. Flags that specify what the CPU should do when the GPU is busy. The mapped resource data. Maps a GPU resource into CPU-accessible memory. The resource to map. A zero-based index into an array of subtextures; 0 indicates the first, most detailed subtexture (or mipmap level). The zero-based index of the first texture to use (in an array of textures). Specifies the CPU's read and write permissions for the resource. Flags that specify what the CPU should do when the GPU is busy. The mapped resource data. Maps a GPU resource into CPU-accessible memory. The resource to map. A zero-based index into an array of subtextures; 0 indicates the first, most detailed subtexture (or mipmap level). The zero-based index of the first texture to use (in an array of textures). Specifies the CPU's read and write permissions for the resource. Flags that specify what the CPU should do when the GPU is busy. The mapped resource data. Maps a GPU resource into CPU-accessible memory. The resource to map. A zero-based index into an array of subtextures; 0 indicates the first, most detailed subtexture (or mipmap level). The zero-based index of the first texture to use (in an array of textures). Specifies the CPU's read and write permissions for the resource. Flags that specify what the CPU should do when the GPU is busy. The mapped resource data. Gets the rendering predicate state. When the method completes, contains the predicate interface currently in use. When the method completes, contains the predicate comparison value. Gets data from the GPU asynchronously. The asynchronous data provider. Flags specifying how the command should operate. The data retrieved from the GPU. Gets data from the GPU asynchronously. The asynchronous data provider. The data retrieved from the GPU. Gets data from the GPU asynchronously. The asynchronous data provider. Flags specifying how the command should operate. The data retrieved from the GPU. Gets data from the GPU asynchronously. The asynchronous data provider. The data retrieved from the GPU. Determines if data is available for an asynchronous object. The asynchronous data provider. Flags specifying how the command should operate. true if query data is available for retrieval; otherwise, false. Determines if data is available for an asynchronous object. The asynchronous data provider. true if query data is available for retrieval; otherwise, false. Sets the minimum level-of-detail for a resource. The resource for which level-of-detail information is to be set. The level-of-detail for the resource. Gets the minimum level-of-detail for a resource. The resource for which level-of-detail information is to be retrieved. The minimum level-of-detail for the specified resource. Generates mipmaps for the specified shader resource. A view of the resource for which to generate mipmaps. Sends queued commands in the command buffer to the GPU. Create a command list and record graphics commands into it. A flag indicating whether the immediate context state is saved (prior) and restored (after) the execution of a command list. The created command list containing the queued rendering commands. Queues commands from a command list onto a device. The list of commands to execute. A flag indicating whether the immediate context state is saved (prior) and restored (after) the execution of a command list. Marks the end of a series of asynchronous commands. An asynchronous data provider. Renders primitive data of an unknown size that was created by a geometry shader. Renders indexed, instanced, GPU-generated primitive data. A buffer containing arguments for the draw call. A byte-aligned offset between the start of the buffer and the arguments. Renders indexed, instanced primitive data. The number of indices to use per instance. The number of instances to render. The index of the first index. The index of the first vertex. The index of the first instance. Renders indexed, non-instanced primitive data. The number of indices to use. The index of the first index. The index of the first vertex. Renders non-indexed, instanced, GPU-generated primitive data. A buffer containing arguments for the draw call. A byte-aligned offset between the start of the buffer and the arguments. Renders non-indexed, instanced primitive data. The number of vertices to use per instance. The number of instances to render. The index of the first vertex. The index of the first instance. Renders non-indexed, non-instanced primitive data. The number of vertices to use. The index of the first vertex. Execute a command list to draw GPU-generated primitives over one of more thread groups. A buffer containing arguments for the thread groups. A byte-aligned offset between the start of the buffer and the arguments. Executes a command list from a thread group. The number of groups dispatched in the x direction. The number of groups dispatched in the y direction. The number of groups dispatched in the z direction. Copies data from the CPU to to a non-mappable subresource region. The source data. The destination resource. The destination subresource. The destination region within the resource. Copies data from the CPU to to a non-mappable subresource region. The source data. The destination resource. The destination subresource. Copies a multisampled resource into a non-multisampled resource. The source resource. The source subresource. The destination resource. The destination subresource. The format that indicates how the multisampled resource will be resolved. Copies an entire region of a resource's subresource data using the GPU. The source resource. The source subresource. The destination resource. The destination subresource. The X offset between the source region origin and the destination location. The Y offset between the source region origin and the destination location. The Z offset between the source region origin and the destination location. Copies a portion of a resource's data using the GPU. The source resource. The source subresource. The source region. The destination resource. The destination subresource. The X offset between the source region origin and the destination location. The Y offset between the source region origin and the destination location. The Z offset between the source region origin and the destination location. Copies data from a buffer holding variable length data. The view of the source resource. The destination buffer. Aligned byte offset from the start of the destination buffer to which data will be copied. Copies resource data using the GPU. The source resource. The destination resource. Clears an unordered access resource with the given values. The view of the resource to clear. Values that will be copied to corresponding channels on the resource. Clears an unordered access resource with the given values. The view of the resource to clear. Values that will be copied to corresponding channels on the resource. Restores all device state to defaults. Clears the specified render target resource. The view of the resource to clear. The color to clear to. Clears the specified depth-stencil resource. The view of the resource to clear. Flags indicating which parts of the resource to clear. The depth value to clear to, if applicable. The stencil value to clear to, if applicable. Marks the beginning of a series of asynchronous commands. An asynchronous data provider. Initializes a new instance of the class. This instance will be a deferred rendering context. The device used to create the context. Represents a device context which generates rendering commands. ID3D11DeviceContext Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Clones the instance and returns a new object containing the same values. A new object containing the same values as the current instance. Returns a value indicating whether the two objects are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the struct. The query type. Query options. Gets or sets the query flags. Gets or sets the query type. Describes a query object. D3D11_QUERY_DESC Applications use the methods of the SwapChain9 class to manipulate a swap chain. IDirect3DSwapChain9 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Clones the instance and returns a new object containing the same values. A new object containing the same values as the current instance. Gets or sets the presentation interval. Gets or sets the fullscreen refresh rate, in hertz. Gets or sets flags describing how the device should present its data. Gets or sets the format of the automatic depth-stencil buffer. Gets or sets a value indicating whether a depth-stencil surface should be automatically created for the device. Gets or sets a value indicating whether the device will run in windowed or fullscreen mode. true to run in windowed mode, false to run in fullscreen mode. Gets or sets the device's window handle. Gets or sets the swap effect. Gets or sets the quality of the multisampling. Gets or sets the multisampling type. Gets or sets the number of back buffers that will be created. The back buffer format. Gets or sets the height of the back buffer. Gets or sets the width of the back buffer. Initializes a new instance of the class. Describes the presentation parameters of a device. D3DPRESENT_PARAMETERS Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Number of annotations on this technique. Number of passes contained in the technique. Name of this technique. Provides a description for effect techniques. D3DX11_TECHNIQUE_DESC Constructs a new Query object. The device to associate the query with. The query description. Gets the query's description. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. This constant may be used as the value which and must be greater than to register as pressed. Can be used as a positive and negative value to filter the right thumbstick input. Can be used as a positive and negative value to filter the left thumbstick input. Gets the right thumbstick y-axis value. The value is between -32768 and 32767. Gets the right thumbstick x-axis value. The value is between -32768 and 32767. Gets the left thumbstick y-axis value. The value is between -32768 and 32767. Gets the left thumbstick y-axis value. The value is between -32768 and 32767. Gets the current value of the right trigger analog control. The value is between 0 and 255. Gets the current value of the left trigger analog control. The value is between 0 and 255. Gets a set of flags describing the pressed buttons on the gamepad. Describes the current state of the Xbox 360 Controller. Each of the thumbstick axis members is a signed value between -32768 and 32767 describing the position of the thumbstick. A value of 0 is centered. Negative values signify down or to the left. Positive values signify up or to the right. The constants GamepadLeftThumbDeadZone or GamepadRightThumbDeadZone can be used as a positive and negative value to filter thumbstick input. XINPUT_GAMEPAD Specifies the index of a user's controller. Player four. Player three. Player two. Player one. The index of the user is unimportant. Defines flags that indicate the keyboard state at the time of an input event. A repeat of a held key. The key was released. The key was pressed. No extra keystroke flags. Specifies possible key codes for gamepad buttons. Pushing the right thumb stick down and to the right. Pushing the right thumb stick down and to the left. Pushing the right thumb stick up and to the right. Pushing the right thumb stick up and to the left. Pushing the right thumb stick right. Pushing the right thumb stick left. Pushing the right thumb stick down. Pushing the right thumb stick up. Pushing the left thumb stick down and to the right. Pushing the left thumb stick down and to the left. Pushing the left thumb stick up and to the right. Pushing the left thumb stick up and to the left. Pushing the left thumb stick right. Pushing the left thumb stick left. Pushing the left thumb stick down. Pushing the left thumb stick up. A complete press of the right thumb stick. A complete press of the left thumb stick. The back button. The start button. The Right button on the D-Pad. The Left button on the D-Pad. The Down button on the D-Pad. The Up button on the D-Pad. The right trigger button. The left trigger button. The left shoulder button. The right shoulder button. The Y button. The X button. The B button. The A button. Describes a set of pressed buttons on a gamepad. The Y button is pressed. The X button is pressed. The B button is pressed. The A button is pressed. The right shoulder button is pressed. The left shoulder button is pressed. The right thumb button is pressed. The left thumb button is pressed. The back button is pressed. The start button is pressed. The Right button on the D-Pad is pressed. The Left button on the D-Pad is pressed. The Down button on the D-Pad is pressed. The Up button on the D-Pad is pressed. No buttons are pressed. Specifies possible sub-types for XInput devices. The device is a flight stick. The device is a dancing pad. The device is a racing wheel. The device is a generic gamepad. The device is an arcade stick. Defines the type of devices that will be returned by a query. Query for gamepads only. Return any and all devices. Specifies possible controller types. The device is a game controller. Specifies capabilities for XInput devices. The device has an integrated voice device. No extra capabilities specfied. Specifies possible battery types. The device's battery type is unknown. The device is using a Nickel Metal Hydride battery. The device is using an Alkaline battery. The device is wired, and therefore does not have a battery. The device is disconnected, and therefore the battery type cannot be determined. Specifies possible values indicating the amount of charge remaining in a battery. These are only valid for wireless, connected devices, with known battery types. The amount of use time remaining depends on the type of device. The battery is fully charged. The battery is at a medium charge. The battery is running low. The battery is completely empty. Specifies possible XInput devices that can use batteries. An XInput headset. An XInput gamepad. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets the resource that is accessed through this view. ID3D10View::GetResource Sets the value of the variable. An array of views to set. The offset into the array to begin setting values. The number of values to set. A object describing the result of the operation. Sets the value of the variable. An array of views to set. A object describing the result of the operation. Sets the value of the variable. The view of the unordered access resource to set. A object describing the result of the operation. Gets an array of views of unordered access buffers from the variable. An array of views to hold the retrieved values. The offset into the array to begin storing values. The number of values to get. A object describing the result of the operation. Gets an array of views of unordered access buffers from the variable. An array of views to hold the retrieved values. A object describing the result of the operation. Gets the value of the variable. The view of the unordered access variable. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents an unordered access buffer effect variable. ID3DX11EffectUnorderedAccessViewVariable Creates a for accessing resource data. The device to use when creating this . The resource that will serve as input to a shader. A structure describing the to be created. ID3D11Device::CreateUnorderedAccessView Creates a for accessing resource data. The device to use when creating this . The resource that will serve as input to a shader. ID3D11Device::CreateUnorderedAccessView Gets a structure describing this . ID3D11UnorderedAccessView::GetDesc Specifies the parts of a resource the pipeline can access during rendering. ID3D11UnorderedAccessView Gets the resource that is accessed through this view. ID3D11View::GetResource Specifies the parts of a resource the pipeline can access during rendering. ID3D11View D3DXFresnelTerm Verifies that the compiled version of D3DX matches the runtime version of D3DX. true if the versions match; otherwise, false. D3DXCheckVersion Generates an optimized vertex remapping for a triangle list. D3DXOptimizeFaces Generates an optimized vertex remapping for a triangle list. D3DXOptimizeFaces Generates an optimized face remapping for a triangle list. D3DXOptimizeFaces Generates an optimized face remapping for a triangle list. D3DXOptimizeFaces Turns on or off all D3DX debug output. D3DXDebugMute Generates a FOURCC Format code from the provided bytes. MAKEFOURCC Gets the size of the triangle patch. D3DXTriPatchSize Gets the size of the rectangle patch. D3DXRectPatchSize Returns the number of elements in the vertex declaration. D3DXGetDeclLength Generates an output vertex declaration from the input declaration. The output declaration is intended for use by the mesh tessellation functions. D3DXGenerateOutputDecl Retrieves a Flexible Vertex Format (FVF) code from a declarator. D3DXFVFFromDeclarator Retrieves a declarator from a Flexible Vertex Format (FVF) code. D3DXDeclaratorFromFVF D3DXGetFVFVertexSize D3DXGetDeclVertexSize Indicates that the method should format from file. D3DFMT_FROM_FILE Indicates that the method should load from file. D3DX_FROM_FILE The default value for non power-of-two textures. D3DX_DEFAULT_NONPOW2 The value used to signify that the default value for a parameter should be used. D3DX_DEFAULT Contains miscellaneous constants and methods for use with D3DX. None Reverts a previously set blend state. Index into an array of blend-state interfaces. If there is only one blend-state interface, use 0. A object describing the result of the operation. Gets the saved backing store description. Index into an array of blend-state interfaces. If there is only one blend-state interface, use 0. The saved backing store description. Sets the blend state for the variable. Index into an array of blend-state interfaces. If there is only one blend-state interface, use 0. The blend state to set. A object describing the result of the operation. Gets the blend state from the variable. Index into an array of blend-state interfaces. If there is only one blend-state interface, use 0. The retrieved blend state. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a blend state effect variable. ID3DX11EffectBlendVariable Constructs a new BlendState based on the specified description. If the description is identical to that of an existing BlendState object, the existing BlendState object is returned instead of a new instance. The device with which to associate the state object. The state description. The newly created object. Gets the state's description. A state object defining the behavior of the pixel-blending stage of the output merger. ID3D11BlendState Gets the set of render-target-blend descriptors describing independent blending operations for up to eight simultaneous render targets. Gets or sets a value determining whether independent blending is enabled for simultaneous render targets. Gets or sets a value specifying whether alpha-to-coverage is used as a multisampling technique when setting a pixel to a rendertarget. Provides a description for blending state objects. D3D11_BLEND_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. A write mask. This defines how to combine the alpha data sources. This specifies the second alpha data source and includes an optional pre-blend operation. Blend options that end in "Color" are not allowed. This specifies the first alpha data source and includes an optional pre-blend operation. Blend options that end in "Color" are not allowed. This defines how to combine the RGB data sources. This specifies the second RGB data source and includes an optional pre-blend operation. This specifies the first RGB data source and includes an optional pre-blend operation. Enables or disables blending on this render target. Provides a description for render target blending. D3D11_RENDER_TARGET_BLEND_DESC An application uses the methods of this interface to implement a key frame animation set. ID3DXKeyframedAnimationSet This interface encapsulates the minimum functionality required of an animation set by an animation controller. Advanced users might want to implement this interface themselves to suit their specialized needs; for most users, however, the derived CompressedAnimationSet and KeyframedAnimationSet interfaces should suffice. ID3DXAnimationSet Describes a vector translation key for use in key frame animation. D3DXKEY_VECTOR3 Describes a vector scale key for use in key frame animation. D3DXKEY_VECTOR3 Describes a quaternion rotation key for use in key frame animation. D3DXKEY_QUATERNION Describes a callback key for use in key frame animation. D3DXKEY_CALLBACK Determines whether the specified object instances are considered equal. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Reverses the direction of a given quaternion. The quaternion to negate. A quaternion facing in the opposite direction. Subtracts two quaternions. The first quaternion to subtract. The second quaternion to subtract. The difference of the two quaternions. Adds two quaternions. The first quaternion to add. The second quaternion to add. The sum of the two quaternions. Divides a quaternion by another. The first quaternion to divide. The second quaternion to divide. The divided quaternion. Scales a quaternion by the given value. The quaternion to scale. The amount by which to scale the quaternion. The scaled quaternion. Scales a quaternion by the given value. The quaternion to scale. The amount by which to scale the quaternion. The scaled quaternion. Multiplies a quaternion by another. The first quaternion to multiply. The second quaternion to multiply. The multiplied quaternion. Subtracts two quaternions. The first quaternion to subtract. The second quaternion to subtract. When the method completes, contains the difference of the two quaternions. Subtracts two quaternions. The first quaternion to subtract. The second quaternion to subtract. The difference of the two quaternions. Sets up control points for spherical quadrangle interpolation. First source quaternion. Second source quaternion. Third source quaternion. Fourth source quaternion. An array of three quaternions that represent control points for spherical quadrangle interpolation. Interpolates between quaternions, using spherical quadrangle interpolation. First source quaternion. Second source quaternion. Thrid source quaternion. Fourth source quaternion. Value between 0 and 1 indicating the weight of interpolation. When the method completes, contains the spherical quadrangle interpolation of the quaternions. Interpolates between quaternions, using spherical quadrangle interpolation. First source quaternion. Second source quaternion. Thrid source quaternion. Fourth source quaternion. Value between 0 and 1 indicating the weight of interpolation. The spherical quadrangle interpolation of the quaternions. Interpolates between two quaternions, using spherical linear interpolation. Start quaternion. End quaternion. Value between 0 and 1 indicating the weight of . When the method completes, contains the spherical linear interpolation of the two quaternions. Interpolates between two quaternions, using spherical linear interpolation. Start quaternion. End quaternion. Value between 0 and 1 indicating the weight of . The spherical linear interpolation of the two quaternions. Creates a quaternion given a yaw, pitch, and roll value. The yaw of rotation. The pitch of rotation. The roll of rotation. When the method completes, contains the newly created quaternion. Creates a quaternion given a yaw, pitch, and roll value. The yaw of rotation. The pitch of rotation. The roll of rotation. The newly created quaternion. Creates a quaternion given a rotation matrix. The rotation matrix. When the method completes, contains the newly created quaternion. Creates a quaternion given a rotation matrix. The rotation matrix. The newly created quaternion. Creates a quaternion given a rotation and an axis. The axis of rotation. The angle of rotation. When the method completes, contains the newly created quaternion. Creates a quaternion given a rotation and an axis. The axis of rotation. The angle of rotation. The newly created quaternion. Converts the quaternion into a unit quaternion. The quaternion to normalize. When the method completes, contains the normalized quaternion. Converts the quaternion into a unit quaternion. The quaternion to normalize. The normalized quaternion. Reverses the direction of a given quaternion. The quaternion to negate. When the method completes, contains a quaternion facing in the opposite direction. Reverses the direction of a given quaternion. The quaternion to negate. A quaternion facing in the opposite direction. Scales a quaternion by the given value. The quaternion to scale. The amount by which to scale the quaternion. When the method completes, contains the scaled quaternion. Scales a quaternion by the given value. The quaternion to scale. The amount by which to scale the quaternion. The scaled quaternion. Modulates a quaternion by another. The first quaternion to modulate. The second quaternion to modulate. When the moethod completes, contains the modulated quaternion. Modulates a quaternion by another. The first quaternion to modulate. The second quaternion to modulate. The modulated quaternion. Calculates the natural logarithm of the specified quaternion. The quaternion whose logarithm will be calculated. When the method completes, contains the natural logarithm of the quaternion. Calculates the natural logarithm of the specified quaternion. The quaternion whose logarithm will be calculated. The natural logarithm of the quaternion. Performs a linear interpolation between two quaternions. Start quaternion. End quaternion. Value between 0 and 1 indicating the weight of . When the method completes, contains the linear interpolation of the two quaternions. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a linear interpolation between two quaternion. Start quaternion. End quaternion. Value between 0 and 1 indicating the weight of . The linear interpolation of the two quaternions. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Conjugates and renormalizes the quaternion. The quaternion to conjugate and renormalize. When the method completes, contains the conjugated and renormalized quaternion. Conjugates and renormalizes the quaternion. The quaternion to conjugate and renormalize. The conjugated and renormalized quaternion. Exponentiates a quaternion. The quaternion to exponentiate. When the method completes, contains the exponentiated quaternion. Exponentiates a quaternion. The quaternion to exponentiate. The exponentiated quaternion. Calculates the dot product of two quaternions. First source quaternion. Second source quaternion. The dot product of the two quaternions. Divides a quaternion by another. The first quaternion to divide. The second quaternion to divide. The divided quaternion. Divides a quaternion by another. The first quaternion to divide. The second quaternion to divide. The divided quaternion. Conjugates a quaternion. The quaternion to conjugate. When the method completes, contains the conjugated quaternion. Conjugates a quaternion. The quaternion to conjugate. The conjugated quaternion. Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle. A containing the 4D Cartesian coordinates of vertex 1 of the triangle. A containing the 4D Cartesian coordinates of vertex 2 of the triangle. A containing the 4D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). When the method completes, contains a new containing the 4D Cartesian coordinates of the specified point. Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle. A containing the 4D Cartesian coordinates of vertex 1 of the triangle. A containing the 4D Cartesian coordinates of vertex 2 of the triangle. A containing the 4D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). A new containing the 4D Cartesian coordinates of the specified point. Adds two quaternions. The first quaternion to add. The second quaternion to add. When the method completes, contains the sum of the two quaternions. Adds two quaternions. The first quaternion to add. The second quaternion to add. The sum of the two quaternions. Conjugates and renormalizes the quaternion. Conjugates the quaternion. Converts the quaternion into a unit quaternion. Calculates the squared length of the quaternion. The squared length of the quaternion. Calculates the length of the quaternion. The length of the quaternion. Gets the angle of the quaternion. The quaternion must be normalized. Gets the axis components of the quaternion. The quaternion must be normalized. Gets a value indicating whether this instance is an identity . Gets the identity (0, 0, 0, 1). Initializes a new instance of the structure. A containing the first three values of the quaternion. The W component of the quaternion. Initializes a new instance of the structure. The X component of the quaternion. The Y component of the quaternion. The Z component of the quaternion. The W component of the quaternion. Gets or sets the W component of the quaternion. The W component of the quaternion. Gets or sets the Z component of the quaternion. The Z component of the quaternion. Gets or sets the Y component of the quaternion. The Y component of the quaternion. Gets or sets the X component of the quaternion. The X component of the quaternion. Defines a four dimensional mathematical quaternion. D3DXQUATERNION Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Describes a transform frame in a transformation hierarchy. D3DXFRAME Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets or sets the basis of the patch. Gets or sets the degree of the patch. Gets or sets the patch type. Structure that contains the attributes of a patch mesh. D3DXPATCHINFO Alternate success value, indicating a successful but nonstandard completion (the precise meaning depends on context). This is a successful result. S_FALSE Direct3D could not allocate sufficient memory to complete the call. This is a failed result. E_OUTOFMEMORY An invalid parameter was passed to the returning function. This is a failed result. E_INVALIDARG Represents a generic failure result. This is a failed result. E_FAIL Represents the result of a successful operation. This is a successful result. S_OK The last item cannot be deleted. This is a failed result. D3DX11_ERR_CANNOT_REMOVE_LAST_ITEM A fragment with that name already exists. This is a failed result. D3DX11_ERR_DUPLICATE_NAMED_FRAGMENT The mesh has no data. This is a failed result. D3DX11_ERR_LOADED_MESH_HAS_NO_DATA The data is invalid. This is a failed result. D3DX11_ERR_INVALID_DATA Too many influences specified. This is a failed result. D3DX11_ERR_TOO_MANY_INFLUENCES Skinning is not supported. This is a failed result. D3DX11_ERR_SKINNING_NOT_SUPPORTED Attribute sort is not supported as an optimization technique. This is a failed result. D3DX11_ERR_CANNOT_ATTR_SORT The mesh is invalid. This is a failed result. D3DX11_ERR_INVALID_MESH The index buffer cannot be modified. This is a failed result. D3DX11_ERR_CANNOT_MODIFY_INDEX_BUFFER There are too many unique instances of a particular type of state object. This is a failed result. D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS The file was not found. This is a failed result. D3D11_ERROR_FILE_NOT_FOUND The previous blit operation that is transferring information to or from this surface is incomplete. This is a failed result. D3DERR_WASSTILLDRAWING The method call is invalid. For example, a method's parameter may not be a valid pointer. This is a failed result. D3DERR_INVALIDCALL Defines result codes that are returned by Direct3D 11 functions. HRESULT Used to generalize the process of rendering to surfaces. ID3DXRenderToSurface Describes an off-screen render target used by . D3DXRTS_DESC Gets the description for the given shader. The zero-based shader index. The description for the given shader. Gets the description for a single element of the given shader's patch constant signature. The zero-based shader index. The index of the signature element. The description for the given shader signature element. Gets the description for a single element of the given shader's output signature. The zero-based shader index. The index of the signature element. The description for the given shader signature element. Gets the description for a single element of the given shader's input signature. The zero-based shader index. The index of the signature element. The description for the given shader signature element. Gets a compute shader. The zero-based index of the compute shader to retrieve. The compute shader at the specified index. Gets a domain shader. The zero-based index of the domain shader to retrieve. The domain shader at the specified index. Gets a hull shader. The zero-based index of the hull shader to retrieve. The hull shader at the specified index. Gets a geometry shader. The zero-based index of the geometry shader to retrieve. The geometry shader at the specified index. Gets a vertex shader. The zero-based index of the vertex shader to retrieve. The vertex shader at the specified index. Gets a pixel shader. The zero-based index of the pixel shader to retrieve. The pixel shader at the specified index. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a shader effect variable. ID3DX11EffectShaderVariable Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The element of Variable (if an array) or 0 if not applicable. The variable that this shader came from. Provides a description for an effect pass shader. D3DX11_PASS_SHADER_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Offset, in bytes, between the start of the parent structure and this variable. Number of members in the structure; otherwise 0. Number of elements in an array; otherwise 0. Number of columns in a matrix. Otherwise a numeric type returns 1, any other type returns 0. Number of rows in a matrix. Otherwise a numeric type returns 1, any other type returns 0. The variable type. Identifies the variable class as one of scalar, vector, matrix or object. Describes a shader-variable type. D3D11_SHADER_TYPE_DESC Gets properties about a single object on an input device. The name of the object whose properties are to be retrieved. The properties of the desired object. Retrieves buffered data from the device. A collection of buffered input events. Retrieves the current device state. A object describing the result of the operation. Retrieves the current device state. The current device state. Gets the state of the mouse buttons. Gets the Z axis of the mouse. Gets the Y axis of the mouse. Gets the X axis of the mouse. Describes the state of a mouse device. DIMOUSESTATE2 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the struct. Zero-based stream index. Type of output element; possible values include: "POSITION", "NORMAL", or "TEXCOORD0". Note that if SemanticName is null then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written. Output element's zero-based index. Should be used if, for example, you have more than one texture coordinate stored in each vertex. Which component of the entry to begin writing out to. Valid values are 0 to 3. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2. The number of components of the entry to write out to. Valid values are 1 to 4. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2. Note that if SemanticName is null then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written. The associated stream output buffer that is bound to the pipeline. Valid values range from 0 to 3. The associated stream output buffer that is bound to the pipeline. Valid values range from 0 to 3. The number of components of the entry to write out to. Valid values are 1 to 4. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2. Note that if SemanticName is null then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written. Which component of the entry to begin writing out to. Valid values are 0 to 3. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2. Output element's zero-based index. Should be used if, for example, you have more than one texture coordinate stored in each vertex. Type of output element; possible values include: "POSITION", "NORMAL", or "TEXCOORD0". Note that if SemanticName is null then ComponentCount can be greater than 4 and the described entry will be a gap in the stream out where no data will be written. Zero-based stream index. Describes a single element in a vertex buffer in an output slot. D3D11_SO_DECLARATION_ENTRY Returns a value indicating whether the two BufferDescriptions are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two BufferDescriptions. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two BufferDescriptions. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Constructs a new BufferDescription object. The size, in bytes, of the buffer. Identifies the usage pattern for the buffer. Specifies how the buffer will be bound to the pipeline. Specifies how the buffer will be accessible from the CPU. Specifies miscellaneous resource options. Gets or sets the flags specifying miscellaneous resource options. Gets or sets the flags specifying how the CPU will be allowed to access the buffer. Gets or sets the flags specifying how the buffer is bound to the pipeline. Gets or sets the intended usage pattern of the buffer. Gets or sets the size, in bytes, of the buffer. Describes a buffer resource. D3D10_BUFFER_DESC Maximum rolloff factor. The default value is (1.0). Maximum Doppler factor. The default value is (1.0). Maximum distance factor. The default value is (1.0). Minimum rolloff factor. The default value is (1.0). Minimum Doppler factor. The default value is (1.0). Minimum distance factor. The default value is (1.0). Default rolloff factor. The default value is (1.0). Default Doppler factor. The default value is (1.0). Default distance factor. The default value is (1.0). Gets or sets the listener's velocity. Gets or sets the listener's position. Gets or sets the rolloff factor, which determines the rate of attenuation over distance. Gets or sets the multiplier for the Doppler effect. Gets or sets the distance factor, which is the number of meters in a vector unit. Determines if settings are set immediately or deferred. Describes the listener's top orientation. Describes the listener's front orientation. Commits any deferred settings made since the last call to this method. Initializes a new instance of the class with a previously created sound buffer. The SlimDX::DirectSound::SoundBuffer object. The Listener3D object is used to retrieve and set parameters that describe a listener's position, orientation, and listening environment in 3-D space. IDirectSound3DListener Retrieves the capabilities of the buffer object. True if a requested 3D algorithm was not available and stereo panning was substituted. Retrieves the status of the sound buffer. Retrieves or sets the relative volume of the left and right audio channels. Retrieves or sets the attenuation of the sound. Retrieves or sets the frequency, in samples per second, at which the buffer is playing. Retrieves or sets the position of the play cursor. Retrieves the position of the write cursor in the sound buffer. Writes data to the buffer. Writes data to the buffer. Causes the sound buffer to stop playing. Causes the sound buffer to play, starting at the play cursor. Restores the memory allocation for a lost sound buffer. The SoundBuffer object is used to manage sound buffers. IDirectSoundBuffer Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets or Sets whether the buffer has sticky focus. Gets or Sets whether the buffer is in on-board hardware memory. Gets or Sets whether the buffer is a primary buffer. Gets or Sets whether the sound is reduced to silence at the maximum distance. The buffer will stop playing when the maximum distance is exceeded, so that processor time is not wasted. Applies only to software buffers. Gets or Sets whether the buffer can be assigned to a hardware or software resource at play time. Gets or Sets whether the buffer is in software memory and uses software mixing. Gets or Sets whether the buffer uses hardware mixing. Gets or Sets whether the buffer is a global sound buffer. Gets or Sets whether the buffer supports effects processing. Gets or Sets whether the buffer has position notification capability. Gets or Sets whether the buffer has pan control capability. Gets or Sets whether the buffer has volume control capability. Gets or Sets whether the buffer has frequency control capability. Gets or Sets whether the buffer has 3D control capability. Gets or Sets whether the buffer uses the new behavior of the play cursor when retrieving the current position. The processing overhead as a percentage of main processor cycles needed to mix this sound buffer. The rate, in kilobytes per second, at which data is transferred to the buffer memory when SoundBuffer.Unlock is called. Size of this buffer, in bytes. Describes the capabilities of a DirectSound buffer object. DSBCAPS Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Unique identifier of the two-speaker virtualization algorithm to be used by DirectSound3D hardware emulation. Structure specifying the waveform format for the buffer. Flags specifying the capabilities of the buffer. Size of the new buffer, in bytes. This value must be 0 when creating a buffer. Describes the characteristics of a new buffer object. DSBUFFERDESC Enumerates the DirectSound devices installed in the system. A collection of the devices found. Retrieves the capabilities of the hardware device. Ascertains whether the device driver is certified for DirectX. Creates a duplicate of the original sound buffer that shares the originals memory. Retrieves the speaker configuration of the device. Sets the speaker configuration of the device. Sets the cooperative level of the application for this sound device. Initializes a new instance of the class. Initializes a new instance of the class. The DirectSound object is used to create buffer objects, manage devices, and set up the environment. IDirectSound8 String that specifies the module name of the DirectSound driver corresponding to this device. String that provides a textual description of the DirectSound device. Identifies the DirectSound driver being enumerated Contains information about a DirectSound device. The rate, in kilobytes per second, at which data can be transferred to hardware static sound buffers. This and the number of bytes transferred determines the duration of a call to the Buffer.Read or Buffer.Write method. Size, in bytes, of the amount of memory on the sound card that stores static sound buffers. The device supports hardware-mixed stereo secondary buffers. The device supports hardware-mixed monophonic secondary buffers. The device supports hardware-mixed secondary sound buffers with 8-bit samples. The device supports hardware-mixed secondary sound buffers with 16-bit samples. The device supports stereo primary buffers. The device supports monophonic primary buffers. Number of primary buffers supported. This value will always be 1. The device supports primary buffers with 8-bit samples. The device supports a primary buffer with 16-bit samples. The processing overhead, as a percentage of main processor cycles, needed to mix software buffers. This varies according to the bus type, the processor type, and the clock speed. Minimum sample rate specifications that are supported by this device's hardware secondary sound buffers. Maximum sample rate specifications that are supported by this device's hardware secondary sound buffers. Maximum number of streaming sound buffers. Maximum number of static buffers. Number of buffers that can be mixed in hardware. This member can be less than the sum of MaxHardwareMixingStaticBuffers and MaxHardwareMixingStreamingBuffers. Resource tradeoffs frequently occur. Maximum number of streaming 3-D buffers. Maximum number of static 3-D buffers. Maximum number of 3-D buffers. Size, in bytes, of the largest contiguous block of free memory on the sound card. Number of unallocated streaming buffers. Number of unallocated static buffers. Number of unallocated buffers. On WDM drivers, this includes FreeHardware3DAllBuffers. Size, in bytes, of the free memory on the sound card. Number of unallocated streaming 3-D buffers. Number of unallocated static 3-D buffers. Number of unallocated 3-D buffers. The device does not have a DirectSound driver installed, so it is being emulated through the waveform-audio functions. Performance degradation should be expected. The device supports all sample rates between the MinSecondarySampleRate and MaxSecondarySampleRate member values. Typically, this means that the actual output rate will be within +/- 10 hertz (Hz) of the requested frequency. The driver has been tested and certified by Microsoft. This flag is always set for WDM drivers. Describes the capabilities of a DirectSound device. DSCAPS Predefined audio volume attenuation values. Represents the original, unadjusted volume of the stream. Indicates an audio volume attenuated by 100 dB, which, for all practical purposes, is silence. Flags specifying the play behavior of the buffer. If the hardware has no available voices, a currently playing buffer will be stopped to make room for the new buffer. The buffer prematurely terminated will be the one with the lowest priority as set by the priority parameter passed to SecondarySoundBuffer::Play for the buffer. If the hardware has no available voices, a currently playing buffer will be stopped to make room for the new buffer. The buffer prematurely terminated will be selected from buffers that have the buffer's BufferFlags::Mute3DAtMaxDistance flag set and are beyond their maximum distance. If there are no such buffers, the method fails. If the hardware has no available voices, a currently playing nonlooping buffer will be stopped to make room for the new buffer. The buffer prematurely terminated is the one with the least time left to play. Play this voice in a software buffer only. Play this voice in a hardware buffer only. Play continues until explicitly stopped. This flag must be set when playing a primary buffer. Values that specify a standard reverberation preset. Various speaker configurations. The speakers are directed over an arc of 180 degrees. The speakers are directed over an arc of 20 degrees. The speakers are directed over an arc of 10 degrees. The speakers are directed over an arc of 5 degrees. same as SevenPointOne correct 7.1 Home Theater setting obsolete 7.1 setting obsolete 5.1 setting The audio is played through surround speakers. This specifies a four-channel PCM format in which the channels are mapped to left, right, center, and back speakers. The audio is played through stereo speakers (default value). The audio is played through quadraphonic speakers. The audio is played through a single speaker. The audio is played through (stereo) headphones. The audio is passed through directly, without being configured for speakers. This specifies a speakerless configuration in which the channels in the playback stream from the application are output directly to the audio adapter without being interpreted as speaker positions. However, the input stream can still be modified by sample-rate conversion, attenuation, filtering, and other types of processing that require no assumptions about the assignment of speakers to channels. Indicates the result of the attempt to set an effect in the buffer. Effect is not registered on the system, and the method failed as a result. No effect was created because resources weren't available. Effect has not yet been assigned to hardware or software. This value is returned if the buffer was created with the BufferFlags::Defer flag in Flags. Effect is instantiated in software. Effect is instantiated in hardware. Effect is available but was not created because one of the other effects requested could not be created. If any of the effects requested cannot be created, none of them are, and the call fails. The 3-D sound processing mode to be set. Processing of 3D sound is disabled. The sound seems to originate from the center of the listener's head. Sound parameters (position, velocity, and orientation) are relative to the listener's parameters. In this mode, the absolute parameters of the sound are updated automatically as the listener's parameters change, so that the relative parameters remain constant. Normal processing. This is the default mode. Various sound buffer locking flags. Lock the entire buffer. Start the lock at the write cursor. Values specifying the cooperative level of the device. Sets the write-primary level. The application has write access to the primary buffer. No secondary buffers can be played. Sets the priority level. Sets the normal level. This level has the smoothest multitasking and resource-sharing behavior, but because it does not allow the primary buffer format to change, output is restricted to the default 8-bit format. Return values for Capture effects. Effect is instantiated in software. Effect is instantiated in hardware. Flags specifying the status of the buffer. The buffer was prematurely terminated by the voice manager and is not playing. Set only for buffers created with the BufferFlags::Defer flag. The buffer is playing in software. Set only for buffers created with the BufferFlags::Defer flag. The buffer is playing in hardware. Set only for buffers created with the BufferFlags::Defer flag. The buffer is being looped. If this value is not set, the buffer will stop when it reaches the end of the sound data. This value is returned only in combination with BufferStatus::Playing. The buffer is lost and must be restored before it can be played or locked. The buffer is playing. If this value is not set, the buffer is stopped. Flags specifying the capabilities of the buffer. The buffer can be assigned to a hardware or software resource at play time. The sound is reduced to silence at the maximum distance. The buffer will stop playing when the maximum distance is exceeded, so that processor time is not wasted. Applies only to software buffers. The buffer uses the new behavior of the play cursor when retrieving the current position. The buffer is a global sound buffer. With this flag set, an application using DirectSound can continue to play its buffers if the user switches focus to another application, even if the new application uses DirectSound. The buffer has sticky focus. If the user switches to another application not using DirectSound, the buffer is still audible. However, if the user switches to another DirectSound application, the buffer is muted. The buffer supports effects processing. The buffer has position notification capability. The buffer has volume control capability. The buffer has pan control capability. The buffer has frequency control capability. The buffer has 3D control capability. The buffer is in software memory and uses software mixing. The buffer uses hardware mixing. The buffer is in on-board hardware memory. The buffer is a primary buffer. Values indicating the acoustic echo cancellation operation mode. The effect is running in full duplex mode. The effect is running in half duplex mode. Not presently supported. The effect is passing capture and render data through without modifying it. Gets information about the device's identity. Gets the capabilities of the device. Gets a set of properties that control the behavior of the device. Sends a hardware-specific command to the force-feedback driver. The command to be sent. The data to be sent to the device. The expected size of the output buffer. The output data of the command. Gets properties about a single object on an input device. The identifier of the object whose properties are to be retrieved. The properties of the desired object. Gets properties about a single object on an input device. The usageCode of the object whose properties are to be retrieved. The properties of the desired object. Retrieves a collection of objects on the device. A collection of all device objects on the device. Retrieves a collection of objects on the device. A filter for the returned device objects collection. A collection of device objects matching the specified filter. Retrieves data from polled objects on a DirectInput device. A object describing the result of the operation. Runs the DirectInput control panel associated with this device. If the device does not have a control panel associated with it, the default device control panel is launched. The parent control. A object describing the result of the operation. Runs the DirectInput control panel associated with this device. If the device does not have a control panel associated with it, the default device control panel is launched. A object describing the result of the operation. Sets the device's cooperative level. A control to associate with the device. Flags that describe the cooperative level of the device. A object describing the result of the operation. Sets the device's cooperative level. A handle of a window to associate with the device. Flags that describe the cooperative level of the device. A object describing the result of the operation. Releases access to the device. A object describing the result of the operation. Obtains access to the input device. A object describing the result of the operation. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Retrieves the instance identifier of a device that has been newly attached to the system. Gets a value indicating whether the specified device is attached to the user's system. Runs Control Panel to enable the user to install a new input device or modify configurations. The parent control. Runs Control Panel to enable the user to install a new input device or modify configurations. Provides an interface to DirectInput. IDirectInput8W Gets a value indicating whether the device is a Human Interface Device. Gets the hardware revision number. Gets the firmware revision number. Gets the driver version number. Gets the minimum time, in microseconds, that the device can resolve. The device rounds any times to the nearest supported increment. Gets the minimum time between playback of consecutive raw force commands, in microseconds. Gets the number of Point-Of-View controllers available on the device. Gets the number of buttons available on the device. Gets the number of axes available on the device. Gets the device sub-type specifier. Gets the device type specifier. Gets the flags associated with the device. Describes a DirectInput device's capabilities. Gets the product identifer. Gets the vendor identifier. Gets the user name for a user currently assigned to the device. Gets the type name of the device. Gets or sets the saturation zone of a joystick device. Gets or sets the lower range of values that the device can possibly report. Gets or sets the upper range of values that the device can possibly report. Gets or sets the friendly product name of the device. Gets the instance number of a joystick device. Gets or sets the friendly instance name of the device. Gets the physical interface path to which the device is connected. Gets the class identifier for the device. Gets the input granularity for the device. Gets the human-readable display name of the port to which the device is connected. Gets the memory load for the device. Gets or sets the gain of the device for force-feedback effects. Gets or sets the dead zone for a joystick device. Gets or sets the buffer input size. Gets or sets the axis mode for the device. Gets or sets a value indicating whether device objects are self centering. Gets or sets an application-defined value associated with the device. Sets the data range for the device. Retrieves the scan code for the specified keyboard key. Retrieves the localized key name for the specified keyboard key. Contains properties that define device behavior. These properties include input buffer size and axis mode. Gets a value indicating whether the device is a Human Interface Device. If the device is a Human Interface Device, this member contains the HID usage page code. If the device is a Human Interface Device, this member contains the HID usage code. Gets the friendly name for the product. Gets the friendly name for the instance. Gets the secondary device type specifier. Gets the main device type specifier. Gets the unique identifier for the driver being used for force-feedback. The driver's manufacturer establishes this identifier. Gets the unique identifier for the product. This identifier is established by the manufacturer of the device. Gets the unique identifier for the instance of the device. Instance Guids are specific to a particular computer. Contains information about a device's identity. Gets the initialization flags used to create the associated device context. Encapsulates a list of graphics commands for future play back. ID3D11CommandList Initializes a new instance of the class. The result code that caused this exception. Initializes a new instance of the class. The message describing the exception. The exception that caused this exception. Initializes a new instance of the class. The message describing the exception. Initializes a new instance of the class. Represents errors that occur in the XInput subsystem. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets the unmanaged HMONITOR handle for the output. Gets rotation performed by the output on a presented image. Gets a value indicating whether the output is attached to the desktop. Gets output's bounds in desktop coordinates. Gets the output's name. Describes various properties of an Output. DXGI_OUTPUT_DESC Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Halts the current thread until a vertical blank occurs. A object describing the result of the operation. Releases ownership of an output. Takes ownership of an output. The device interface. If true, ownership is exclusive. A object describing the result of the operation. Copies the display surface content to the specified destination surface. The destination surface. A object describing the result of the operation. Changes the current display surface to the specified surface. The new display surface. A object describing the result of the operation. Sets gamma control information. The gamma control information. A object describing the result of the operation. Gets the display mode that best matches the requested mode. The device interface. If this parameter is null, only modes whose format matches the specified mode will be returned; otherwise, only those formats that are supported for scan-out by the device are returned. The description of the display mode to match. Receives the best-matching display mode. A object describing the result of the operation. Gets a list of display modes matching certain specifications. The display mode color format. Flags indicating how the display mode scanline order and scaling. A list of matching display mode descriptions. The list is null if an error occured. Gets a description of the output's gamma-control capabilities. Gets statistics about recently rendered frames. Gets the output's description. Represents the output of an adapter (such as a monitor). IDXGIOutput Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets the list of curve control point positions. Gets a value indicating the minimum range of the curve control point positions. Gets a value indicating the maximum range of the curve control point positions. Gets a value indicating whether gamma scale and offset transformation are supported. Describes gamma control capabilities. DXGI_GAMMA_CONTROL_CAPABILITIES Gets the list of RGB control points defining the gamma curve. Gets or sets an offset applied to gamma RGB values. Gets or sets a scaling factor applied to gamma RGB values. Initializes a new instance of the class. Describes gamma control settings. DXGI_GAMMA_CONTROL Determines whether the specified object instances are considered equal. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the structure. The red component of the color. The green component of the color. The blue component of the color. Gets or sets the color's blue component. Gets or sets the color's green component. Gets or sets the color's red component. A three-component (RGB) color value; each component is a float in the range [0,1]. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Reserved. Always returns 0. Gets a value equivalent to that returned by the unmanaged function QueryPerformanceCounter. Gets the number of times a vertical blank has occured. Gets the number of times a vertical blank has occured. Gets the number of times an image has been presented to an output. Provides basic rendering statistics. All counts are relative to machine boot. DXGI_FRAME_STATISTICS Initializes a new instance of the class. The result code that caused this exception. Initializes a new instance of the class. The message describing the exception. The exception that caused this exception. Initializes a new instance of the class. The message describing the exception. Initializes a new instance of the class. Represents errors that occur in the DXGI subsystem. Gets the shader function stream. Gets the device associated with the shader. The maximum level of nesting of static flow control instructions. The maximum level of nesting of static flow control instructions. The minimum number of temporary registers supported. The maximum number of temporary registers supported. The minimum level of nesting of dynamic flow control instructions. The maximum level of nesting of dynamic flow control instructions. Releases all resources used by the . Initializes a new instance of the class. The device used to create the shader. The shader function stream. Represents a vertex shader. IDirect3DVertexShader9 Gets the shader function stream. Gets the device associated with the shader. The minimum number of instructions slots supported. The maximum number of instruction slots supported. The minimum level of nesting of static flow control instructions. The maximum level of nesting of static flow control instructions. The minimum number of temporary registers supported. The maximum number of temporary registers supported. The minimum level of nesting of dynamic flow control instructions. The maximum level of nesting of dynamic flow control instructions. Releases all resources used by the . Initializes a new instance of the class. The device used to create the shader. The shader function stream. Represents a pixel shader. IDirect3DPixelShader9 Gets the version of the shader. Gets the shader constant table. Gets the raw shader function stream. Gets the sampler names references in the shader. The set of referenced sampler names. Gets the set of semantics for shader outputs. The set of semantics for shader outputs. Gets the set of semantics for shader inputs. The set of semantics for shader inputs. Searches through the shader for the specified comment. A FOURCC code used to identify the comment. The comment data. Disassembles the shader bytecode. The disassembled shader. Disassembles the shader bytecode. Determines whether the disassembly should be color coded for easier reading. The disassembled shader. Disassembles the shader bytecode. Determines whether the disassembly should be color coded for easier reading. A shader comment string. The disassembled shader. Converts a shader version number into a managed object. The shader version number. The parsed shader version information. Extracts the minor version component of a shader version number. The shader version number. The minor version component. Extracts the major version component of a shader version number. The shader version number. The major version component. Preprocesses a shader file without performing compilation. Name of the shader source file. A object representing the raw shader stream. Preprocesses a shader file without performing compilation. Name of the shader source file. Macro definitions. An interface to use for handling #include directives. A object representing the raw shader stream. Preprocesses a shader file without performing compilation. Name of the shader source file. Macro definitions. An interface to use for handling #include directives. When the method completes, contains any compilation errors and warnings. A object representing the raw shader stream. Preprocesses a shader without performing compilation. The source shader data. A object representing the raw shader stream. Preprocesses a shader without performing compilation. The source shader data. Macro definitions. An interface to use for handling #include directives. A object representing the raw shader stream. Preprocesses a shader without performing compilation. The source shader data. Macro definitions. An interface to use for handling #include directives. When the method completes, contains any compilation errors and warnings. A object representing the raw shader stream. Preprocesses a shader without performing compilation. The source shader data. A object representing the raw shader stream. Preprocesses a shader without performing compilation. The source shader data. Macro definitions. An interface to use for handling #include directives. A object representing the raw shader stream. Preprocesses a shader without performing compilation. The source shader data. Macro definitions. An interface to use for handling #include directives. When the method completes, contains any compilation errors and warnings. A object representing the raw shader stream. Compiles a shader from file. Name of the shader source file. The name of the shader entry point. The shader profile that determines the shader instruction set. Compilation options. A object representing the raw shader stream. Compiles a shader from file. Name of the shader source file. Macro definitions. An interface to use for handling #include directives. The name of the shader entry point. The shader profile that determines the shader instruction set. Compilation options. A object representing the raw shader stream. Compiles a shader from file. Name of the shader source file. Macro definitions. An interface to use for handling #include directives. The name of the shader entry point. The shader profile that determines the shader instruction set. Compilation options. When the method completes, contains any compilation errors and warnings. A object representing the raw shader stream. Compiles a shader from the given source data. The source shader data. The name of the shader entry point. The shader profile that determines the shader instruction set. Compilation options. A object representing the raw shader stream. Compiles a shader from the given source data. The source shader data. Macro definitions. An interface to use for handling #include directives. The name of the shader entry point. The shader profile that determines the shader instruction set. Compilation options. A object representing the raw shader stream. Compiles a shader from the given source data. The source shader data. Macro definitions. An interface to use for handling #include directives. The name of the shader entry point. The shader profile that determines the shader instruction set. Compilation options. When the method completes, contains any compilation errors and warnings. A object representing the raw shader stream. Compiles a shader from the given source data. The source shader data. The name of the shader entry point. The shader profile that determines the shader instruction set. Compilation options. A object representing the raw shader stream. Compiles a shader from the given source data. The source shader data. Macro definitions. An interface to use for handling #include directives. The name of the shader entry point. The shader profile that determines the shader instruction set. Compilation options. A object representing the raw shader stream. Compiles a shader from the given source data. The source shader data. Macro definitions. An interface to use for handling #include directives. The name of the shader entry point. The shader profile that determines the shader instruction set. Compilation options. When the method completes, contains any compilation errors and warnings. A object representing the raw shader stream. Assembles a shader from file. Name of the shader file. Compilation options. A object representing the raw shader stream. Assembles a shader from file. Name of the shader file. Macro definitions. An interface to use for handling #include directives. Compilation options. A object representing the raw shader stream. Assembles a shader from file. Name of the shader file. Macro definitions. An interface to use for handling #include directives. Compilation options. When the method completes, contains any compilation errors and warnings. A object representing the raw shader stream. Assembles a shader from the given source data. The source shader data. Compilation options. A object representing the raw shader stream. Assembles a shader from the given source data. The source shader data. Macro definitions. An interface to use for handling #include directives. Compilation options. A object representing the raw shader stream. Assembles a shader from the given source data. The source shader data. Macro definitions. An interface to use for handling #include directives. Compilation options. When the method completes, contains any compilation errors and warnings. A object representing the raw shader stream. Assembles a shader from the given source data. The source shader data. Compilation options. A object representing the raw shader stream. Assembles a shader from the given source data. The source shader data. Macro definitions. An interface to use for handling #include directives. Compilation options. A object representing the raw shader stream. Assembles a shader from the given source data. The source shader data. Macro definitions. An interface to use for handling #include directives. Compilation options. When the method completes, contains any compilation errors and warnings. A object representing the raw shader stream. Releases all resources used by the . Represents a raw shader function stream. ID3DXBuffer Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Options that modify how the usage is interpreted. Options that identify how the parameter will be used. Describes the semantics of a shader parameter. D3DXSEMANTIC Gets the properties of the sound that the active variation references. Gets the properties of the currently active variation. The properties of the sound variation that is currently active in a cue instance. XACT_SOUND_VARIATION_PROPERTIES Gets an array of tracks contained in this sound. Gets the current volume of the sound. Gets the current pitch of the sound. Gets the priority that is assigned to this sound. Gets the category that this sound belongs to. The properties for a sound that is referenced by the active variation. XACT_SOUND_PROPERTIES Gets the current loop count on the track. Gets the index of the currently active wave variation. Gets the number of channels that are required to play the track. Gets the number of wave variations in the track. Gets the duration of the track in milliseconds. The properties of a track in an active sound variation in a cue instance. XACT_TRACK_PROPERTIES Gets a value that indicates if the variation should linger. Gets the upper bound of the interactive variable that controls the variation. Gets the lower bound of the interactive variable that controls the variation. Gets the weight that is assigned to the variation. For non-interactive variations only. Gets the index of the variation in the parent variation list. The properties for the variation that is currently active in a cue instance. XACT_VARIATION_PROPERTIES Number of texture writes in a compute shader. Number of interlocked instructions in a compute shader. Number of barrier instructions in a compute shader. The tessellator domain. The tessellator partitioning mode. The tessellator output-primitive type. Number of control points in the hull shader and domain shader. Number of geometry shader instances. Number of parameters in the patch-constant signature. The geometry shader/hull shader input primitive. Geometry shader maximum output vertex count. The output topology of the geometry shader. Number of emit instructions used. Number of cut instructions used. Number of array instructions used. Number of macro instructions used. Number of dynamic flow control instructions used. Number of static flow control instructions used. Number of unsigned integer arithmetic instructions used. Number of signed integer arithmetic instructions used. Number of floating point arithmetic instructions used. Number of texture gradient instructions. Number of texture bias instructions. Number of texture comparison instructions. Number of texture load instructions. Number of non-categorized texture instructions. Number of declarations (input + output). Number of constant defines. Number of temporary arrays used. The number of temporary registers in the compiled shader. The number of intermediate-language instructions in the compiled shader. The number of parameters in the output signature. The number of parameters in the input signature. The number of resource (textures and buffers) bound to a shader. The number of shader-constant buffers. Shader compilation/parse flags. The name of the originator of the shader. Shader version type. Provides a description for a shader. D3D11_SHADER_DESC Gets a description of the buffer. Unlocks previously locked data. A object describing the result of the operation. Locks the buffer and obtains a pointer to the memory. Offset into the vertex data to lock, in bytes. Size of the vertex data to lock, in bytes. Locking flags. A containing the vertex data. Initializes a new instance of the class. The device that will be used to create the buffer. Size of the buffer, in bytes. The requested usage of the buffer. The vertex format of the vertices in the buffer. If set to .None, the buffer will be a non-FVF buffer. The memory class into which the resource will be placed. The variable that will receive the shared handle for this resource. This method is only available in Direct3D9 Ex. Initializes a new instance of the class. The device that will be used to create the buffer. Size of the buffer, in bytes. The requested usage of the buffer. The vertex format of the vertices in the buffer. If set to .None, the buffer will be a non-FVF buffer. The memory class into which the resource will be placed. Represents a buffer of vertex data. IDirect3DVertexBuffer9 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The vertex format of the vertices in the buffer. The size of the buffer data, in bytes. The memory class allocated for the buffer. The intended usage of the resource. Identifies the resource as a vertex buffer. Surface format of the vertex data. Describes a vertex buffer. D3DVERTEXBUFFER_DESC Gets a description of the buffer. Unlocks previously locked data. A object describing the result of the operation. Locks the buffer and obtains a pointer to the memory. Offset into the index data to lock, in bytes. Size of the index data to lock, in bytes. Locking flags. A containing the index data. Initializes a new instance of the class. The device that will be used to create the buffer. Size of the buffer, in bytes. The requested usage of the buffer. The memory class into which the resource will be placed. true to create a buffer of 16-bit indices; false to create a buffer of 32-bit indices. The variable that will receive the shared handle for this resource. This method is only available in Direct3D9 Ex. Initializes a new instance of the class. The device that will be used to create the buffer. Size of the buffer, in bytes. The requested usage of the buffer. The memory class into which the resource will be placed. true to create a buffer of 16-bit indices; false to create a buffer of 32-bit indices. Represents a buffer of index data. IDirect3DIndexBuffer9 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The size of the buffer data, in bytes. The memory class allocated for the buffer. The intended usage of the resource. Identifies the resource as an index buffer. Surface format of the index data. Describes an index buffer. D3DINDEXBUFFER_DESC Retrieves the specified surface level. Identifies the level whose surface is to be retrieved. The surface of the specified level. Retrieves a level description of a texture resource. Identifies the level whose description is to be retrieved. The surface description of the specified level. Marks the entire texture as dirty. A object describing the result of the operation. Adds a dirty region to a texture resource. A rectangle specifying the dirty region to add. A object describing the result of the operation. Unlocks a previously locked region of a texture. The level of the texture to unlock. A object describing the result of the operation. Locks a rectangle on a texture resource. The level of the texture to lock. The region on the texture to lock. Locking flags. A describing the locked region. Locks a texture resource. The level of the texture to lock. Locking flags. A describing the locked region. Uses a compiled HLSL shader function to fill each texel of each mip level of a given texture. A texture shader object that is used to fill the texture. A object describing the result of the operation. Uses a user-provided function to fill each texel of each mip level of a given texture. A function that is used to fill the texture. A object describing the result of the operation. Converts a height map into a normal map. The destination texture. The source height map texture. Flags the control the generation of normal maps. Flags specifying the source of height information. Constant multiplier that increases or decreases values in the map. Higher values make bumps more visible, while lower values make them less visible. A object describing the result of the operation. Converts a height map into a normal map. The destination texture. The source height map texture. The texture palette. Flags the control the generation of normal maps. Flags specifying the source of height information. Constant multiplier that increases or decreases values in the map. Higher values make bumps more visible, while lower values make them less visible. A object describing the result of the operation. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. The created texture object. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. The requested usage for the texture. The memory class into which the texture should be placed. The created texture object. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. Width of the texture, in pixels. Height of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. The created texture object. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. Width of the texture, in pixels. Height of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. The created texture object. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. Width of the texture, in pixels. Height of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. When the method completes, contains the texture palette. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The requested usage for the texture. The memory class into which the texture should be placed. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. Width of the texture, in pixels. Height of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The size of the data, in bytes. Width of the texture, in pixels. Height of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The size of the data, in bytes. Width of the texture, in pixels. Height of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The size of the data, in bytes. Width of the texture, in pixels. Height of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. When the method completes, contains the texture palette. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. The requested usage for the texture. The memory class into which the texture should be placed. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. Width of the texture, in pixels. Height of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. Width of the texture, in pixels. Height of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. Width of the texture, in pixels. Height of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. When the method completes, contains the texture palette. The created texture object. Checks texture-creation parameters. Device associated with the texture. Requested width of the texture. Requested height of the texture. Requested number of mipmap levels for the texture. The requested usage for the texture. Requested format for the texture. Memory class where the resource will be placed. A value type containing the proposed values to pass to the texture creation functions. Releases all resources used by the . Initializes a new instance of the class, setting it as a shared resource. The device used to create the texture. The width of the texture, in pixels. The height of the texture, in pixels. Number of mipmap levels in the texture. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. The variable that will receive the shared handle for this resource. This method is only available in Direct3D9 Ex. Initializes a new instance of the class. The device used to create the texture. The width of the texture, in pixels. The height of the texture, in pixels. Number of mipmap levels in the texture. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Represents a two dimensional texture resource. IDirect3DTexture9 Retrieves the specified volume level. Identifies the level whose surface is to be retrieved. The volume of the specified level. Retrieves a level description of a texture resource. Identifies the level whose description is to be retrieved. The surface description of the specified level. Marks the entire texture as dirty. A object describing the result of the operation. Adds a dirty region to a texture resource. A box specifying the dirty region to add. A object describing the result of the operation. Unlocks a previously locked region of a texture. The level of the texture to unlock. A object describing the result of the operation. Locks a section of a texture resource. The level of the texture to lock. The region on the texture to lock. Locking flags. A describing the locked region. Locks a texture resource. The level of the texture to lock. Locking flags. A describing the locked region. Uses a compiled HLSL shader function to fill each texel of each mip level of a given texture. A texture shader object that is used to fill the texture. A object describing the result of the operation. Uses a user-provided function to fill each texel of each mip level of a given texture. A function that is used to fill the texture. A object describing the result of the operation. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. The created texture object. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. The requested usage for the texture. The memory class into which the texture should be placed. The created texture object. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. Width of the texture, in pixels. Height of the texture, in pixels. Depth of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. The created texture object. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. Width of the texture, in pixels. Height of the texture, in pixels. Depth of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. The created texture object. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. Width of the texture, in pixels. Height of the texture, in pixels. Depth of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. When the method completes, contains the texture palette. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The requested usage for the texture. The memory class into which the texture should be placed. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. Width of the texture, in pixels. Height of the texture, in pixels. Depth of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The size of the data, in bytes. Width of the texture, in pixels. Height of the texture, in pixels. Depth of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The size of the data, in bytes. Width of the texture, in pixels. Height of the texture, in pixels. Depth of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The size of the data, in bytes. Width of the texture, in pixels. Height of the texture, in pixels. Depth of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. When the method completes, contains the texture palette. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. The requested usage for the texture. The memory class into which the texture should be placed. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. Width of the texture, in pixels. Height of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. Width of the texture, in pixels. Height of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. Width of the texture, in pixels. Height of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. When the method completes, contains the texture palette. The created texture object. Checks texture-creation parameters. Device associated with the texture. Requested width of the texture. Requested height of the texture. Requested depth of the texture. Requested number of mipmap levels for the texture. The requested usage for the texture. Requested format for the texture. Memory class where the resource will be placed. A value type containing the proposed values to pass to the texture creation functions. Releases all resources used by the . Initializes a new instance of the class. The device used to create the texture. The width of the texture, in pixels. The height of the texture, in pixels. The depth of the texture, in pixels. Number of mipmap levels in the texture. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. The variable that will receive the shared handle for this resource. This method is only available in Direct3D9 Ex. Initializes a new instance of the class. The device used to create the texture. The width of the texture, in pixels. The height of the texture, in pixels. The depth of the texture, in pixels. Number of mipmap levels in the texture. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Represents a three dimensional texture resource. IDirect3DVolumeTexture9 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The suggested mip level count. The suggested surface format. The suggested depth of the texture, in pixels. The suggested height of the texture, in pixels. The suggested width of the texture, in pixels. Contains suggested texture creation parameters for volume textures. None Retrieves the specified surface level. The cube map face to operate on. Identifies the level whose surface is to be retrieved. The surface of the specified level. Retrieves a level description of a texture resource. Identifies the level whose description is to be retrieved. The surface description of the specified level. Marks the entire texture face as dirty. The cube map face to operate on. A object describing the result of the operation. Adds a dirty region to a texture resource. The cube map face to operate on. A rectangle specifying the dirty region to add. A object describing the result of the operation. Unlocks a previously locked region of a texture. The cube map face to operate on. The level of the texture to unlock. A object describing the result of the operation. Locks a rectangle on a texture resource. The cube map face to operate on. The level of the texture to lock. The region on the texture to lock. Locking flags. A describing the locked region. Locks a texture resource. The cube map face to operate on. The level of the texture to lock. Locking flags. A describing the locked region. Uses a compiled HLSL shader function to fill each texel of each mip level of a given texture. A texture shader object that is used to fill the texture. A object describing the result of the operation. Uses a user-provided function to fill each texel of each mip level of a given texture. A function that is used to fill the texture. A object describing the result of the operation. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. The created texture object. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. The requested usage for the texture. The memory class into which the texture should be placed. The created texture object. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. Size of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. The created texture object. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. Size of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. The created texture object. Loads a texture from file. The device to be associated with the texture. The name of the file containing the image. Size of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. When the method completes, contains the texture palette. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The requested usage for the texture. The memory class into which the texture should be placed. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. Size of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The size of the data, in bytes. Size of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The size of the data, in bytes. Size of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. The created texture object. Creates a texture from a stream. The device to be associated with the texture. The stream containing the texture data. The size of the data, in bytes. Size of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. When the method completes, contains the texture palette. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. The requested usage for the texture. The memory class into which the texture should be placed. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. Size of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. Size of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. The created texture object. Creates a texture from a specified block of memory. The device to be associated with the texture. The memory block representing the texture. Size of the texture, in pixels. Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Combination of flags controlling how the image is filtered. Combination of flags controlling how the mipmaps are filtered. Color value in the image to replace with black, or 0 to disable the color key. When the method completes, contains additional information about the texture. When the method completes, contains the texture palette. The created texture object. Checks texture-creation parameters. Device associated with the texture. Requested size of the texture. Requested number of mipmap levels for the texture. The requested usage for the texture. Requested format for the texture. Memory class where the resource will be placed. A value type containing the proposed values to pass to the texture creation functions. Releases all resources used by the . Initializes a new instance of the class. The device used to create the texture. The length of each edge of the texture, in pixels. Number of mipmap levels in the texture. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. The variable that will receive the shared handle for this resource. This method is only available in Direct3D9 Ex. Initializes a new instance of the class. The device used to create the texture. The length of each edge of the texture, in pixels. Number of mipmap levels in the texture. If set to 0, mipmaps will automatically be generated. The requested usage for the texture. The surface format of the texture. The memory class into which the texture should be placed. Represents a cubic texture resource. IDirect3DCubeTexture9 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The suggested mip level count. The suggested surface format. The suggest height of the texture, in pixels. The suggested width of the texture, in pixels. Contains suggested texture creation parameters. None Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Retrieves information about an image from a stream. Stream containing the image. Information about the image. Retrieves information about an image from a stream. Stream containing the image. true to preserve the stream position; false will move the stream pointer. Information about the image. Retrieves information about an image from memory. A block of memory containing the image. Information about the image. Retrieves information about an image file. Name of the image file. Information about the image. The format of the image file. The type of the texture stored in the file. The original format of the image. Number of mip levels in the original image. Depth of the original image, in pixels. Height of the original image, in pixels. Width of the original image, in pixels. Contains the description of the contents of an image file. D3DXIMAGE_INFO Callback function used by 3D texture fill functions. Texture coordinate being sampled. Dimensions of the texel. The desired color of the specified texel. LPD3DXFILL3D Callback function used by 2D texture fill functions. Texture coordinate being sampled. Dimensions of the texel. The desired color of the specified texel. LPD3DXFILL2D Callback function used for animations. The track for which the callback is occuring. Application defined data. Gets the raw shader stream. Gets the raw stream of constant data. Gets the constant table description. Resets constant values to those defined in the shader. A object describing the result of the operation. Sets an array of effect parameter values. The effect parameter. The parameter values. A object describing the result of the operation. Sets an effect parameter value. The effect parameter. The parameter value. A object describing the result of the operation. Sets an array of effect parameter values. The effect parameter. The parameter values. A object describing the result of the operation. Sets an effect parameter value. The effect parameter. The parameter value. A object describing the result of the operation. Sets an array of effect parameter values. The effect parameter. The parameter values. A object describing the result of the operation. Sets an effect parameter value. The effect parameter. The parameter value. A object describing the result of the operation. Sets an array of effect parameter values. The effect parameter. The parameter values. A object describing the result of the operation. Sets an effect parameter value. The effect parameter. The parameter value. A object describing the result of the operation. Sets an array of effect parameter values. The effect parameter. The parameter values. A object describing the result of the operation. Sets an effect parameter value. The effect parameter. The parameter value. A object describing the result of the operation. Sets an array of effect parameter values. The effect parameter. The parameter values. A object describing the result of the operation. Sets an effect parameter value. The effect parameter. The parameter value. A object describing the result of the operation. Sets an array of effect parameter values. The effect parameter. The parameter values. A object describing the result of the operation. Sets an effect parameter value. The effect parameter. The parameter value. A object describing the result of the operation. Gets a list of descriptions for an array constant. The array handle. The list of constant descriptions. Gets a description for a constant. The constant handle. The description of the constant. Gets a constant from the constant table. The array handle. The index of the constant. A handle to the constant data. Gets a constant by looking up its name. The parent handle. The name of the constant. A handle to the constant data. Gets a constant by looking up its index. The parent handle. The index of the constant. A handle to the constant data. Initializes a new instance of the class. A stream of compiled shader data. Represents a compiled shader designed to fill textures with image data. ID3DXTextureShader Sets the value of a parameter using the specified data. The array parameter whose value is to be set. The array of new values for the array parameter. A object describing the result of the operation. Sets the value of a parameter using the specified data. The parameter whose value is to be set. The new value for the parameter. A object describing the result of the operation. Used to access the constant table. This table contains the variables that are used by high-level language shaders and effects. ID3DXConstantTable A description of a constant in a constant table. D3DXCONSTANT_DESC A description of the constant table. D3DXCONSTANTTABLE_DESC Gets the pool of shared effect parameters. Gets the device associated with the effect. Gets or sets the effect state manager. Gets or sets the currently active technique. Disassembles the effect. true to enable color coding to make the disassembly easier to read, false to disable color coding. A that contains the disassembled effect. Sets a contiguous range of shader constants. Handle to the value to set. The data used to set the handle. The starting offset into the data, in bytes. The number of bytes of data to set. A object describing the result of the operation. Ccalled when the Direct3D device has been reset. A object describing the result of the operation. Called when the Direct3D device has been lost. A object describing the result of the operation. Validates a technique. Handle of the technique. true if the technique is valid; otherwise, false. Searches for the next valid technique. The starting point for the search. The next valid technique. Propagates state changes that occur inside of an active pass to the device before rendering. A object describing the result of the operation. Determines whether a parameter is used by a technique. Handle of the parameter. Handle of the technique. true if the parameter is used by the technique; otherwise, false. Deletes a stored parameter state block. Handle to the parameter block. A object describing the result of the operation. Applies a parameter state block to the effect. Handle to the parameter block. A object describing the result of the operation. Stops capturing state changes. A handle to the parameter state block. Starts capturing state changes in a parameter block. A object describing the result of the operation. Ends the current effect pass. A object describing the result of the operation. Begins an effect pass. Index of the pass to start. A object describing the result of the operation. Ends the active rendering technique. A object describing the result of the operation. Starts an active technique. The number of passes required to complete the technique. Starts an active technique. Rendering flags. The number of passes required to complete the technique. Creates a copy of the effect. The device associated with the effect. The cloned effect. Creates an effect from a file. The device used to create the effect. The name of the source file containing the effect data. A set of flags describing effect creation options. The created effect object. Creates an effect from a file. The device used to create the effect. The name of the source file containing the effect data. A set of preprocessor definitions. An include file handler. A set of constants that will be ignored by the effect system. A set of flags describing effect creation options. The created effect object. Creates an effect from a file. The device used to create the effect. The name of the source file containing the effect data. A set of preprocessor definitions. An include file handler. A set of constants that will be ignored by the effect system. A set of flags describing effect creation options. The pool used for shared effect parameters. The created effect object. Creates an effect from a file. The device used to create the effect. The name of the source file containing the effect data. A set of preprocessor definitions. An include file handler. A set of constants that will be ignored by the effect system. A set of flags describing effect creation options. The pool used for shared effect parameters. When the method completes, contains compilation errors and warnings. The created effect object. Creates an effect from a string. The device used to create the effect. A string containing the effect data. A set of flags describing effect creation options. The created effect object. Creates an effect from a string. The device used to create the effect. A string containing the effect data. A set of preprocessor definitions. An include file handler. A set of constants that will be ignored by the effect system. A set of flags describing effect creation options. The created effect object. Creates an effect from a string. The device used to create the effect. A string containing the effect data. A set of preprocessor definitions. An include file handler. A set of constants that will be ignored by the effect system. A set of flags describing effect creation options. The pool used for shared effect parameters. The created effect object. Creates an effect from a string. The device used to create the effect. A string containing the effect data. A set of preprocessor definitions. An include file handler. A set of constants that will be ignored by the effect system. A set of flags describing effect creation options. The pool used for shared effect parameters. When the method completes, contains compilation errors and warnings. The created effect object. Creates an effect from a stream. The device used to create the effect. A stream containing the effect data. A set of flags describing effect creation options. The created effect object. Creates an effect from a stream. The device used to create the effect. A stream containing the effect data. A set of preprocessor definitions. An include file handler. A set of constants that will be ignored by the effect system. A set of flags describing effect creation options. The created effect object. Creates an effect from a stream. The device used to create the effect. A stream containing the effect data. A set of preprocessor definitions. An include file handler. A set of constants that will be ignored by the effect system. A set of flags describing effect creation options. The pool used for shared effect parameters. The created effect object. Creates an effect from a stream. The device used to create the effect. A stream containing the effect data. A set of preprocessor definitions. An include file handler. A set of constants that will be ignored by the effect system. A set of flags describing effect creation options. The pool used for shared effect parameters. When the method completes, contains compilation errors and warnings. The created effect object. Creates an effect from a block of memory. The device used to create the effect. A block of memory containing the effect data. A set of flags describing effect creation options. The created effect object. Creates an effect from a block of memory. The device used to create the effect. A block of memory containing the effect data. A set of preprocessor definitions. An include file handler. A set of constants that will be ignored by the effect system. A set of flags describing effect creation options. The created effect object. Creates an effect from a block of memory. The device used to create the effect. A block of memory containing the effect data. A set of preprocessor definitions. An include file handler. A set of constants that will be ignored by the effect system. A set of flags describing effect creation options. The pool used for shared effect parameters. The created effect object. Creates an effect from a block of memory. The device used to create the effect. A block of memory containing the effect data. A set of preprocessor definitions. An include file handler. A set of constants that will be ignored by the effect system. A set of flags describing effect creation options. The pool used for shared effect parameters. When the method completes, contains compilation errors and warnings. The created effect object. Releases all resources used by the . Represents a Direct3D rendering effect. ID3DXEffect Applications use pools for parameters that are shared across effects. ID3DXEffectPool Closes a shader #include file. The previously opened include stream. Opens and reads the contents of a shader #include file. Flags specifying the type of the include file. Name of the include file to open. The parent include file. When the method completes, contains a stream pointing to the include file. Specifies an interface for handling #include directives. ID3DXInclude Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The definition of the preprocessor symbol. The name of the preprocessor symbol. Describes preprocessor definitions used by an effect object. D3DXMACRO Should be called when the Direct3D device has been reset. A object describing the result of the operation. Should be called when the Direct3D device has been lost. A object describing the result of the operation. Interface for classes which can respond to device lost and reset events. Gets the effect description. Gets a vertex shader from the effect. The effect parameter identifying the shader. The requested vertex shader. Gets a pixel shader from the effect. The effect parameter identifying the shader. The requested pixel shader. Sets the value of a parameter using the specified data. The parameter whose value is to be set. The new value for the parameter. A object describing the result of the operation. Gets the value of the specified parameter as a string. Handle of the parameter. The string value of the parameter. Sets the value of a parameter using the specified data. The parameter whose value is to be set. The new value for the parameter. A object describing the result of the operation. Gets the value of the specified parameter as a texture. Handle of the parameter. The texture value of the parameter. Sets the value of a parameter using the specified data. The array parameter whose value is to be set. The array of new values for the array parameter. A object describing the result of the operation. Sets the value of a parameter using the specified data. The parameter whose value is to be set. The new value for the parameter. A object describing the result of the operation. Gets the value of the specified parameter. Handle of the parameter. The value of the parameter. Gets the value of the specified parameter. Handle of the parameter. The value of the parameter. Gets the description of a pass. Handle to the pass. The pass description. Gets the handle of a pass. Handle of the parent technique. Name of the pass. The handle of the pass. Gets the handle of a pass. Handle of the parent technique. Pass index. The handle of the pass. Gets a technique description. Handle to the technique. The technique description. Gets the handle of a technique. Name of the technique. The handle of the technique. Gets the handle of a technique. Technique index. The handle of the technique. Gets a function description. Handle to the function. The function description. Gets the handle of a function. Name of the function. The handle of the function. Gets the handle of a function. Function index. The handle of the function. Gets a parameter or annotation description. Handle of the parameter or annotation. The description of the specified parameter or annotation. Gets the handle of an array element parameter. Handle of the array. Array parameter index. The handle of the parameter. Gets the handle of a parameter by looking up its semantic. Handle of the parameter, or null for top-level parameters. The name of the semantic. The handle of the parameter. Gets the handle of a parameter. Handle of the parameter, or null for top-level parameters. Name of the parameter. The handle of the parameter. Gets the handle of a parameter. Handle of the parameter, or null for top-level parameters. Parameter index. The handle of the parameter. Gets the handle of an annotation. Handle of a technique, pass, or top-level parameter. Name of the annotation. The handle of the annotation. Gets the handle of an annotation. Handle of a technique, pass, or top-level parameter. Annotation index. The handle of the annotation. Initializes a new instance of the class. Provides methods for getting and setting effect parameters such as constants, functions, shaders, and techniques. ID3DXBaseEffect Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The size of the parameter, in bytes. Flags describing the attributes of the parameter. Number of structure members. Number of annotations applied to the parameter. Number of elements in the array. Number of columns in the array. Number of rows in the array. The parameter type. The parameter class. Semantic meaning of the parameter. Name of the parameter. Describes a parameter used by an effect. D3DXPARAMETER_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Pointer to the pixel shader function. Pointer to the vertex shader function. The number of annotations contained by the pass. The name of the pass. Describes a pass used by an effect. D3DXPASS_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The number of annotations contained by the technique. The number of passes in the technique. The name of the technique. Describes a technique used by an effect. D3DXTECHNIQUE_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The number of annotation contained by the function. The name of the function. Describes a function used by an effect. D3DXFUNCTION_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Number of functions in the effect. Number of techniques in the effect. Number of parameters in the effect. The name of the effect's creator. Describes an effect object. D3DXEFFECT_DESC A handle to an effect or an object inside an effect. D3DXHANDLE Applications use the methods of the Volume class to manipulate volume resources. IDirect3DVolume9 Describes a volume. D3DVOLUME_DESC Defines a volume. D3DBOX Returns a description of the surface. Unlocks a rectangle on the surface. A result code indicating whether the unlock was successful. Locks a rectangle on the surface. The area to lock. Combination of flags describing the type of lock to perform. Data describing the locked area. Locks a rectangle on the surface. Combination of flags describing the type of lock to perform. Data describing the locked area. . Loads a surface from memory. The destination surface that will receive the image. The array containing the surface data Combination of one or more flags controlling how the image is filtered. A color value to replace with transparent black, or 0 to disable colorkey. Pixel format of the source image. Surface pitch of the source image, in bytes. Specifies the dimensions of the source image. A result code indicating success or failure.. Loads a surface from memory. The destination surface that will receive the image. The array containing the surface data Combination of one or more flags controlling how the image is filtered. A color value to replace with transparent black, or 0 to disable colorkey. Pixel format of the source image. Surface pitch of the source image, in bytes. Specifies the dimensions of the source image. Specifies the destination rectangle to use. A result code indicating success or failure. Loads a surface from memory. The destination surface that will receive the image. The array containing the surface data Combination of one or more flags controlling how the image is filtered. A color value to replace with transparent black, or 0 to disable colorkey. Pixel format of the source image. Surface pitch of the source image, in bytes. Specifies the dimensions of the source image. The source image palette (256 colors). The destination palette (256 colors). A result code indicating success or failure. Loads a surface from memory. The destination surface that will receive the image. The array containing the surface data Combination of one or more flags controlling how the image is filtered. A color value to replace with transparent black, or 0 to disable colorkey. Pixel format of the source image. Surface pitch of the source image, in bytes. Specifies the dimensions of the source image. Specifies the destination rectangle to use. The source image palette (256 colors). The destination palette (256 colors). A result code indicating success or failure. Creates a depth stencil surface that can optionally be shared. The device to use when creating the surface. The width of the surface, in pixels. The height of the surface, in pixels. Describes the format to use. The multisample type of the buffer. The multisampling quality level. Whether or not the contents of the surface should be discarded after use. A newly created depth-stencil surface. IDirect3DDevice9::CreateDepthStencilSurface Creates an offscreen surface that can optionally be shared. The device to use when creating the surface. The width of the surface, in pixels. The height of the surface, in pixels. Describes the format to use. The memory pool to create the surface in. A newly created offscreen surface.. IDirect3DDevice9::CreateOffscreenPlainSurface Creates a render target surface that can optionally be shared. The device to use when creating the surface. The width of the render target surface, in pixels. The height of the render target surface, in pixels. The format to use for this render target. The multisample type of the buffer. The multisampling quality level. Specifies whether this surface should be lockable. A newly created render target surface. IDirect3DDevice9::CreateRenderTarget Creates a depth stencil surface. The device to use when creating the surface. The width of the surface, in pixels. The height of the surface, in pixels. Describes the format to use. The multisample type of the buffer. The multisampling quality level. Whether or not the contents of the surface should be discarded after use. A newly created depth-stencil surface. IDirect3DDevice9::CreateDepthStencilSurface Creates an offscreen surface. The device to use when creating the surface. The width of the surface, in pixels. The height of the surface, in pixels. Describes the format to use. The memory pool to create the surface in. A newly created offscreen surface.. IDirect3DDevice9::CreateOffscreenPlainSurface Creates a render target surface. The device to use when creating the surface. The width of the render target surface, in pixels. The height of the render target surface, in pixels. The format to use for this render target. The multisample type of the buffer. The multisampling quality level. Specifies whether this surface should be lockable. A newly created render target surface. IDirect3DDevice9::CreateRenderTarget Applications use the methods of the Surface class to query and prepare surfaces. IDirect3DSurface9 Describes a surface. D3DSURFACE_DESC Gets or sets the level of detail for the texture. Gets the number of texture levels in a multilevel texture. Gets or sets the filter used to automatically generate mipmaps. Saves a texture to a file. The texture containing the image to save. The name of the file to save to. The file format to use when saving. The texture palette. A object describing the result of the operation. Saves a texture to a file. The texture containing the image to save. The name of the file to save to. The file format to use when saving. A object describing the result of the operation. Saves a texture to a stream. The texture containing the image to save. The file format to use when saving. The texture palette. A containing the texture image. Saves a texture to a stream. The texture containing the image to save. The file format to use when saving. A containing the texture image. Generates mipmap sublevels. Filters mipmap levels of a texture. The mipmap level whose image is used to generate the subsequent levels. Set of filtering options for the mipmap. A object describing the result of the operation. Filters mipmap levels of a texture. The mipmap level whose image is used to generate the subsequent levels. Set of filtering options for the mipmap. The texture palette. A object describing the result of the operation. Releases all resources used by the . Initializes a new instance of the class. Represents a base class for all texture resources. IDirect3DBaseTexture9 Gets or sets a friendly debug name for the object. This name is used in debug messages as well as in the PIX object browser. Gets the type of the resource. Gets or sets the resource's priority. Gets the device associated with the resource. The resource has the maximum priority possible. The resource is scheduled with high priority. The resource is scheduled with normal priority. The resource is scheduled with low priority. The resource has the lowest priority possible. Preloads a managed resource. Initializes a new instance of the class. Represents a base class for all Direct3D resources. IDirect3DResource9 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The suggested mip level count. The suggested surface format. The suggested size of the texture, in pixels. Contains suggested texture creation parameters for cube textures. None The distance from the bottom-most visible DIP to its lower alignment edge. The distance from the right-most visible DIP to its right alignment edge. The distance from the top-most visible DIP to its top alignment edge. The distance from the left-most visible DIP to its left alignment edge. Indicates how much any visible DIPs (device independent pixels) overshoot each side of the layout or inline objects. Positive overhangs indicate that the visible area extends outside the layout box or inline object, while negative values mean there is whitespace inside. The returned values are unaffected by rendering transforms or pixel snapping. Additionally, they may not exactly match the final target's pixel bounds after applying grid fitting and hinting. Flag indicating whether the object is to be placed upright or alongside the text baseline for vertical text. Distance from the top of the object to the baseline where it is lined up with the adjacent text. If the baseline is at the bottom, baseline simply equals height. Height of the inline object as measured from top to bottom. Width of the inline object. Properties describing the geometric measurement of an application-defined inline object. Constructs a new exception object. The result code that caused this exception. Constructs a new exception object. The message describing the exception. The exception that caused this exception. Constructs a new exception object. The message describing the exception. Constructs a new exception object. Represents errors that occur in the DirectWrite subsystem. Unmaps the texture. The subresource to unmap. Maps the texture, providing CPU access to its contents. A zero-based index into an array of subtextures; 0 indicates the first, most detailed subtexture (or mipmap level). The zero-based index of the first texture to use (in an array of textures). The IO operations to enable on the CPU. Flags indicating how the CPU should respond when the GPU is busy. A data box containing the mapped data. This data stream is invalidated when the buffer is unmapped. Maps the texture, providing CPU access to its contents. A zero-based index into an array of subtextures; 0 indicates the first, most detailed subtexture (or mipmap level). The IO operations to enable on the CPU. Flags indicating how the CPU should respond when the GPU is busy. A data box containing the mapped data. This data stream is invalidated when the buffer is unmapped. Initializes a new instance of the class. The device to associate the texture with. The description of the texture. An array of initial texture data for each subresource. Initializes a new instance of the class. The device to associate the texture with. The description of the texture. The initial texture data. Initializes a new instance of the class. The device to associate the texture with. The description of the texture. Gets the texture description. Gets the containing the actual data bytes. Gets or sets the number of bytes of data between two consecutive (2D) slices of data. Gets or sets the number of bytes of data between two consecutive (1D) rows of data. Initializes a new instance of the class. The row pitch, in bytes. The slice pitch, in bytes. The data. A DataBox provides supporting information for a whose data is organized within three dimensions (a box). None Unmaps the texture. The subresource to unmap. Maps the texture, providing CPU access to its contents. A zero-based index into an array of subtextures; 0 indicates the first, most detailed subtexture (or mipmap level). The zero-based index of the first texture to use (in an array of textures). The IO operations to enable on the CPU. Flags indicating how the CPU should respond when the GPU is busy. A data rectangle containing the mapped data. This data stream is invalidated when the buffer is unmapped. Maps the texture, providing CPU access to its contents. A zero-based index into an array of subtextures; 0 indicates the first, most detailed subtexture (or mipmap level). The IO operations to enable on the CPU. Flags indicating how the CPU should respond when the GPU is busy. A data rectangle containing the mapped data. This data stream is invalidated when the buffer is unmapped. Initializes a new instance of the class. The device to associate the texture with. The description of the texture. An array of initial texture data for each subresource. Initializes a new instance of the class. The device to associate the texture with. The description of the texture. The initial texture data. Initializes a new instance of the class. The device to associate the texture with. The description of the texture. Gets the texture description. Gets the containing the actual data bytes. Gets or sets the number of bytes of data between two consecutive (1D) rows of data. Initializes a new instance of the class. The row pitch, in bytes. The data. A DataRectangle provides supporting information for a whose data is organized within two dimensions (a rectangle). None Unmaps the texture. The subresource to unmap. Maps the texture, providing CPU access to its contents. A zero-based index into an array of subtextures; 0 indicates the first, most detailed subtexture (or mipmap level). The zero-based index of the first texture to use (in an array of textures). The IO operations to enable on the CPU. Flags indicating how the CPU should respond when the GPU is busy. A data stream containing the mapped data. This data stream is invalidated when the buffer is unmapped. Maps the texture, providing CPU access to its contents. A zero-based index into an array of subtextures; 0 indicates the first, most detailed subtexture (or mipmap level). The IO operations to enable on the CPU. Flags indicating how the CPU should respond when the GPU is busy. A data stream containing the mapped data. This data stream is invalidated when the buffer is unmapped. Initializes a new instance of the class. The device to associate the texture with. The description of the texture. An array of initial texture data for each subresource. Initializes a new instance of the class. The device to associate the texture with. The description of the texture. The initial texture data. Initializes a new instance of the class. The device to associate the texture with. The description of the texture. Gets the texture description. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The filter used when resampling mipmap levels of the texture. The filter used when resampling the texture. The format of the loaded texture. Gets or sets the flags specifying miscellaneous resource options. Gets or sets the flags specifying how the CPU will be allowed to access the loaded texture. Gets or sets the flags specifying how the loaded texture is bound to the pipeline. Gets or sets the intended usage pattern of the loaded texture. Number of mipmap levels in the original image. The highest resolution mipmap level of the texture; if greater than zero, this mipmap level will be mapped to level 0 in the loaded texture. Depth of the original image, in pixels. Height of the original image, in pixels. Width of the original image, in pixels. Contains the description of the contents of an image file. Unmaps the buffer. Maps the buffer, providing CPU access to its contents. The IO operations to enable on the CPU. Flags indicating how the CPU should respond when the GPU is busy. A data stream containing the mapped data. This data stream is invalidated when the buffer is unmapped. Constructs a new Buffer object. The device to associate the buffer with. Initial data to fill the buffer with on creation. The size, in bytes, of the buffer. Identifies the usage pattern for the buffer. Specifies how the buffer will be bound to the pipeline. Specifies how the buffer will be accessible from the CPU. Specifies miscellaneous resource options. Constructs a new Buffer object. The device to associate the buffer with. The size, in bytes, of the buffer. Identifies the usage pattern for the buffer. Specifies how the buffer will be bound to the pipeline. Specifies how the buffer will be accessible from the CPU. Specifies miscellaneous resource options. Constructs a new Buffer object. The device to associate the buffer with. Initial data to fill the buffer with on creation. The description of the buffer. Constructs a new Buffer object. The device to associate the buffer with. The description of the buffer. Gets the buffer's description. A buffer resource. A buffer is a sequential collection of typed data elements, typically used to contain vertex, index or shader constant data. ID3D10Buffer Calculates a subresource index. The index of the desired mip slice. The index of the desired array slice. The total number of mip levels. The subresource index (equivalent to mipSlice + (arraySlice * mipLevels)). Gets the resource's dimension (type). Gets or sets the resource's eviction priority. Gets a swap chain back buffer. The type of the buffer. The swap chain to get the buffer from. The index of the desired buffer. The buffer interface, or null on failure. Returns a DXGI Surface for this resource. The buffer interface, or null on failure. A resource object. ID3D10Resource Contains system-defined identifiers for device objects. Gets the range of data returned from axis as suggested by the manufacturer. Gets the range of raw data returned from the object. Gets or sets the saturation zone of the object. Gets the lower range of values that the object can possibly report. Gets the upper range of values that the object can possibly report. Gets the granularity of the object. Gets or sets the dead zone for the object. Gets or sets an application-defined value associated with the object. Sets the object's data range. Contains properties that define object behavior. Specifies the device type of an object data format. DIDFT The object must be a type defined by the manufacturer. The object must be a toggle button. The object must be a push button. The object must be a Point-Of-View controller. The object must be a valid force-feedback effect trigger. The object must contain a force-feedback actuator. The object must be a toggle or push button. The object must be a relative axis. The object must be an absolute or relative axis. The object must be an absolute axis. Specifies other attributes of an object data format. The object must report velocity information. The object must report position information. The object must report force information. The object must report acceleration information. No extra flags specified. DIDOI Defines possible mouse object codes. The Z axis. The Y axis. The X axis. The eighth button. The seventh button. The sixth button. The fifth button. The fourth button. The third button. The second button. The first button. Defines possible keyboard key codes. The Japanese Yen key. The Web Stop key. The Web Search key. The Web Refresh key. The Web Home key. The Web Forwards key. The Web Favorites key. The Web Backwards key. The Wake key. The Volume Up key. The Volume Down key. The Up Arrow key. An unlabeled key. The Japanese Underline key. The Tab key. The Print Screen key. The Stop key. The Spacebar. The Sleep key. The slash key. The semicolon key. The Scroll Lock key. The right Windows key. The right Shift key. The right Alt key. The Right Arrow key. The Return/Enter key. The right Ctrl key. The right square bracket key. The Previous Track key. The Power key. The Play/Pause key. The period key. The Pause key. The Page Up key. The Page Down key. The British and German OEM102 key. The asterisk key on the NumberPad. The slash key on the NumberPad. The plus key on the NumberPad. The period key on the NumberPad. The minus key on the NumberPad. The equals key on the NumberPad. The Enter key on the NumberPad. The comma key on the NumberPad. The number 9 on the NumberPad. The number 8 on the NumberPad. The number 7 on the NumberPad. The number 6 on the NumberPad. The number 5 on the NumberPad. The number 4 on the NumberPad. The number 3 on the NumberPad. The number 2 on the NumberPad. The number 1 on the NumberPad. The number 0 on the NumberPad. The NumberLock key. The Japanese No Convert key. The Next Track key. The My Computer key. The Mute key. The minus key. The Media Stop key. The Media Select key. The Mail key. The left Windows key. The left Shift key. The left Alt key. The Left Arrow key. The left Ctrl key. The left square bracket key. The Japanese Kanji key. The Japanese Kana key. The Insert key. The Home key. The grav accent (`) key. The F15 key. The F14 key. The F13 key. The F12 key. The F11 key. The F10 key. The F9 key. The F8 key. The F7 key. The F6 key. The F5 key. The F4 key. The F3 key. The F2 key. The F1 key. The Escape key. The equals key. The End key. The Down Arrow key. The Delete key. The Japanese Convert key. The comma key. The colon key. The Caps Lock key. The calculator key. The back slash key. The Backspace. The Japanese Ax key. The Japanese At key. The Applications key. The apostrophe key. The AbntC2 key on Brazillian keyboards. The AbntC1 key on Brazillian keyboards. The letter Z. The letter Y. The letter X. The letter W. The letter V. The letter U. The letter T. The letter S. The letter R. The letter Q. The letter P. The letter O. The letter N. The letter M. The letter L. The letter K. The letter J. The letter I. The letter H. The letter G. The letter F. The letter E. The letter D. The letter C. The letter B. The letter A. The number 9. The number 8. The number 7. The number 6. The number 5. The number 4. The number 3. The number 2. The number 1. The number 0. Specifies the main type of a DirectInput device. DI8DEVTYPE A specialized device with functionality unsuitable for main control of an application, such as pedals with a wheel. A screen pointer device. A remote-control device. A mouse or mouse-like device. A keyboard or keyboard-like device. A generic joystick. A console game pad. Controller for a flight simulation. A device for steering. Input device used to control another type of device from within the context of the application. A device that does not fall into any other category. A first-person action game device. Specifies the flags that can be associated with a DirectInput device. DIDC The force-feedback system supports the start delay parameter for at least one effect. The force-feedback system supports the saturation of condition effects for at least one condition. The force-feedback system supports a maximum saturation for both positive and negative force output for at least one condition. The force-feedback system supports two coefficient values for conditions. At least one object on the device is polled, rather than interrupt driven. At least one object in the current data format is polled, rather than interrupt driven. The device is a placeholder. The device is a fictious device created by a device driver so that is can generate mouse and keyboard events. The force-feedback system supports the attack parameter for at least one effect. The force-feedback system supports the fade parameter for at least one effect. The device supports force-feedback. Specifies that the device's data is coming from a user mode device interface. The device supports deadband for at least one force-feedback condition. The device is physically attached to the user's computer. The device is a duplicate of another DirectInput device. DIEDFL The data format for a DirectInput device. Joystick data. Mouse data. Keyboard data. DI8DEVCLASS Specifies the axis mode for the device. DIPROPAXISMODE The axis works with relative data. The axis works with absolute data. Specifies other attributes of a data format. DIDF The axes are in relative mode. The axes are in absolute mode. Specifies the cooperative level for a DirectInput device. DISCL Disables the Windows logo key. Background operation of the device. Foreground operation of the device. Non exclusive access to the device. Exclusive access to the device. Represents errors that occur in the XInput subsystem. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Clones the instance and returns a new object containing the same values. A new object containing the same values as the current instance. Specifies possible speaker combinations for audio devices. A combination of speakers will be used that provides 7.1 surround sound output. A combination of speakers will be used that provides 5.1 surround sound output. A combination of speakers will be used that provides 7.1 sound output. A combination of speakers will be used that provides 5.1 sound output. A combination of speakers will be used that provides 4.1 sound output. A combination of speakers will be used that provides quadrophonic sound output. A combination of speakers will be used that provides surround sound output. A combination of speakers will be used that provides 2.1 sound output. Two or more speakers will be used. A single speaker will be used. All possible speakers will be used. A reserved speaker will be used. A top back right speaker will be used. A top back center speaker will be used. A top back left speaker will be used. A top front right speaker will be used. A top front center speaker will be used. A top front left speaker will be used. A top center speaker will be used. A right side speaker will be used. A left side speaker will be used. A back center speaker will be used. A front right-of-center speaker will be used. A front left-of-center speaker will be used. A back right speaker will be used. A back left speaker will be used. A low frequency speaker will be used. A front center speaker will be used. A front right speaker will be used. A front left speaker will be used. Represents possible usage page identifiers for human interface devices. Represents magnetic strip reading devices. Represents scale pages. Represents bar code scanners. Represents power page 3. Represents power page 2. Represents power page 1. Represents power page 0. Represents monitor page 3. Represents monitor page 2. Represents monitor page 1. Represents monitor page 0. Represents medical instruments. Represents alphanumeric displays. Represents Unicode devices. Represents physical interface devices. Represents digitizer controls. Represents consumer controls. Represents telephony controls. Represents ordinal controls. Represents button controls. Represents LED controls. Represents keyboard controls. Represents games controls. Represents sports controls. Represents virtual reality controls. Represents simulation controls. Represents generic desktop controls. Represents undefined devices. Represents possible usage identifiers for human interface devices. Represents a throttle for a simulation device. Represents a rudder for a simulation device. Represents programmable buttons for a telephony device. Represents a keypad telephony device. Represents a headset telephony device. Represents a handset telephony device. Represents message controls for a telephony device. Represents an answering machine telephony device. Represents a phone telephony device. Represents a generic indicator LED. Represents an amber LED. Represents a green LED. Represents a red LED. Represents an indicator color LED. Represents a fast-blink-off-time LED. Represents a fast-blink-on-time LED. Represents a slow-blink-off-time LED. Represents a slow-blink-on-time LED. Represents a flash-on-time LED. Represents an indicator off LED. Represents an indicator fast blink LED. Represents an indicator slow blink LED. Represents an indicator flash LED. Represents an indicator on LED. Represents a nmultimode indicator LED. Represents an in-use indicator LED. Represents a selected indicator LED. Represents an error LED. Represents a record LED. Represents a pause LED. Represents a play LED. Represents a fast forward LED. Represents a rewind LED. Represents a stop LED. Represents a reverse LED. Represents a forward LED. Represents a remote LED. Represents a paper jam LED. Represents a paper out LED. Represents a ready LED. Represents a busy LED. Represents an offline LED. Represents an onlineLED. Represents a camera off LED. Represents a camera on LED. Represents a standby LED. Represents a conference LED. Represents a call pickup LED. Represents a send calls LED. Represents a night mode LED. Represents a coverage LED. Represents a microphone LED. Represents a hold LED. Represents a headset LED. Represents a speaker LED. Represents a battery low LED. Represents a battery OK LED. Represents a battery operation LED. Represents a data mode LED. Represents a message waiting LED. Represents a ring LED. Represents an off-the-hook LED. Represents a recording format LED. Represents a CLV LED. Represents a CAV LED. Represents a spinning LED. Represents a direct sampling rate LED. Represents a stereo LED. Represents a repeat LED. Represents a surround field on LED. Represents a sound field on LED. Represents an equalizer enable LED. Represents a low cut filter LED. Represents a high cut filter LED. Represents a tone enable LED. Represents a mute LED. Represents a do not disturb LED. Represents a shift LED. Represents a power LED. Represents a kana LED. Represents a compose LED. Represents a scroll lock LED. Represents a number lock LED. Represents a number lock LED. Represents a keyboard that provides a print screen key. Represents a keyboard that provides a delete key. Represents a keyboard that provides an escape key. Represents a keyboard that provides a return key. Represents a keyboard that provides an F12 key. Represents a keyboard that provides an F1 key. Represents a keyboard that provides a caps lock key. Represents a keyboard that provides a number lock key. Represents a keyboard that provides a scroll lock key. Represents a keyboard that provides a right GUI key. Represents a keyboard that provides a right alt key. Represents a keyboard that provides a right shift key. Represents a keyboard that provides a right control key. Represents a keyboard that provides a left GUI key. Represents a keyboard that provides a left alt key. Represents a keyboard that provides a left shift key. Represents a keyboard that provides a left control key. Represents a generic keyboard device. Represents a generic keyboard device. Represents a device that provides keyboard alpha events. Represents a device that provides keyboard alpha events. Represents a device that provides keyboard undefined events. Represents a device that provides keyboard post fail events. Represents a device that provides keyboard rollover events. Represents a device that provides keyboard events. Represents a device that controls menu down. Represents a device that controls menu up. Represents a device that controls menu left. Represents a device that controls menu right. Represents a device that controls menu select. Represents a device that controls menu exit. Represents a device that controls system help menus. Represents a device that controls system application menus. Represents a device that controls system menus. Represents a device that controls system context menus. Represents a device that controls system wake. Represents a device that controls system sleep. Represents a device that controls system power. Represents a device that provides VNO controls. Represents a device that provides VBRZ controls. Represents a device that provides VBRY controls. Represents a device that provides VBRX controls. Represents a device that provides VZ controls. Represents a device that provides VY controls. Represents a device that provides VX controls. Represents a device that provides wakeup on motion support. Represents a device that maintains a byte count. Represents a device that maintains a counted buffer. Represents a device that provides a hat switch. Represents a wheel device. Represents a device that provides a dial. Represents a device that provides a slider. Represents a device that provides relative Z coordinates. Represents a device that provides relative Y coordinates. Represents a device that provides relative X coordinates. Represents a device that provides Z coordinates. Represents a device that provides Y coordinates. Represents a device that provides X coordinates. Represents a system control device. Represents a keypad device. Represents a keyboard device. Represents a gamepad device. Represents a joystick device. Represents a mouse device. Represents a pointer device. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets or sets flags for the voice send target. Gets or sets the voice send target. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Retrieves data from the GPU asychronously. Flags indicating how the data should be retrieved. The data. Retrieves data from the GPU asychronously. The data. Marks the end of a series of asynchronous commands. Marks the start of a series of asynchronous commands. Gets a value indicating whether or not data is available for consumption. Base class for objects that perform asynchronous GPU data access. ID3D10Asynchronous Minimize the amount of memory required for an effect by stripping effect metadata. A object describing the result of the operation. Creates a copy of the effect interface. Indicates whether to ignore all "single" qualifiers on cbuffers. All cbuffers will have their own buffers created in the cloned effect. The cloned effect. Creates a copy of the effect interface. The cloned effect. Get a variable by semantic. The semantic of the variable to retrieve. The variable with the given semantic. Get a variable by name. The name of the variable to retrieve. The variable with the given name. Get a variable by index. The zero-based index of the variable to retrieve. The variable at the specified index. Get an effect group by name. The name of the effect group to retrieve. The effect group with the given name. Get an effect group by index. The zero-based index of the effect group to retrieve. The effect group at the specified index. Get a technique by name. The name of the technique to retrieve. The technique with the given name. Get a technique by index. The zero-based index of the technique to retrieve. The technique at the specified index. Get a constant buffer by name. The name of the constant buffer to retrieve. The constant buffer with the given name. Get a constant buffer by index. The zero-based index of the constant buffer to retrieve. The constant buffer at the specified index. Gets a class linkage interface for the effect. Gets the device used to create the effect. Indicates whether the effect contains valid syntax. Indicates whether the effect reflection metadata has been removed from memory. Gets the effect's description. Initializes a new instance of the class. The device used to create the effect. The compiled effect source. Manages a set of state objects, resources and shaders for implementing a rendering effect. ID3DX11Effect Gets the effect group's description. Indicates whether the effect group represents a valid interface. Get a technique by name. The name of the technique to retrieve. The technique with the given name. Get a technique by index. The zero-based index of the technique to retrieve. The technique at the specified index. Get an annotation by name. The name of the annotation to retrieve. The annotation with the given name. Get an annotation by index. The zero-based index of the annotation to retrieve. The annotation at the specified index. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents an effect group. ID3DX11EffectGroup Generate a mask for state changes during the technique. The created state block mask. Get a pass by name. The name of the pass to retrieve. The pass with the given name. Get a pass by index. The zero-based index of the pass to retrieve. The pass at the specified index. Get an annotation by name. The name of the annotation to retrieve. The annotation with the given name. Get an annotation by index. The zero-based index of the annotation to retrieve. The annotation at the specified index. Initializes a new instance of the class. A pointer to the unmanaged interface. Indicates whether the technique represents a valid interface. Gets the effect techniques's description. Represents an effect technique, which is a collection of rendering passes. ID3DX11EffectTechnique Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Number of groups in this effect. Number of techniques in this effect. Number of global interfaces in this effect. Number of global variables in this effect. Number of constant buffers in this effect. Provides a description for effect objects. D3DX11_EFFECT_DESC Reverts a previously set texture buffer. A object describing the result of the operation. Reverts a previously set constant buffer. A object describing the result of the operation. Gets or sets the texture buffer represented by this interface. Gets or sets the constant buffer represented by this interface. Initializes a new instance of the class. A pointer to the unmanaged interface. Represents a constant buffer or texture buffer inside an effect. ID3DX11EffectConstantBuffer Gets the value of the variable in raw bytes. The number of bytes to retrieve. The raw data representing the value of the variable. Sets the value of the variable using raw bytes. The number of bytes to set. A object describing the result of the operation. Gets information about the variable type. A type descriptor containing information about the variable type. Reinterprets the effect variable as a more specialized vector variable. The specialized effect variable. Reinterprets the effect variable as a more specialized unordered access view variable. The specialized effect variable. Reinterprets the effect variable as a more specialized string variable. The specialized effect variable. Reinterprets the effect variable as a more specialized shader variable. The specialized effect variable. Reinterprets the effect variable as a more specialized scalar variable. The specialized effect variable. Reinterprets the effect variable as a more specialized shader resource variable. The specialized effect variable. Reinterprets the effect variable as a more specialized sampler state variable. The specialized effect variable. Reinterprets the effect variable as a more specialized render target view variable. The specialized effect variable. Reinterprets the effect variable as a more specialized rasterizer-state variable. The specialized effect variable. Reinterprets the effect variable as a more specialized matrix variable. The specialized effect variable. Reinterprets the effect variable as a more specialized interface variable. The specialized effect variable. Reinterprets the effect variable as a more specialized depth-stencil view variable. The specialized effect variable. Reinterprets the effect variable as a more specialized depth-stencil-state variable. The specialized effect variable. Reinterprets the effect variable as a more specialized constant buffer variable. The specialized effect variable. Reinterprets the effect variable as a more specialized class instance variable. The specialized effect variable. Reinterprets the effect variable as a more specialized blend-state variable. The specialized effect variable. Get a structure member by semantic. The semantic of the structure member to retrieve. The structure member with the given semantic. Get a structure member by name. The name of the structure member to retrieve. The structure member with the given name. Get a structure member by index. The zero-based index of the structure member to retrieve. The structure member at the specified index. Gets an element of an array variable. The zero-based index of the element to retrieve. The element at the specified index in the array. Get an annotation by name. The name of the annotation to retrieve. The annotation with the given name. Get an annotation by index. The zero-based index of the annotation to retrieve. The annotation at the specified index. Gets the parent constant buffer for this variable. Indicates whether the data type matches the data stored after casting to a specific interface. Gets the effect variable's description. Initializes a new instance of the class. A pointer to the unmanaged interface. Defines a base class for all effect variables. ID3DX11EffectVariable Gets the class-instance object that represents the specified HLSL class. The name of a class for which to get the class instance. The index of the class instance. The specified class instance. Initializes a new instance of the class. The device used to create the class linkage object. Encapsulates HLSL dynamic class linkage. ID3D11ClassLinkage This overload has been deprecated. Use one of the alternatives that does not take both an adapter and a driver type. This overload has been deprecated. Use one of the alternatives that does not take both an adapter and a driver type. Initializes a new instance of the class along with a new used for rendering. The type of device to create. A list of runtime layers to enable. A list of feature levels which determine the order of feature levels to attempt to create. Details used to create the swap chain. When the method completes, contains the created device instance. When the method completes, contains the created swap chain instance. A object describing the result of the operation. Initializes a new instance of the class along with a new used for rendering. The type of device to create. A list of runtime layers to enable. Details used to create the swap chain. When the method completes, contains the created device instance. When the method completes, contains the created swap chain instance. A object describing the result of the operation. Initializes a new instance of the class along with a new used for rendering. The video adapter on which the device should be created. A list of runtime layers to enable. A list of feature levels which determine the order of feature levels to attempt to create. Details used to create the swap chain. When the method completes, contains the created device instance. When the method completes, contains the created swap chain instance. A object describing the result of the operation. Initializes a new instance of the class along with a new used for rendering. The video adapter on which the device should be created. A list of runtime layers to enable. Details used to create the swap chain. When the method completes, contains the created device instance. When the method completes, contains the created swap chain instance. A object describing the result of the operation. Gets the highest supported hardware feature level of the given adapter. The adapter for which the feature level is to be retrieved. The highest supported hardware feature level. Gets the highest supported hardware feature level of the primary adapter. The highest supported hardware feature level. Gives the device access to a shared resource created on a different device. The type of the resource. A handle to the shared resource. The new reference to the shared resource. Gets the number of quality levels supported during multisampling of resources using a specified format. The format to check support for. The multisample count for which to check support. The number of quality levels supported. 0 if an error occured or if the format/sampleCount pair is not supported. Checks the level of hardware multithreading supported by this device. When the method completes, contains a value indicating whether resources can be created concurrently on multiple threads while drawing. When the method completes, contains a value indicating whether command lists are supported by the current driver. A object describing the result of the operation. Checks for hardware support of the specified device feature. true if the specified feature is supported; otherwise, false. Gets information about the supported compute shader applications of a specified format. The format for which to check support. Flags indicating usage contexts in which the specified format is supported. Gets information about the supported applications of a specified format. The format for which to check support. Flags indicating usage contexts in which the specified format is supported. Gets metadata (name, type, measurement units, et cetera) for a specific counter. The type of the counter to retrieve information about. Metadata for the specified counter. Gets information about the device's performance counters. Information about the device's performance counters. Initializes a new instance of the class. The type of device to create. A list of runtime layers to enable. A list of feature levels which determine the order of feature levels to attempt to create. Initializes a new instance of the class using the highest supported feature level. The type of device to create. A list of runtime layers to enable. Initializes a new instance of the class using the highest supported feature level. The type of device to create. Initializes a new instance of the class. The video adapter on which the device should be created. A list of runtime layers to enable. A list of feature levels which determine the order of feature levels to attempt to create. Initializes a new instance of the class using the highest supported feature level. The video adapter on which the device should be created. A list of runtime layers to enable. Initializes a new instance of the class using the highest supported feature level. The video adapter on which the device should be created. Gets or sets a friendly debug name for the object. This name is used in debug messages as well as in the PIX object browser. Gets a value indicating whether the current device is using the reference rasterizer. Gets the intrinsic immediate context for the device. Gets the feature level of the hardware device. Gets the reason why the device was removed. Gets the flags used to create the device. Gets the parent factory associated with the device. The maximum number of multisample quality levels supported. Represents a virtual adapter used to perform rendering and create resources. ID3D11Device Gets a value that is true if the wave is tagged as background music, otherwise false. Gets the properties that are common to all wave instances. The properties of a specific wave instance. XACT_WAVE_INSTANCE_PROPERTIES Gets a value that is true if the wave is streaming, otherwise false. Gets the loop region of the wave. Gets the duration of the wave in samples. Gets the format of the wave. Gets the friendly name of the wave. The properties that are common to all waves. XACT_WAVE_PROPERTIES Get the sample count of the region. Get the start sample of the region. The sample region information for an XACT wave bank. WAVEBANKSAMPLEREGION Gets the bytes per second index of the xWMA file. Gets the bit depth of the wave file. Gets the block alignment index. Gets the sample rate of the wave file or of the decoded audio for compressed formats. Gets the number of channels in the wave file Gets the format of the wave file. The mini-wave format for an XACT wave bank. WAVEBANKMINIWAVEFORMAT Flags that indicate the state of a wave. Indicates that wave preparation failed. Indicates that the wave is in use. The wave is paused. The wave is stopped. The wave is stopping. The wave is playing, but can be paused. The wave is prepared, but not yet played. The wave is preparing to play. The wave is created, but nothing else. Flags that indicate the state of a sound bank. The wave is prepared for use by a cue instance. Indicates that the wave bank is referenced by at least one valid cue instance or other client. The format types of the wave bank. WMA format. ADPCM wave format. XMA format. PCM wave format. Flags that affect how playback is stopped. Stops playback immediately. Plays a sound to completion, then stops after the release (or tail) phase of a song is played. Flags that indicate the state of a sound bank. Indicates that the sound bank is referenced by at least one valid cue instance or other client. Flags that indicate the state of a cue. The cue is paused. The cue is stopped. The cue is stopping. The cue is playing, but can be paused. The cue is prepared, but not yet played. The cue is preparing to play. The cue is created, but nothing else. Flags that affect content wave preparation. Indicates that the units that are passed in are in samples. Indicates that the units that are passed in are measured in milliseconds. Gets the size of the data, in bytes, of the output of the asynchronous operation. Initializes a new instance of the class. Base class for objects that perform asynchronous GPU data access. ID3D11Asynchronous Gets or sets a friendly debug name for the object. This name is used in debug messages as well as in the PIX object browser. Gets the device to which the object is bound. An object that is bound to a device. ID3D11DeviceChild Constructs a new exception object. The result code that caused this exception. Constructs a new exception object. The message describing the exception. The exception that caused this exception. Constructs a new exception object. The message describing the exception. Constructs a new exception object. Represents errors that occur in the Direct3D 11 subsystem. Applications use the methods of the StateBlock class to encapsulate render states. IDirect3DStateBlock9 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the object to describe the input-buffer data for the input-assembler stage. ID3D10Device::CreateInputLayout Returns a value that can be used for the offset parameter of an InputElement to indicate that the element should be aligned directly after the previous element, including any packing if neccessary. A value used to align input elements. D3D10_APPEND_ALIGNED_ELEMENT Returns the hash code for this instance. A 32-bit signed integer hash code. Gets the raw data of the shader signature. Extracts the input and output signatures from a compiled shader or effect. The bytecode of the compiled shader or effect. The input and output signatures of the shader or effect. Extracts the output signature from a compiled shader or effect. The bytecode of the compiled shader or effect. The output signature of the shader or effect. Extracts the input signature from a compiled shader or effect. The bytecode of the compiled shader or effect. The input signature of the shader or effect. Releases all resources used by the . Initializes a new instance of the class. A containing the raw bytes of the shader signature. Represents a shader signature. Returns the hash code for this instance. A 32-bit signed integer hash code. Strips extraneous information from a compiled shader or effect. Options specifying what to remove from the shader. The stripped shader bytecode. Disassembles compiled HLSL code back into textual source. Flags affecting the output of the disassembly. Commenting information to embed in the disassembly. The textual source of the shader or effect. Disassembles compiled HLSL code back into textual source. Flags affecting the output of the disassembly. The textual source of the shader or effect. Disassembles compiled HLSL code back into textual source. The textual source of the shader or effect. Gets the raw data of the compiled bytecode. Preprocesses a shader or effect from a file on disk. The name of the source file to compile. A set of macros to define during preprocessing. An interface for handling include files. When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded. The preprocessed shader source. Preprocesses a shader or effect from a file on disk. The name of the source file to compile. A set of macros to define during preprocessing. An interface for handling include files. The preprocessed shader source. Preprocesses a shader or effect from a file on disk. The name of the source file to compile. The preprocessed shader source. Preprocesses the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to preprocess. A set of macros to define during preprocessing. An interface for handling include files. When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded. The preprocessed shader source. Preprocesses the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to preprocess. A set of macros to define during preprocessing. An interface for handling include files. The preprocessed shader source. Preprocesses the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to preprocess. The preprocessed shader source. Preprocesses the provided shader or effect source. A string containing the source of the shader or effect to preprocess. A set of macros to define during preprocessing. An interface for handling include files. When the method completes, contains a string of compilation errors, or an empty string if preprocessing succeeded. The preprocessed shader source. Preprocesses the provided shader or effect source. A string containing the source of the shader or effect to preprocess. A set of macros to define during preprocessing. An interface for handling include files. The preprocessed shader source. Preprocesses the provided shader or effect source. A string containing the source of the shader or effect to preprocess. The preprocessed shader source. Compiles a shader or effect from a file on disk. The name of the source file to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. When the method completes, contains a string of compilation errors, or an empty string if compilation succeeded. The compiled shader bytecode, or null if the method fails. Compiles a shader or effect from a file on disk. The name of the source file to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. The compiled shader bytecode, or null if the method fails. Compiles a shader or effect from a file on disk. The name of the source file to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. The compiled shader bytecode, or null if the method fails. Compiles a shader or effect from a file on disk. The name of the source file to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. When the method completes, contains a string of compilation errors, or an empty string if compilation succeeded. The compiled shader bytecode, or null if the method fails. Compiles a shader or effect from a file on disk. The name of the source file to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. The compiled shader bytecode, or null if the method fails. Compiles a shader or effect from a file on disk. The name of the source file to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. The compiled shader bytecode, or null if the method fails. Compiles a shader or effect from a file on disk. The name of the source file to compile. The shader target or set of shader features to compile against. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. The name of the source being compiled. This is only used for error reporting purposes. When the method completes, contains a string of compilation errors, or an empty string if compilation succeeded. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. When the method completes, contains a string of compilation errors, or an empty string if compilation succeeded. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. The name of the source being compiled. This is only used for error reporting purposes. When the method completes, contains a string of compilation errors, or an empty string if compilation succeeded. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. When the method completes, contains a string of compilation errors, or an empty string if compilation succeeded. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. An array of bytes containing the raw source of the shader or effect to compile. The shader target or set of shader features to compile against. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. A string containing the source of the shader or effect to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. The name of the source being compiled. This is only used for error reporting purposes. When the method completes, contains a string of compilation errors, or an empty string if compilation succeeded. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. A string containing the source of the shader or effect to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. When the method completes, contains a string of compilation errors, or an empty string if compilation succeeded. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. A string containing the source of the shader or effect to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. A string containing the source of the shader or effect to compile. The name of the shader entry-point function, or null for an effect file. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. A string containing the source of the shader or effect to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. The name of the source being compiled. This is only used for error reporting purposes. When the method completes, contains a string of compilation errors, or an empty string if compilation succeeded. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. A string containing the source of the shader or effect to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. When the method completes, contains a string of compilation errors, or an empty string if compilation succeeded. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. A string containing the source of the shader or effect to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. A set of macros to define during compilation. An interface for handling include files. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. A string containing the source of the shader or effect to compile. The shader target or set of shader features to compile against. Shader compilation options. Effect compilation options. The compiled shader bytecode, or null if the method fails. Compiles the provided shader or effect source. A string containing the source of the shader or effect to compile. The shader target or set of shader features to compile against. The compiled shader bytecode, or null if the method fails. Initializes a new instance of the class. A containing the compiled bytecode. Represents the compiled bytecode of a shader or effect. ID3D10Blob Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The macro definition value. The macro name. Initializes a new instance of the struct. The macro name. The macro definition value. Initializes a new instance of the struct. The macro name. Defines a shader macro. D3D10_SHADER_MACRO Closes an included file. The previously opened include stream. Opens and reads the contents of an included file. Flags specifying the type of the include file. Name of the include file to open. The parent include file. When the method completes, contains a stream pointing to the include file. Specifies an interface for handling #include directives in shader or effect files. ID3DInclude Specifies tessellator partitioning options. D3D11_TESSELLATOR_PARTITIONING Partition with an even, fractional number. Partition with an odd, fractional number. Partition with a power-of-two number only. Partition with integers only. The partitioning type is undefined. Specifies output primitive types for the tessellator. D3D11_TESSELLATOR_OUTPUT_PRIMITIVE The output primitive type is a counter clockwise triangle. The output primitive type is a clockwise triangle. The output primitive type is a line. The output primitive type a point. The output primitive type is undefined. Specifies domain options for tessellator data. D3D11_TESSELLATOR_DOMAIN Quad data. Triangle data. Isoline data. The data type is undefined. Identifies shader parameters that use system-value semantics. D3D10_NAME This parameter contains the tessellation factor that corresponds to the amount of lines that are created within the patch. This flag is used to tessellate an isolines patch. This parameter contains the tessellation factor that corresponds to the amount of lines broken into within the patch. This flag is used to tessellate an isolines patch. This parameter contains the tessellation factor that corresponds to the amount of parts that a tri patch is broken into within the patch. This flag is used to tessellate a tri patch. This parameter contains one of three tessellation factors that correspond to the amount of parts that a tri patch is broken into along the given edge. This flag is used to tessellate a tri patch. This parameter contains one of two tessellation factors that correspond to the amount of parts that a quad patch is broken into vertically and horizontally within the patch. This flag is used to tessellate a quad patch. his parameter contains one of four tessellation factors that correspond to the amount of parts that a quad patch is broken into along the given edge. This flag is used to tessellate a quad patch. This parameter signifies that the value is less than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader. This parameter signifies that the value is greater than or equal to a reference value. This flag is used to specify conservative depth for a pixel shader. This parameter contains alpha-coverage data. This parameter contains depth data. This parameter contains render-target data. This parameter contains a sampler-array index. This parameter contains data that identifies whether or not the primitive faces the camera. This parameter contains a instance ID. This parameter contains a primitive ID. This parameter contains a vertex ID. This parameter contains a viewport-array index. This parameter contains a render-target-array index. This parameter contains cull distance data. This parameter contains clip-distance data. This parameter contains position data. This parameter does not use a predefined system-value semantic. Specifies options for stripping data from a shader or effect. D3DCOMPILER_STRIP_FLAGS Remove test blob data. Remove debug information. Remove reflection data. No extra stripping options. Indicates possible shader types. D3D11_SHADER_VERSION_TYPE A compute shader. A domain shader. A hull shader. A geometry shader. A vertex shader. A pixel shader. Identifies possible shader variable types. D3D10_SHADER_VARIABLE_TYPE The variable is a consume structured buffer. The variable is an append structured buffer. The variable is a read and write structured buffer. he variable is a structured buffer. The variable is a read and write byte-address buffer. The variable is a byte-address buffer. The variable is a read and write buffer. he variable is a 3D read and write texture. The variable is an array of 2D read and write textures. The variable is a 2D read and write texture. The variable is an array of 1D read and write textures. The variable is a 1D read and write texture. The variable is a double precision (64-bit) floating-point number. The variable holds a compiled compute-shader binary. The variable is an interface. The variable holds a compiled domain-shader binary. The variable holds a compiled hull-shader binary. The variable is a texture-cube array. The variable is a 2D-multisampled-texture array. The variable is a 2D-multisampled texture. The variable is a depth-stencil view. The variable is a render-target view. The variable is a 2D-texture array. The variable is a 1D-texture array. The variable is a texture buffer. The variable is a constant buffer. The variable is a buffer. The variable is a blend-state object. The variable is a depth-stencil-state object. The variable is a rasterizer-state object. The variable is a geometry shader. The variable is an 8-bit unsigned integer. The variable is an unsigned integer. The variable is a vertex shader. The variable is a pixel shader. The variable is a sampler. The variable is a texture cube. The variable is a 3D texture. The variable is a 2D texture. The variable is a 1D texture. The variable is a texture. The variable is a string. The variable is a floating-point number. The variable is an integer. The variable is a boolean. The variable is a void pointer. Indicates additional information about a shader variable. D3D10_SHADER_VARIABLE_FLAGS Indicates that this variable is used by this shader. This value confirms that a particular shader variable (which can be common to many different shaders) is indeed used by a particular shader. Indicates that the registers assigned to this shader variable were explicitly declared in shader code (instead of automatically assigned by the compiler). Identifies shader variable classes. D3D10_SHADER_VARIABLE_CLASS The shader variable is an interface pointer. The shader variable is a class. The shader variable is a structure. The shader variable is an object. The shader variable is a column-major matrix. The shader variable is a row-major matrix. The shader variable is a vector. The shader variable is a scalar. Identifies shader resource types. D3D10_SHADER_INPUT_TYPE The shader resource is a read and write structured buffer that uses the built-in counter to append or consume. The shader resource is a consume-structured buffer. The shader resource is an append-structured buffer. The shader resource is a read and write byte-address buffer. The shader resource is a byte-address buffer. The shader resource is a read and write structured buffer. The shader resource is a structure buffer. The shader resource is a sampler. The shader resource is a texture. The shader resource is a texture buffer. The shader resource is a constant buffer. Identifies shader input options. D3D10_SHADER_INPUT_FLAGS A 2-bit value for encoding texture components. A 2-bit value for encoding texture components. A 2-bit value for encoding texture components. Use a comparison sampler, which uses the SampleCmp and SampleCmpLevelZero sampling functions. Assign a shader input to a register based on the register assignment in the HLSL code (instead of letting the compiler choose the register). Provides various shader compilation flags. D3D10_SHADER Inform the HLSL compiler to treat all warnings as errors when compiling the shader code. For new shader code, you should use this option so you can resolve all warnings and ensure the fewest possible hard-to-find code defects. Highest optimization level. Will produce best possible code but may take significantly longer to do so. This will be useful for final builds of an application where performance is the most important factor. Second highest optimization level. Second lowest optimization level. Lowest optimization level. May produce slower code but will do so more quickly. This may be useful in a highly iterative shader development cycle. Enables IEEE floating point strictness. This enables older shaders to compile to 4_0 targets. By default, the HLSL compiler disables strictness on deprecated syntax. Specifying this flag enables strictness which may not allow for legacy syntax. Tells the compiler to use flow-control (when possible). Tells the compiler to not allow flow-control (when possible). Disables Preshaders. Using this flag will cause the compiler to not pull out static expression for evaluation. Compile a pixel shader for the next highest shader profile. This option turns debugging on (and optimizations off). Compile a vertex shader for the next highest shader profile. This option turns debugging on (and optimizations off). Force all computations to be done with partial precision; this may run faster on some hardware. Unless explicitly specified, matrices will be packed in column-major order on input and output from the shader. This is generally more efficient, since it allows vector-matrix multiplication to be performed using a series of dot-products. Unless explicitly specified, matrices will be packed in row-major order on input and output from the shader. Skip optimization during code generation; generally recommended for debug only. Do not validate the generated code against known capabilities and constraints. Only use this with shaders that have been successfully compiled in the past. Shaders are always validated by DirectX before they are set to the device. Insert debug file/line/type/symbol information into the resulting shader. No specific compilation options. Indicates return value types. D3D11_RESOURCE_RETURN_TYPE Return type is a multiple-dword type, such as a double or uint64, and the component is continued from the previous component that was declared. The first component represents the lower bits. Return type of double precision floating point value. Return type is unknown. Return type of single precision floating point value. Return type of unsigned integer. Return type of signed integer. Return type of signed normalized integer. Return type of unsigned normalized integer. Defines possible register component types. D3D10_REGISTER_COMPONENT_TYPE 32-bit floating-point number. 32-bit signed integer. 32-bit unsigned integer. Unknown data type. Flags that indicate which components of a value are valid. Indicates that all components are valid. Indicates that the W (or A) component is valid. Indicates that the Z (or B) component is valid. Indicates that the Y (or G) component is valid. Indicates that the X (or R) component is valid. Indicates that no components are valid. Indicates how the pipeline interprets geometry or hull shader input primitives. D3D11_PRIMITIVE Interpret the input primitive as a control point patch with 32 control points. Interpret the input primitive as a control point patch with 31 control points. Interpret the input primitive as a control point patch with 30 control points. Interpret the input primitive as a control point patch with 29 control points. Interpret the input primitive as a control point patch with 28 control points. Interpret the input primitive as a control point patch with 27 control points. Interpret the input primitive as a control point patch with 26 control points. Interpret the input primitive as a control point patch with 25 control points. Interpret the input primitive as a control point patch with 24 control points. Interpret the input primitive as a control point patch with 23 control points. Interpret the input primitive as a control point patch with 22 control points. Interpret the input primitive as a control point patch with 21 control points. Interpret the input primitive as a control point patch with 20 control points. Interpret the input primitive as a control point patch with 19 control points. Interpret the input primitive as a control point patch with 18 control points. Interpret the input primitive as a control point patch with 17 control points. Interpret the input primitive as a control point patch with 16 control points. Interpret the input primitive as a control point patch with 15 control points. Interpret the input primitive as a control point patch with 14 control points. Interpret the input primitive as a control point patch with 13 control points. Interpret the input primitive as a control point patch with 12 control points. Interpret the input primitive as a control point patch with 11 control points. Interpret the input primitive as a control point patch with ten control points. Interpret the input primitive as a control point patch with nine control points. Interpret the input primitive as a control point patch with eight control points. Interpret the input primitive as a control point patch with seven control points. Interpret the input primitive as a control point patch with six control points. Interpret the input primitive as a control point patch with five control points. Interpret the input primitive as a control point patch with four control points. Interpret the input primitive as a control point patch with three control points. Interpret the input primitive as a control point patch with two control points. Interpret the input primitive as a control point patch with one control point. Interpret the input primitive as a triangle with adjacency data. Interpret the input primitive as a line with adjacency data. Interpret the input primitive as a triangle. Interpret the input primitive as a line. Interpret the input primitive as a point. The shader has not been initialized with an input primitive type. Flags that indicate the location of an include file. D3D10_INCLUDE_TYPE Indicates that the include is in the system path (or paths). Indicates that the include is in the local path (or paths). Specifies compile- or run-time options during effect creation. D3D10_EFFECT Do not attempt to synchronize with other threads loading effects into the same pool. Allow mutable state objects (non-literal expressions may appear in state object definitions). This has a negative impact on run-time performance. Compile the .fx file to a child effect. Child effects do not initialize shared values (as those values are instead initialized by the effect pool). Standard compile- and run-time behavior. Specifies flags that affect the output of shader disassembly. Enable instruction numbering. Enable the output of default values. Enable the output of color codes. No specific flags specified. Indicates a constant buffer's type. D3D11_CBUFFER_TYPE A buffer containing binding information. A buffer containing interface pointers. A buffer containing texture data. A buffer containing scalar constants. Identifies the type of the resource that will be viewed. D3D11_UAV_DIMENSION The resource will be accessed as a 3D texture. The resource will be accessed as an array of 2D textures. The resource will be accessed as a 2D texture. The resource will be accessed as an array of 1D textures. The resource will be accessed as a 1D texture. The resource will be accessed as a buffer. The type of the resource is unknown. Specifies unordered-access-view buffer options. D3D11_BUFFER_UAV_FLAG Adds a counter to the unordered-access-view buffer. Allow data to be appended to the end of the buffer. Resource contains raw, unstructured data. No specific flags specified. Identifies techniques for resolving texture coordinates that are outside of the boundaries of a texture. D3D11_TEXTURE_ADDRESS_MODE Similar to Mirror and Clamp. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value. Texture coordinates outside the range [0.0, 1.0] are set to the border color. Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively. Flip the texture at every (u,v) integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again; and so on. Tile the texture at every (u,v) integer junction. For example, for u values between 0 and 3, the texture is repeated three times. Specifies the stencil operations that can be performed during depth-stencil testing. D3D11_STENCIL_OP Decrement the stencil value by 1, and wrap the result if necessary. Increment the stencil value by 1, and wrap the result if necessary. Invert the stencil data. Decrement the stencil value by 1, and clamp the result. Increment the stencil value by 1, and clamp the result. Set the stencil data to the reference value. Set the stencil data to 0. Keep the existing stencil data. Specifies shader resource view extended buffer options. D3D11_BUFFEREX_SRV_FLAG Resource contains raw, unstructured data. No specific flags specified. Identifies the type of the resource that will be viewed. D3D11_SRV_DIMENSION The resource will be accessed as an extended buffer. The resource will be accessed as an array of cube textures. The resource will be accessed as a cube texture. The resource will be accessed as a 3D texture. The resource will be accessed as an array of 2D textures with multisampling. The resource will be accessed as a 2D texture with multisampling. The resource will be accessed as an array of 2D textures. The resource will be accessed as a 2D texture. The resource will be accessed as an array of 1D textures. The resource will be accessed as a 1D texture. The resource will be accessed as a buffer. The type of the resource is unknown. Identifies the operation for a scan. D3DX11_SCAN_OPCODE The operation is XOR. The operation is or. The operation is and. The operation is mul. The operation is max. The operation is min. The operation is add. Identifies the direction of scanning. D3DX11_SCAN_DIRECTION The direction is backward. The direction is forward. Identifies the type for scan data. D3DX11_SCAN_DATA_TYPE The type of the scan is uint. The type of the scan is int. The type of the scan is float. Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU. D3D11_USAGE A resource that supports data transfer (copy) from the GPU to the CPU. A resource that is accessible by both the GPU (read only) and the CPU (write only). A dynamic resource is a good choice for a resource that will be updated by the CPU at least once per frame. There are two ways to update a dynamic resource: if your data is laid exactly the way the resource stores it, use DeviceContext.UpdateSubresource, otherwise, use a Map method. A resource that can only be read by the GPU. It cannot be written by the GPU, and cannot be accessed at all by the CPU. This type of resource must be initialized when it is created, since it cannot be changed after creation. A resource that requires read and write access by the GPU. This is likely to be the most common usage choice. Identifies other, less common options for resources. D3D11_RESOURCE_MISC_FLAG Renders a resource compatible with GDI. Enables a resource as a keyed mutex. Enables a resource with a clamped depth bias. Enables a resource as a structured buffer. Enables a resource as a byte address buffer. Enables instancing of GPU-generated content. Enables a resource to be a cube texture created from a Texture2DArray that contains 6 textures. Enables resource data sharing between two or more Direct3D devices. The only resources that can be shared are 2D non-mipmapped textures. Enables mipmap generation on a texture resource. The resource must be created with the bind flags that specify that the resource is a render target and a shader resource. No additional options specified. Identifies the type of resource being used. D3D11_RESOURCE_DIMENSION Resource is a 3D texture. Resource is a 2D texture. Resource is a 1D texture. Resource is a buffer. Resource is of unknown type. Options for the amount of information returned about live device objects. D3D11_RLDO_FLAGS Gives a detailed report of the device information. Reports only a summary of the device information. Identifies the type of resource that will be viewed as a render target. D3D11_RTV_DIMENSION The resource will be accessed as a 3D texture. The resource will be accessed as an array of 2D textures with multisampling. The resource will be accessed as a 2D texture with multisampling. The resource will be accessed as an array of 2D textures. The resource will be accessed as a 2D texture. The resource will be accessed as an array of 1D textures. The resource will be accessed as a 1D texture. The resource will be accessed as a buffer. Defines possible query types. D3D11_QUERY Determines whether or not any of the streaming output buffers overflowed in between DeviceContext.Begin and DeviceContext.End. DeviceContext.GetData returns a boolean; true meaning there was an overflow, and false meaning there was not an overflow. If streaming output writes to multiple buffers, and one of the buffers overflows, then it will stop writing to all the output buffers. When an overflow is detected by Direct3D it is prevented from happening - no memory is corrupted. This predication may be used in conjunction with a StreamOutputStatistics query so that when an overflow occurs the query will let the application know how much memory was needed to prevent an overflow. Get streaming output statistics, such as the number of primitives streamed out in between DeviceContext.Begin and DeviceContext.End. DeviceContext.GetData will return a structure. Similar to an occlusion query, except DeviceContext.GetData returns a boolean indicating whether or not any samples passed Get pipeline statistics, such as the number of pixel shader invocations in between DeviceContext.Begin and DeviceContext.End. DeviceContext.GetData will return a instance. Determines whether or not a Timestamp query is returning reliable values, and also gives the frequency of the processor enabling you to convert the number of elapsed ticks into seconds. DeviceContext.GetData will return a instance. This type of query should only be invoked once per frame or less. Get a timestamp value where DeviceContext.GetData returns a long. This kind of query is only useful if two timestamp queries are done in the middle of a TimestampDisjoint query. The difference of two timestamps can be used to determine how many ticks have elapsed, and the TimestampDisjoint query will determine if that difference is a reliable value and also has a value that shows how to convert the number of ticks into seconds. When using this type of query, DeviceContext.Begin is disabled. Get the number of samples that passed the depth and stencil tests in between DeviceContext.Begin and DeviceContext.End. DeviceContext.GetData returns a long. If a depth or stencil test is disabled, then each of those tests will be counted as a pass. Determines whether or not the GPU is finished processing commands. When the GPU is finished processing commands DeviceContext.GetData will return success, and the result will be a boolean with a value of true. When using this type of query, DeviceContext.Begin is disabled. Specifies flags for describing query options and behavior. D3D11_QUERY_MISC_FLAG Tell the hardware that if it is not yet sure if something is hidden or not to draw it anyway. This is only used with an occlusion predicate. Predication data cannot be returned to your application via DeviceContext.GetData when using this flag. No particular flags specified. Specifies how the pipeline should interpret vertex data bound to the input assembler stage. D3D11_PRIMITIVE_TOPOLOGY Interpret the vertex data as a patch list with 32 control points. Interpret the vertex data as a patch list with 31 control points. Interpret the vertex data as a patch list with 30 control points. Interpret the vertex data as a patch list with 29 control points. Interpret the vertex data as a patch list with 28 control points. Interpret the vertex data as a patch list with 27 control points. Interpret the vertex data as a patch list with 26 control points. Interpret the vertex data as a patch list with 25 control points. Interpret the vertex data as a patch list with 24 control points. Interpret the vertex data as a patch list with 23 control points. Interpret the vertex data as a patch list with 22 control points. Interpret the vertex data as a patch list with 21 control points. Interpret the vertex data as a patch list with 20 control points. Interpret the vertex data as a patch list with 19 control points. Interpret the vertex data as a patch list with 18 control points. Interpret the vertex data as a patch list with 17 control points. Interpret the vertex data as a patch list with 16 control points. Interpret the vertex data as a patch list with 15 control points. Interpret the vertex data as a patch list with 14 control points. Interpret the vertex data as a patch list with 13 control points. Interpret the vertex data as a patch list with 12 control points. Interpret the vertex data as a patch list with 11 control points. Interpret the vertex data as a patch list with 10 control points. Interpret the vertex data as a patch list with 9 control points. Interpret the vertex data as a patch list with 8 control points. Interpret the vertex data as a patch list with 7 control points. Interpret the vertex data as a patch list with 6 control points. Interpret the vertex data as a patch list with 5 control points. Interpret the vertex data as a patch list with 4 control points. Interpret the vertex data as a patch list with 3 control points. Interpret the vertex data as a patch list with 2 control points. Interpret the vertex data as a patch list with 1 control point. Interpret the vertex data as triangle strip with adjacency data. Interpret the vertex data as list of triangles with adjacency data. Interpret the vertex data as line strip with adjacency data. Interpret the vertex data as list of lines with adjacency data. Interpret the vertex data as a triangle strip. Interpret the vertex data as a list of triangles. Interpret the vertex data as a line strip. Interpret the vertex data as a list of lines. Interpret the vertex data as a list of points. The IA stage has not been initialized with a primitive topology. The IA stage will not function properly unless a primitive topology is defined. Normal maps generation constants. D3DX11_NORMALMAP_FLAG Computes the per-pixel occlusion term and encodes it into the alpha. An alpha of 1 means that the pixel is not obscured in any way, and an alpha of 0 means that the pixel is completely obscured. Inverts the direction of each normal. Same as specifying the MirrorU and MirrorV flags. Indicates that pixels off the edge of the texture on the v-axis should be mirrored, not wrapped. Indicates that pixels off the edge of the texture on the u-axis should be mirrored, not wrapped. Specifies debug message severity levels for an information queue. D3D11_MESSAGE_SEVERITY The message contains generic debug information. The message indicates that a warning has occurred. The message indicates that an error has occurred. The message indicates that some type of corruption has occured. Specifies various categories of debug messages. D3D11_MESSAGE_CATEGORY The message pertains to application execution. The message pertains to resource manipulation. The message pertains to the getting of state. The message pertains to the setting of state. The message pertains to state creation. The message pertains to compilation. The message pertains to cleanup. The message pertains to initialization. The message is contains miscellaneous information. The message is a custom application-defined message. Identifies modes in which a resource can be accessed by the CPU. D3D11_MAP Resource is mapped for writing; the existing contents of the resource cannot be overwritten. This flag is only valid on vertex and index buffers. The resource must have been created with write access. Resource is mapped for writing; the previous contents of the resource will be undefined. The resource must have been created with write access. Resource is mapped for reading and writing. The resource must have been created with read and write access. Resource is mapped for writing. The resource must have been created with write access. Resource is mapped for reading. The resource must have been created with read access. Specifies how the CPU should respond when Map() is called on a resource being used by the GPU. D3D11_MAP_FLAG Do not wait for the resource to become available. The map method will return WasStillRendering when the GPU blocks the CPU from accessing a resource. Wait for the resource to become available. Specifies possible types of data contained in an input slot. D3D11_INPUT_CLASSIFICATION Input data is per-instance data. Input data is per-vertex data. Specifies image file formats supported by runtime. D3DX11_IMAGE_FILE_FORMAT Windows Media Player format (WMP). Graphics Interchange Format (GIF). Tagged Image File Format (TIFF). DirectDraw surface (DDS) file format. Stores textures, volume textures, and cubic environment maps, with or without mipmap levels, and with or without pixel compression. Portable Network Graphics (PNG) file format. A non-proprietary bitmap format using lossless compression. Joint Photographic Experts Group (JPEG) compressed file format. Specifies variable compression of 24-bit RGB color and 8-bit gray-scale Tagged Image File Format (TIFF) image document files. Windows bitmap (BMP) file format. Contains a header that describes the resolution of the device on which the rectangle of pixels was created, the dimensions of the rectangle, the size of the array of bits, a logical palette, and an array of bits that defines the relationship between pixels in the bitmapped image and entries in the logical palette. Identifies which resources are supported for a given format and given device. D3D11_FORMAT_SUPPORT The format can be used with the HLSL "gather" and "compare" functions. The format can be used for an unordered access view. The format supports casting when the resource is used as a back buffer. The intrinsic HLSL "gather" function is supported. Available in Direct3D 10.1 or higher. The format can be used as a multisample texture and read into a shader with the HLSL "load" function. The format can be used as a multisample render target. The format can be cast to another format. The format can be displayed on screen. Multisampling resolution is supported. CPU locking is supported. Depth-stencil surfaces are supported. Blend operations are supported. Rendertargets are supported. Automatic generation of mipmaps is supported. Mipmaps are supported. The intrinsic HLSL "samplecmp" and "samplecmplevelzero" are supported. The intrinsic HLSL "sample" function is supported. The intrinsic HLSL "load" function is supported. Cube textures are supported. 3D textures are supported. 2D textures are supported. 1D textures are supported. Streaming output buffers are supported. Index buffers are supported. Vertex buffers are supported. Buffer resources are supported. No features are supported. Specifies possible texture filtering flags. D3DX11_FILTER_FLAG Combines the StandardRgbIn and StandardRgbOut flags. Output data is in standard RGB (sRGB) color space. Input data is in standard RGB (sRGB) color space. Do diffuse dithering on the image when changing from one format to another. The resulting image must be dithered using a 4x4 ordered dither algorithm. This happens when converting from one format to another. Combines the MirrorU, MirrorV, and MirrorW flags. Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped. Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped. Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped. Each pixel is computed by averaging a 2x2(x2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps. Every pixel in the source image contributes equally to the destination image. This is the slowest of the filters. Each destination pixel is computed by sampling the four nearest pixels from the source image. This filter works best when the scale on both axes is less than two. Each destination pixel is computed by sampling the nearest pixel from the source image. No scaling or filtering will take place. Pixels outside the bounds of the source image are assumed to be transparent black. Specifies filtering options used during texture sampling. D3D11_FILTER Use anisotropic interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value. Use linear interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value. Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. Compare the result to the comparison value. Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value. Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. Compare the result to the comparison value. Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. Compare the result to the comparison value. Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. Compare the result to the comparison value. Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value. Use point sampling for minification, magnification, and mip-level sampling. Compare the result to the comparison value. Use anisotropic interpolation for minification, magnification, and mip-level sampling. Use linear interpolation for minification, magnification, and mip-level sampling. Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. Use point sampling for minification, magnification, and mip-level sampling. Determines the fill mode to use when rendering triangles. D3D11_FILL_MODE Fill the triangles formed by the vertices. Adjacent vertices are not drawn. Draw lines connecting the vertices. Adjacent vertices are not drawn. Describes the set of features targeted by a Direct3D device. D3D_FEATURE_LEVEL Targets features supported by Direct3D 9.3 including shader shader model 3. Targets features supported by Direct3D 9.2 including shader shader model 2. Targets features supported by Direct3D 9.1 including shader shader model 2. Targets features supported by Direct3D 10.1 including shader shader model 4. Targets features supported by Direct3D 10.0 including shader shader model 4. Targets features supported by Direct3D 11.0 including shader shader model 5. Identifies device features that can be queried for support. D3D11_FEATURE The device supports compute shaders along with raw and structured buffers via shader 4.X. The device supports the use of doubles in HLSL. Specifies detailed information about effect variables. D3DX11_EFFECT_VARIABLE Indicates the variable has been explicitly bound using the register keyword in the effect code. Indicates that the variable is an annotation or global. Standard effect variable. Specifies possible driver types. D3D_DRIVER_TYPE A WARP driver, which is a high-performance software rasterizer. The rasterizer supports all current feature levels (level 9.1 through level 10.1) with a high performance software implementation when hardware is not available. A software driver, which is a driver implemented completely in software. The software implementation is not intended for a high-performance application due to its very slow performance. A NULL driver, which is a reference driver without render capability. This driver is commonly used for debugging non-rendering API calls, it is not appropriate for retail applications. This driver is installed by the DirectX SDK. A reference driver, which is a software implementation that supports every Direct3D feature. A reference driver is designed for accuracy rather than speed and as a result is slow but accurate. The rasterizer portion of the driver does make use of special CPU instructions whenever it can, but it is not intended for retail applications; use it only for feature testing, demonstration of functionality, debugging, or verifying bugs in other drivers. This driver is installed by the DirectX SDK. This driver may be referred to as a REF driver, a reference driver or a reference rasterizer. A hardware driver, which implements Direct3D features in hardware. This is the primary driver that you should use in your Direct3D applications because it provides the best performance. A hardware driver uses hardware acceleration (on supported hardware) but can also use software for parts of the pipeline that are not supported in hardware. This driver type is often referred to as a hardware abstraction layer or HAL. The driver type is unknown. Describes parameters that are used to create a device. D3D11_CREATE_DEVICE_FLAG Prevents multiple threads from being created. This flag is not recommended for general use. Creates a device that supports the debug layer. Use this flag if an application will only be calling D3D11 from a single thread. If this flag is not specified, the default behavior of D3D11 is to enter a lock during each API call to prevent multiple threads altering internal state. By using this flag no locks will be taken which can slightly increase performance, but could result in undefine behavior if D3D11 is called from multiple threads. Indicates no specific behavior. Specifies possible device context types. D3D11_DEVICE_CONTEXT_TYPE The device context is a deferred context. The device context is an immediate context. Identifies the portion of a depth-stencil buffer for writing depth data. D3D11_DEPTH_WRITE_MASK Turn on writes to the depth-stencil buffer. Turn off writes to the depth-stencil buffer. Specifies how to access a resource used in a depth-stencil view. D3D11_DSV_DIMENSION The resource will be accessed as an array of 2D textures with multisampling. The resource will be accessed as a 2D texture with multisampling. The resource will be accessed as an array of 2D textures. The resource will be accessed as a 2D texture. The resource will be accessed as an array of 1D textures. The resource will be accessed as a 1D texture. The resource will be accessed according to its type as determined from the actual instance this enumeration is paired with when the depth-stencil view is created. Specifies the parts of the depth stencil surface to clear. D3D11_CLEAR_FLAG Clear the stencil buffer. Clear the depth buffer. Contains debug features that can be enabled and disabled. D3D11_DEBUG_FEATURE Runtime will call SwapChain.Present. Presentation of render buffers will occur according to the settings established by prior calls to Debug.SwapChain and Debug.PresentDelay. Runtime will additionally call DeviceContext.Flush. Application will wait for the GPU to finish processing the rendering operation before continuing. Specifies possible culling modes. D3D11_CULL_MODE Do not draw triangles that are back-facing. Do not draw triangles that are front-facing. Always draw all triangles. Specifies the types of CPU access allowed for a resource. D3D11_CPU_ACCESS_FLAG The resource is to be mappable so that the CPU can read its contents. Resources created with this flag cannot be set as either inputs or outputs to the pipeline and must be created with staging usage. The resource is to be mappable so that the CPU can change its contents. Resources created with this flag cannot be set as outputs of the pipeline and must be created with either dynamic or staging usage. Indicates no specific behavior. Defines data types for performance counters. D3D11_COUNTER_TYPE 64-bit unsigned integer counter. 32-bit unsigned integer counter. 16-bit unsigned integer counter. 32-bit floating point counter. Specifies possible performance counter types. D3D11_COUNTER A performance counter that is dependent on a hardware device. Specifies unordered resource support options for a compute shader resource. D3D11_FORMAT_SUPPORT2 Format supports a typed store. Format supports a typed load. Format supports atomic unsigned min and max. Format supports atomic min and max. Format supports atomic exchange. Format supports atomic compare with store or exchange. Format supports atomic bitwise operations. Format supports atomic add. No specific options supported. Specifies possible comparison functions. D3D11_COMPARISON_FUNC Always pass the comparison. Pass the comparison if the source data is greater than or equal to the destination data. Pass the comparison if the source data is not equal to the destination data. Pass the comparison if the source data is greater than the destination data. Pass the comparison if the source data is less than or equal to the destination data. Pass the comparison if the source data is equal to the destination data. Pass the comparison if the source data is less than the destination data. Never pass the comparison. Identifies which components of each pixel of a render target are writable during blending. D3D11_COLOR_WRITE_ENABLE Allow data to be stored in all components. Allow data to be stored in the alpha component. Allow data to be stored in the blue component. Allow data to be stored in the green component. Allow data to be stored in the red component. Indicates no specific behavior. The following flags are used to specify which channels in a texture to operate on. D3DX11_CHANNEL_FLAG Indicates the luminances of the red, green, and blue channels should be used. Indicates the alpha channel should be used. Indicates the green channel should be used. Indicates the blue channel should be used. Indicates the red channel should be used. Blend options. A blend option identifies the data source and an optional pre-blend operation. D3D11_BLEND The data sources are both alpha data from a pixel shader. The pre-blend operation inverts the data, generating 1 - A. This option supports dual-source blending. The data sources are both alpha data from a pixel shader. No pre-blend operation. This option supports dual-source blending. The data sources are both color data from a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB. This option supports dual-source blending. The data sources are both color data from a pixel shader. No pre-blend operation. This option supports dual-source blending. The data source is the blend factor set in the output-merger blend state. The pre-blend operation inverts the data, generating 1 - blend_factor. The data source is the blend factor set in the output-merger blend state. No pre-blend operation. The data source is alpha data from a pixel shader. The pre-blend operation clamps the data to 1 or less. The data source is color data from a render target. The pre-blend operation inverts the data, generating 1 - RGB. The data source is color data from a render target. No pre-blend operation. The data source is alpha data from a render target. The pre-blend operation inverts the data, generating 1 - A. The data source is alpha data from a render target. No pre-blend operation. The data source is alpha data from a pixel shader. The pre-blend operation inverts the data, generating 1 - A. The data source is alpha data from a pixel shader. No pre-blend operation. The data source is color data from a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB. The data source is color data from a pixel shader. No pre-blend operation. The data source is the color white (1, 1, 1, 1). No pre-blend operation. The data source is the color black (0, 0, 0, 0). No pre-blend operation. RGB or alpha blending operation. D3D11_BLEND_OP Find the maximum of source 1 and source 2. Find the minimum of source 1 and source 2. Subtract source 2 from source 1. Subtract source 1 from source 2. Add source 1 and source 2. Identifies how to bind a resource to the pipeline. D3D11_BIND_FLAG Indicates the resource can be bound as an unordered access resource. Indicates the resource can be bound to the output-merger stage as a depth-stencil target. Indicates the resource can be bound to the output-merger stage as a render target. Indicates the resource can be bound to the stream-output stage as an output buffer. Indicates the resource can be bound to the shader stage as a buffer or texture. Note that it is invalid to specify this flag and subsequently map the resource using MapMode.WriteNoOverwrite. Indicates the resource can be bound to the shader stage as a constant buffer Indicates the resource can be bound to the input-assembler stage as an index buffer Indicates the resource can be bound to the input-assembler stage as a vertex buffer. Indicates no specific behavior. Optional flags that control the behavior of Asynchronous.GetData. D3D11_ASYNC_GETDATA_FLAG Indicates the command buffer should not be flushed. Note that this can cause an infinite loop if GetData() is called repeatedly until returning successfully: there may still be commands in the buffer than need to be processed in order for GetData() to return successfully. Since the buffer will not be flushed, those commands will not be processed and GetData() will never return successfully. Indicates no specific behavior. Returns the actual display mode info based on the given mode index. Index of the adapter to use. The desired characteristics of the display mode. Index of the desired display mode. The extended display mode that matches the specified information. Returns the number of display modes available on the specified adapter. Index of the adapter to use. The desired characteristics of the display mode. The number of display modes available on the specified adapter. Returns a unique identifier for the adapter that is specific to the adapter hardware. Applications can use this identifier to define robust mappings across various APIs (Direct3D 9, DXGI). Index of the adapter to use. A unique identifier for the given adapter. Retrieves the current extended display mode for the specified adapter. Index of the adapter to use. The current extended display mode for the specified adapter. Retrieves the current extended display mode for the specified adapter. Index of the adapter to use. The current extended display mode for the specified adapter. Gets a collection of installed extended adapters. Gets or sets the adapter details. Gets the capabilities of the adapter. The desired device type. A object containing the capabilities of the adapter. Gets a list of all possible display modes for the adapter. The desired characteristics of the display mode. A collection of possibly display modes. Gets the current extended display mode of the adapter. Gets the monitor associated with the adapter. Gets the adapter ordinal. Dscribes the capabilities and properties of an available adapter. None Gets the default item. Implements a read-only collection of instances. Implements a read-only collection of instances. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The scanline ordering used by the display mode. The surface format of the display mode. Refresh rate of the monitor. Screen height, in pixels. Screen width, in pixels. Describes an extended display mode. D3DDISPLAYMODEEX Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The scanline ordering used by the display mode. The surface format of the display mode. Describes an extended display mode. D3DDISPLAYMODEFILTER Initializes a new instance of the class. The message describing the exception. The exception that caused this exception. Initializes a new instance of the class. The message describing the exception. Initializes a new instance of the class. An exception indicating that the appropriate Direct3DX 9 runtime could not be found or initialized. Initializes a new instance of the class. The message describing the exception. The exception that caused this exception. Initializes a new instance of the class. The message describing the exception. Initializes a new instance of the class. An exception indicating that the appropriate Direct3D 9 runtime could not be found or initialized. Applications use the methods of the SkinInfo class to manipulate bone matrices, which are used to skin vertex data for animation. ID3DXSkinInfo Describes a subset of the mesh that has the same attribute and bone combination. D3DXBONECOMBINATION Provides an interface to manipulate mesh objects. ID3DXMesh Specifies mesh weight attributes. D3DXATTRIBUTEWEIGHTS Contains information about the placement and orientation of a glyph in a character cell. GLYPHMETRICSFLOAT Effect default parameters. D3DXEFFECTDEFAULT Provides an interface to manipulate mesh and progressive mesh objects. ID3DXBaseMesh Stores an attribute table entry. D3DXATTRIBUTERANGE Determines whether the specified object instances are considered equal. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Determines whether a ray intersects the specified object. The ray which will be tested for intersection. A sphere that will be tested for intersection. When the method completes, contains the distance at which the ray intersected the plane. true if the ray intersects the plane; otherwise, false. Determines whether a ray intersects the specified object. The ray which will be tested for intersection. A box that will be tested for intersection. When the method completes, contains the distance at which the ray intersected the plane. true if the ray intersects the plane; otherwise, false. Determines whether a ray intersects the specified object. The ray which will be tested for intersection. The first vertex of a triangle that will be tested for intersection. The second vertex of a triangle that will be tested for intersection. The third vertex of a triangle that will be tested for intersection. When the method completes, contains the distance at which the ray intersected the plane. When the method completes, contains the U component of the barycentric hit coordinates. When the method completes, contains the V component of the barycentric hit coordinates. true if the ray intersects the plane; otherwise, false. Determines whether a ray intersects the specified object. The ray which will be tested for intersection. The first vertex of a triangle that will be tested for intersection. The second vertex of a triangle that will be tested for intersection. The third vertex of a triangle that will be tested for intersection. When the method completes, contains the distance at which the ray intersected the plane. true if the ray intersects the plane; otherwise, false. Determines whether a ray intersects the specified object. The ray which will be tested for intersection. A plane that will be tested for intersection. When the method completes, contains the distance at which the ray intersected the plane. true if the ray intersects the plane; otherwise, false. Initializes a new instance of the structure. The location of the ray's origin. A unit vector specifying the direction in which the ray is pointing. A unit vector specifying the direction in which the ray is pointing. Specifies the location of the ray's origin. Defines a ray in three dimensions, specified by a starting position and a direction. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value; otherwise, false. Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Returns the instance of the Direct3D object that created this device. Gets or sets the currently active pixel shader. Gets or sets the currently active vertex shader. Gets or sets the current index data. Gets or sets the current depth-stencil surface. Gets the pixel shader version. Gets the vertex shader version. Gets the current driver version. Gets or sets the index of the current texture palette. An index into the list of possible texture palettes. Gets or sets the current N-patch mode segments. The number of subdivision segments. If the value is less than 1.0, N-patches are disabled. Gets the number of implicitly created swap chains. Gets or sets a value indicating whether the cursor should be shown. Gets an estimate of the amount of available texture memory. The amount of available texture memory, rounded to the nearest MB. Gets or sets the current scissor rectangle. Gets or sets the currently active viewport. Gets or sets the current material properties used by the device. Gets or sets the vertex processing mode. true if the device is using software vertex processing; otherwise, false. Gets or sets the current vertex declaration. A object describing the result of the operation. Gets or sets the current fixed-function vertex format. Gets the current clip status. Gets the parameters used to create the device. Gets the capabilities of the rendering device. Unbinds a previously bound vertex buffer as a render target. The vertex stream that should be unbound. A object describing the result of the operation. This functionality is only available on ATI cards which support render to vertex buffer. Binds a render target to a vertex stream. The sampler that will be used to bind the render target. The target of the binding operation. The stream index that will be bound to the texture. The stride of the vertex data. A vertex buffer that is used to fill a required parameter in . A object describing the result of the operation. This functionality is only available on ATI cards which support render to vertex buffer. Enables or disables render-to-vertex-buffer mode. true to enable render-to-vertex-buffer mode, false to disable it. A object describing the result of the operation. This functionality is only available on ATI cards which support render to vertex buffer. Fills a rectangular area of a surface with the specified color. The surface that will be filled. The color used for filling. A object describing the result of the operation. IDirect3DDevice9::ColorFill Fills a rectangular area of a surface with the specified color. The surface that will be filled. The area on the surface that will be filled. The color used for filling. A object describing the result of the operation. IDirect3DDevice9::ColorFill Updates the dirty portions of a texture. The source texture. The destination texture. A object describing the result of the operation. IDirect3DDevice9::UpdateTexture Copies rectangular subsets of pixels from one surface to another. The source surface. The destination surface. A object describing the result of the operation. IDirect3DDevice9::UpdateSurface Copies rectangular subsets of pixels from one surface to another. The source surface. The area on the source surface that is to be copied. The destination surface. The location on the destination surface where data will be copied. A object describing the result of the operation. IDirect3DDevice9::UpdateSurface Copys the contents of the source surface to the destination surface. The source surface. The destination surface. The filter that will be used when the data is being stretched. A object describing the result of the operation. IDirect3DDevice9::StretchRect Copys the contents of the source surface to the destination surface. The source surface. The area on the source surface that is to be copied. The destination surface. The area on the destination surface where data will be copied. The filter that will be used when the data is being stretched. A object describing the result of the operation. IDirect3DDevice9::StretchRect Frees a cached high-order patch. Handle of the cached high-order patch to delete. A object describing the result of the operation. IDirect3DDevice9::DeletePatch Draws a rectangular patch using the currently set streams. Handle to the rectangular patch to draw. An array of four floating point values that identify the number of segments on each edge of the rectangular patch. A object describing the result of the operation. IDirect3DDevice9::DrawRectPatch Draws a rectangular patch using the currently set streams. Handle to the rectangular patch to draw. An array of four floating point values that identify the number of segments on each edge of the rectangular patch. Information on how to draw the rectangular patch. A object describing the result of the operation. IDirect3DDevice9::DrawRectPatch Draws a triangular patch using the currently set streams. Handle to the triangular patch to draw. An array of three floating point values that identify the number of segments on each edge of the triangular patch. A object describing the result of the operation. IDirect3DDevice9::DrawTriPatch Draws a triangular patch using the currently set streams. Handle to the triangular patch to draw. An array of three floating point values that identify the number of segments on each edge of the triangular patch. Information on how to draw the triangular patch. A object describing the result of the operation. IDirect3DDevice9::DrawTriPatch Renders the specified geometric primitive using user-supplied data. The type of the data contained in the index data. The type of the data contained in the vertex data. Specifies the type of primitive to render. Index of the first index in the array to use. Index of the first vertex in the array to use. Minimum vertex index for vertices used during this call. The number of vertices to render. The number of primitives to render. The number of vertices used is a function of the primitive count and the primitive type. User-supplied index data. The format of the supplied index data. User-supplied vertex data. The number of bytes of data for each vertex. A object describing the result of the operation. IDirect3DDevice9::DrawIndexedPrimitiveUP Renders the specified geometric primitive using user-supplied data. The type of the data contained in the index data. The type of the data contained in the vertex data. Specifies the type of primitive to render. Index of the first index in the array to use. Minimum vertex index for vertices used during this call. The number of vertices to render. The number of primitives to render. The number of vertices used is a function of the primitive count and the primitive type. User-supplied index data. The format of the supplied index data. User-supplied vertex data. The number of bytes of data for each vertex. A object describing the result of the operation. IDirect3DDevice9::DrawIndexedPrimitiveUP Renders the specified geometric primitive using user-supplied data. The type of the data contained in the index data. The type of the data contained in the vertex data. Specifies the type of primitive to render. Minimum vertex index for vertices used during this call. The number of vertices to render. The number of primitives to render. The number of vertices used is a function of the primitive count and the primitive type. User-supplied index data. The format of the supplied index data. User-supplied vertex data. The number of bytes of data for each vertex. A object describing the result of the operation. IDirect3DDevice9::DrawIndexedPrimitiveUP Renders non-indexed geometric primitives using user-supplied data. The type of the user-supplied vertices. Specifies the type of primitive to render. Index of the first vertex in the array to use. The number of primitives to render. The number of vertices used is a function of the primitive count and the primitive type. User-supplied vertex data. A object describing the result of the operation. IDirect3DDevice9::DrawPrimitiveUP Renders non-indexed geometric primitives using user-supplied data. The type of the user-supplied vertices. Specifies the type of primitive to render. The number of primitives to render. The number of vertices used is a function of the primitive count and the primitive type. User-supplied vertex data. A object describing the result of the operation. IDirect3DDevice9::DrawPrimitiveUP Renders the specified geometric primitive using data from the current input streams. Specifies the type of primitive to render. Offset from the start of the vertex buffer to the first vertex. Minimum vertex index for vertices used during this call. This is a zero-based index relative to . The number of vertices to render. Index of the first index to use when accessing the vertex buffer. The number of primitives to render. The number of vertices used is a function of the primitive count and the primitive type. A object describing the result of the operation. IDirect3DDevice9::DrawIndexedPrimitive Renders non-indexed geometric primitives using data from the current input streams. Specifies the type of primitive to render. Index of the first vertex to use. The number of primitives to render. The number of vertices used is a function of the primitive count and the primitive type. A object describing the result of the operation. IDirect3DDevice9::DrawPrimitive Applies the vertex processing defined by the vertex shader to the set of input data streams, generating a single stream of interleaved vertex data to the destination vertex buffer. Index of the first vertex to load. Index of the first vertex in the destination vertex buffer into which the results are placed. Number of vertices to process. The destination for the output vertex stream. The output vertex declaration. Vertex processing options. A object describing the result of the operation. IDirect3DDevice9::ProcessVertices Signals Direct3D to stop recording a device-state block. The recorded device-state block. IDirect3DDevice9::EndStateBlock Signals Direct3D to begin recording a device-state block. A object describing the result of the operation. IDirect3DDevice9::BeginStateBlock Sets a vertex shader constant. Register number that will contain the first constant value. The constant data. A object describing the result of the operation. IDirect3DDevice9::SetPixelShaderConstantF Sets a pixel shader constant. Register number that will contain the first constant value. The constant data. The offset into the data where constants will start being retrieved. The number of four constant vectors to set. A object describing the result of the operation. IDirect3DDevice9::SetPixelShaderConstantF Sets a pixel shader constant. Register number that will contain the first constant value. The constant data. A object describing the result of the operation. IDirect3DDevice9::SetPixelShaderConstantF Sets a pixel shader constant. Register number that will contain the first constant value. The constant data. The number of matrices to set. A object describing the result of the operation. IDirect3DDevice9::SetPixelShaderConstantF Sets a pixel shader constant. Register number that will contain the first constant value. The constant data. A object describing the result of the operation. IDirect3DDevice9::SetPixelShaderConstantF Sets a pixel shader constant. Register number that will contain the first constant value. The constant data. A object describing the result of the operation. IDirect3DDevice9::SetPixelShaderConstantI Sets a pixel shader constant. Register number that will contain the first constant value. The constant data. A object describing the result of the operation. IDirect3DDevice9::SetPixelShaderConstantF Sets a pixel shader constant. Register number that will contain the first constant value. The constant data. A object describing the result of the operation. IDirect3DDevice9::SetPixelShaderConstantF Sets a pixel shader constant. Register number that will contain the first constant value. The constant data. A object describing the result of the operation. IDirect3DDevice9::SetPixelShaderConstantB Sets a pixel shader constant. Register number that will contain the first constant value. The constant data. The offset into the data where constants will start being retrieved. The number of four constant vectors to set. A object describing the result of the operation. IDirect3DDevice9::SetPixelShaderConstantI Sets a pixel shader constant. Register number that will contain the first constant value. The constant data. The offset into the data where constants will start being retrieved. The number of four constant vectors to set. A object describing the result of the operation. IDirect3DDevice9::SetPixelShaderConstantF Sets a pixel shader constant. Register number that will contain the first constant value. The constant data. The offset into the data where constants will start being retrieved. The number of four constant vectors to set. A object describing the result of the operation. IDirect3DDevice9::SetPixelShaderConstantF Sets a pixel shader constant. Register number that will contain the first constant value. The constant data. The offset into the data where constants will start being retrieved. The number of constants to set. A object describing the result of the operation. IDirect3DDevice9::SetPixelShaderConstantB Sets a vertex shader constant. Register number that will contain the first constant value. The constant data. A object describing the result of the operation. IDirect3DDevice9::SetVertexShaderConstantF Sets a vertex shader constant. Register number that will contain the first constant value. The constant data. The offset into the data where constants will start being retrieved. The number of four constant vectors to set. A object describing the result of the operation. IDirect3DDevice9::SetVertexShaderConstantF Sets a vertex shader constant. Register number that will contain the first constant value. A pointer to the constant data. A object describing the result of the operation. IDirect3DDevice9::SetVertexShaderConstantF Sets a vertex shader constant. Register number that will contain the first constant value. A pointer to the constant data. The number of matrices to set. A object describing the result of the operation. IDirect3DDevice9::SetVertexShaderConstantF Sets a vertex shader constant. Register number that will contain the first constant value. The constant data. A object describing the result of the operation. IDirect3DDevice9::SetVertexShaderConstantF Sets a vertex shader constant. Register number that will contain the first constant value. The constant data. A object describing the result of the operation. IDirect3DDevice9::SetVertexShaderConstantI Sets a vertex shader constant. Register number that will contain the first constant value. The constant data. A object describing the result of the operation. IDirect3DDevice9::SetVertexShaderConstantF Sets a vertex shader constant. Register number that will contain the first constant value. The constant data. A object describing the result of the operation. IDirect3DDevice9::SetVertexShaderConstantF Sets a vertex shader constant. Register number that will contain the first constant value. The constant data. A object describing the result of the operation. IDirect3DDevice9::SetVertexShaderConstantB Sets a vertex shader constant. Register number that will contain the first constant value. The constant data. The offset into the data where constants will start being retrieved. The number of four constant vectors to set. A object describing the result of the operation. IDirect3DDevice9::SetVertexShaderConstantI Sets a vertex shader constant. Register number that will contain the first constant value. The constant data. The offset into the data where constants will start being retrieved. The number of four constant vectors to set. A object describing the result of the operation. IDirect3DDevice9::SetVertexShaderConstantF Sets a vertex shader constant. Register number that will contain the first constant value. The constant data. The offset into the data where constants will start being retrieved. The number of four constant vectors to set. A object describing the result of the operation. IDirect3DDevice9::SetVertexShaderConstantF Sets a vertex shader constant. Register number that will contain the first constant value. The constant data. The offset into the data where constants will start being retrieved. The number of constants to set. A object describing the result of the operation. IDirect3DDevice9::SetVertexShaderConstantB Gets an integer pixel shader constant. The register number containing the first constant value. Number of values in the constant. An array of integer constants. IDirect3DDevice9::GetPixelShaderConstantI Gets a floating point pixel shader constant. The register number containing the first constant value. Number of values in the constant. An array of floating point constants. IDirect3DDevice9::GetPixelShaderConstantF Gets a boolean pixel shader constant. The register number containing the first constant value. Number of values in the constant. An array of boolean constants. IDirect3DDevice9::GetPixelShaderConstantB Gets an integer vertex shader constant. The register number containing the first constant value. Number of values in the constant. An array of integer constants. IDirect3DDevice9::GetVertexShaderConstantI Gets a floating point vertex shader constant. The register number containing the first constant value. Number of values in the constant. An array of floating point constants. IDirect3DDevice9::GetVertexShaderConstantF Gets a boolean vertex shader constant. The register number containing the first constant value. Number of values in the constant. An array of boolean constants. IDirect3DDevice9::GetVertexShaderConstantB Sets the current user-defined clip plane. The index of the clipping plane to set. The new clipping plane data. A object describing the result of the operation. IDirect3DDevice9::SetClipPlane This method allows the use of GDI dialog boxes in full-screen mode applications. true to enable GDI dialogs, false to disable them. A object describing the result of the operation. IDirect3DDevice9::SetDialogBoxMode Sets a new render target for the device. Index of the render target. The new render target. A object describing the result of the operation. IDirect3DDevice9::SetRenderTarget Assigns a texture to a stage. Zero-based sampler index. The texture that is to be bound. A object describing the result of the operation. IDirect3DDevice9::SetTexture Resets the stream source frequency divider to its initial state. The stream index. A object describing the result of the operation. IDirect3DDevice9::SetStreamSourceFreq Sets the stream source frequency divider value. This may be used to draw several instances of geometry. The stream index. The new frequency divider. The type of data being set. A object describing the result of the operation. IDirect3DDevice9::SetStreamSourceFreq Binds a vertex buffer to a device data stream. The stream index to bind. The stream data to bind. Offset from the beginning of the stream to the beginning of the vertex data, in bytes. The stride of the vertex data. A object describing the result of the operation. IDirect3DDevice9::SetStreamSource Multiplies a device's world, view, or projection matrix by the specified matrix. The transformation state whose matrix is to be modified. The matrix to multiply with the device transform. A object describing the result of the operation. IDirect3DDevice9::MultiplyTransform Retrieves a matrix describing the transformation state. The device state variable that is being retrieved. The transformation matrix for the specified state. IDirect3DDevice9::GetTransform Retrieves a matrix describing the transformation state. The device state variable that is being retrieved. The transformation matrix for the specified state. IDirect3DDevice9::GetTransform Sets a single device transformation state. The transformation state which is to be set. The new value for the transformation state. A object describing the result of the operation. IDirect3DDevice9::SetTransform Sets a single device transformation state. The transformation state which is to be set. The new value for the transformation state. A object describing the result of the operation. IDirect3DDevice9::SetTransform Sets a single device transformation state. The transformation state which is to be set. The new value for the transformation state. A object describing the result of the operation. IDirect3DDevice9::SetTransform Sets a single device transformation state. The transformation state which is to be set. The new value for the transformation state. A object describing the result of the operation. IDirect3DDevice9::SetTransform Sets properties for the cursor. The offset (in pixels) that marks the center of the cursor. The image data used to draw the cursor. A object describing the result of the operation. IDirect3DDevice9::SetCursorProperties Sets properties for the cursor. X-coordinate offset (in pixels) that marks the center of the cursor. Y-coordinate offset (in pixels) that marks the center of the cursor. The image data used to draw the cursor. A object describing the result of the operation. IDirect3DDevice9::SetCursorProperties Sets the current cursor position. The position of the cursor, in virtual desktop coordinates. true to force the cursor to update every time the monitor refreshes; otherwise, false to have the cursor update whenever is called. IDirect3DDevice9::SetCursorPosition Sets the current cursor position. The new X-position of the cursor, in virtual desktop coordinates. The new Y-position of the cursor, in virtual desktop coordinates. true to force the cursor to update every time the monitor refreshes; otherwise, false to have the cursor update whenever is called. IDirect3DDevice9::SetCursorPosition Sets a Windows Forms cursor as the device cursor. The cursor to set. true to add a watermark to the cursor; otherwise, false. A object describing the result of the operation. IDirect3DDevice9::SetCursor Retrievs a set of lighting properties that are used by the device. Index of the light to be retrieved. A structure describing the requested light. IDirect3DDevice9::GetLight Assigns a set of lighting properties to the device. Index of the light whose properties are to be set. A structure which represents the light properties. A object describing the result of the operation. IDirect3DDevice9::SetLight Gets a value indicating whether the specified light is enabled. The index of the light whose status is to be queried. true if the specified light is enabled; otherwise, false. IDirect3DDevice9::IsLightEnabled Enables or disables a set of lighting parameters. The index of the light whose state is to be changed. true if the light should be enabled; otherwise, false. A object describing the result of the operation. IDirect3DDevice9::EnableLight Sets a sampler state's value. The sampler stage index. The sampler state whose value is to be set. The new value for the sampler state. A object describing the result of the operation. IDirect3DDevice9::SetSamplerState Sets a sampler state's value. The sampler stage index. The sampler state whose value is to be set. The new value for the sampler state. A object describing the result of the operation. IDirect3DDevice9::SetSamplerState Sets a sampler state's value. The sampler stage index. The sampler state whose value is to be set. The new value for the sampler state. A object describing the result of the operation. IDirect3DDevice9::SetSamplerState Sets a sampler state's value. The sampler stage index. The sampler state whose value is to be set. The new value for the sampler state. A object describing the result of the operation. IDirect3DDevice9::SetSamplerState Sets the state value for the currently assigned texture. Zero-based stage identifier for the texture. Devices can have up to eight textures, so the maximum value allowed is 7. The texture state to set. The new value for the state. A object describing the result of the operation. IDirect3DDevice9::SetTextureStageState Sets the state value for the currently assigned texture. Zero-based stage identifier for the texture. Devices can have up to eight textures, so the maximum value allowed is 7. The texture state to set. The new value for the state. A object describing the result of the operation. IDirect3DDevice9::SetTextureStageState Sets the state value for the currently assigned texture. Zero-based stage identifier for the texture. Devices can have up to eight textures, so the maximum value allowed is 7. The texture state to set. The new value for the state. A object describing the result of the operation. IDirect3DDevice9::SetTextureStageState Sets the state value for the currently assigned texture. Zero-based stage identifier for the texture. Devices can have up to eight textures, so the maximum value allowed is 7. The texture state to set. The new value for the state. A object describing the result of the operation. IDirect3DDevice9::SetTextureStageState Sets the state value for the currently assigned texture. Zero-based stage identifier for the texture. Devices can have up to eight textures, so the maximum value allowed is 7. The texture state to set. The new value for the state. A object describing the result of the operation. IDirect3DDevice9::SetTextureStageState Sets the gamma correction ramp for the specified swap chain. The swap chain whose gamma ramp is to be set. The gamma correction ramp. true to calibrate the gamma data, false to just submit it to the device. IDirect3DDevice9::SetGammaRamp Retrives the gamma correction ramp for the specified swap chain. The swap chain whose gamma ramp is to be retrieved. The requested gamma correction ramp. IDirect3DDevice9::GetGammaRamp Sets palette entries. An ordinal number identifying the particular palette upon which the operation is to be performed. The individual entries of the palette that are to be set. The length of the array is assumed to be 256. A object describing the result of the operation. IDirect3DDevice9::SetPaletteEntries Gets the individual color elements of the specified palette. The palette whose color elements will be retrieved. The individual color elements of the specified palette. IDirect3DDevice9::GetPaletteEntries Sets a single device render-state parameter. The type of the render state value. The render state that is being modified. The new value for the state. A object describing the result of the operation. IDirect3DDevice9::SetRenderState Sets a single device render-state parameter. The render state that is being modified. The new value for the state. A object describing the result of the operation. IDirect3DDevice9::SetRenderState Sets a single device render-state parameter. The render state that is being modified. The new value for the state. A object describing the result of the operation. IDirect3DDevice9::SetRenderState Sets a single device render-state parameter. The render state that is being modified. The new value for the state. A object describing the result of the operation. IDirect3DDevice9::SetRenderState Copies the render-target data from device memory to system memory. A surface representing the render target. The surface which will receive the copy of the render target. A object describing the result of the operation. IDirect3DDevice9::GetRenderTargetData Generates a copy of the device's front buffer and places that copy into the specified surface. Index of the swap chain whose front buffer is to be copied. The surface that will receive the copy of the front buffer. A object describing the result of the operation. IDirect3DDevice9::GetFrontBufferData Gets the stream source frequency divider value. A zero-based index specifying the data stream. The frequency divider value. IDirect3DDevice9::GetStreamSourceFrequency Retrieves a vertex buffer bound to the specified data stream. A zero-based index specifying the data stream. A vertex buffer representing the data stream. The offset from the beginning of the stream to the beginning of vertex data, measured in bytes. The stride of the vertex data, in bytes. A object describing the result of the operation. IDirect3DDevice9::GetStreamSource Gets the texture assigned to the specified stage. The texture assigned to the specified stage. IDirect3DDevice9::GetTexture Retrieves a texture stage state value for the device. The texture stage. The texture stage state whose value is being requested. The value of the requested texture stage state. IDirect3DDevice9::GetTextureStageState Retrieves a texture stage state value for the device. The type of the data being returned. The texture stage. The texture stage state whose value is being requested. The value of the requested texture stage state. IDirect3DDevice9::GetTextureStageState Retrieves a sampler state value for the device. The sampler stage index. The sampler state whose value is being requested. The value of the requested sampler state. IDirect3DDevice9::GetSamplerState Retrieves a sampler state value for the device. The type of the data being returned. The sampler stage index. The sampler state whose value is being requested. The value of the requested sampler state. IDirect3DDevice9::GetSamplerState Retrieves a render-state value for the device. The render state whose value is being requested. The value of the requested render state. IDirect3DDevice9::GetRenderState Retrieves a render-state value for the device. The type of the data being returned. The render state whose value is being requested. The value of the requested render state. IDirect3DDevice9::GetRenderState Gets the currently set user-defined clipping plane. Index of the desired clipping plane. The requested clipping plane. IDirect3DDevice9::GetClipPlane Retrieve's the display mode's spatial resolution, color resolution, and refresh frequency. The index of the swap chain whose display mode is to be retrieved. A object describing the result of the operation. IDirect3DDevice9::GetDisplayMode Gets information describing the raster of the monitor on which the swap chain is presented. The swap chain whose raster status is to be retrieved. The raster status of the specified swap chain. IDirect3DDevice9::GetRasterStatus Gets a reference to the specified swap chain. The index of the desired swap chain. The requested swap chain reference. IDirect3DDevice9::GetSwapChain Retrieves a render target surface. The index of the render target. A surface representing the desired render target. IDirect3DDevice9::GetRenderTarget Retrieves a back buffer from the device's swap chain. The desired swap chain. Index of the back buffer object to return. The requested back buffer surface. IDirect3DDevice9::GetBackBuffer Presents the contents of the next buffer in the sequence of back buffers to the screen. The area of the back buffer that should be presented. The area of the front buffer that should receive the result of the presentation. The destination window whose client area is taken as the target for this presentation. Specifies a region on the back buffer that contains the minimal amount of pixels that need to be updated. A object describing the result of the operation. IDirect3DDevice9::Present Presents the contents of the next buffer in the sequence of back buffers to the screen. The area of the back buffer that should be presented. The area of the front buffer that should receive the result of the presentation. The destination window whose client area is taken as the target for this presentation. A object describing the result of the operation. IDirect3DDevice9::Present Presents the contents of the next buffer in the sequence of back buffers to the screen. The area of the back buffer that should be presented. The area of the front buffer that should receive the result of the presentation. A object describing the result of the operation. IDirect3DDevice9::Present Presents the contents of the first swap chain in the device. Flags used to specify how the swap chain should be presented. A object describing the result of the operation. IDirect3DDevice9::Present Presents the contents of the next buffer in the sequence of back buffers to the screen. A object describing the result of the operation. IDirect3DDevice9::Present Ends a scene. A object describing the result of the operation. IDirect3DDevice9::EndScene Begins a scene. A object describing the result of the operation. IDirect3DDevice9::BeginScene Clears one or more surfaces such as a render target, a stencil buffer, and a depth buffer. Flags that specify which surfaces will be cleared. The color that will be used to fill the cleared render target. The value that will be used to fill the cleared depth buffer. The value that will be used to fill the cleared stencil buffer. A object describing the result of the operation. IDirect3DDevice9::Clear Clears one or more surfaces such as a render target, a stencil buffer, and a depth buffer. Flags that specify which surfaces will be cleared. The color that will be used to fill the cleared render target. The value that will be used to fill the cleared depth buffer. The value that will be used to fill the cleared stencil buffer. A object describing the result of the operation. IDirect3DDevice9::Clear Clears one or more surfaces such as a render target, a stencil buffer, and a depth buffer. Flags that specify which surfaces will be cleared. The color that will be used to fill the cleared render target. The value that will be used to fill the cleared depth buffer. The value that will be used to fill the cleared stencil buffer. The areas on the surfaces that will be cleared. A object describing the result of the operation. IDirect3DDevice9::Clear Clears one or more surfaces such as a render target, a stencil buffer, and a depth buffer. Flags that specify which surfaces will be cleared. The color that will be used to fill the cleared render target. The value that will be used to fill the cleared depth buffer. The value that will be used to fill the cleared stencil buffer. The areas on the surfaces that will be cleared. A object describing the result of the operation. IDirect3DDevice9::Clear Resets the device. A set of new presentation parameters to apply to the device. A object describing the result of the operation. IDirect3DDevice9::Reset Reports the current cooperative-level status of the device. This function always returns the result of the TestCooperativeLevel call. It will not generate an exception for a failed result, or write to . As a result, it is important to actually check the returned value. A object describing the result of the operation. IDirect3DDevice9::TestCooperativeLevel Reports on the device's ability to render the current texture-blending operations and arguments in a single pass. The number of passes required to complete the desired effect. IDirect3DDevice9::ValidateDevice Evicts all managed resources, including both Direct3D and driver-managed resources. A object describing the result of the operation. IDirect3DDevice9::EvictManagedResources Determines whether the specified query type is supported by the device. The query type to check. true if the query is supported; otherwise, false. IDirect3DDevice9::CreateQuery Initializes a new instance of the class. Ordinal number that denotes the display adapter. Denotes the desired device type. If the desired device type is not available, device creation will fail. Specifies the target window for Direct3D rendering. Combination of one or more options that control device creation. Describes the presentation parameters for the device being created. Applications use the methods of the Device to perform DrawPrimitive-based rendering, create resources, work with system-level variables, adjust gamma ramp levels, work with palettes, and create shaders. IDirect3DDevice9 Describes the raster status. D3DRASTER_STATUS Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets or sets the behavior flags used to create the device. Gets or sets the rendering window. Gets or sets the device type. Gets or sets an ordinal denoting the display adapter. Describes the creation parameters for a device. D3DDEVICE_CREATION_PARAMETERS Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets or sets flags describing the current clipping intersection. Gets or sets flags describing the current clipping union. Describes the current clip status. D3DCLIPSTATUS9 Gets a collection of the blue components of the gamma ramp. Gets a collection of the green components of the gamma ramp. Gets a collection of the red components of the gamma ramp. Initializes a new instance of the class. Contains red, green, and blue ramp data. D3DGAMMARAMP Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets or sets a value that determines the sharpness of specular highlights. The higher the value, the sharper the highlight. Gets or sets the emissive color of the material. Gets or sets the specular color of the material. Gets or sets the ambient color of the material. Gets or sets the diffuse color of the material. Specifies material properties. D3DMATERIAL9 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets or sets the degree type for the patch. Gets or sets the basis for the patch. Gets or sets the width of the imaginary two-dimensional vertex array. Gets or sets the height of each vertex, in number of vertices. Gets or sets the width of each vertex, in number of vertices. Gets or sets the starting vertex offset height, in number of vertices. Gets or sets the starting vertex offset width, in number of vertices. Describes a rectangular high-order patch. D3DRECTPATCH_INFO Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets or sets the degree type for the patch. Gets or sets the basis type for the patch. Gets or sets the number of vertices in the patch. Gets or sets the starting vertex offset, in number of vertices. Describes a triangular high-order patch. D3DTRIPATCH_INFO Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets or sets the angle, in radians, of the spotlight's outer cone. Gets or sets angle, in radians, of the spotlight's inner cone. Gets or sets the third value in the equation that determines how the light intensity changes over distance. Gets or sets the second value in the equation that determines how the light intensity changes over distance. Gets or sets the first value in the equation that determines how the light intensity changes over distance. Gets or sets the decrease in illumination between a spotlight's inner cone and the outer edge of the outer cone. Gets or sets the distance beyond which the light has no effect. This member does not affect directional lights. Gets or sets the direction of the light. This vector need not be normalized, but should have a non-zero length. Gets or sets the position of the light in world space. This member does not affect directional lights. Gets or sets the ambient color of the light. Gets or sets the specular color of the light. Gets or sets the diffuse color of the light. Gets or sets the type of the light source. Defines a set of lighting properties. D3DLIGHT9 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets or sets the alpha component of the palette entry. Gets or sets the blue component of the palette entry. Gets or sets the green component of the palette entry. Gets or sets the red component of the palette entry. Specifies the color and usage of an entry in a logical palette. PALETTEENTRY Returns a value indicating whether the two viewports are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the viewport to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two viewports. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two viewports. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the structure. The X coordinate of the viewport. The Y coordinate of the viewport. The width of the viewport. The height of the viewport. The minimum Z distance of the viewport. The maximum Z distance of the viewport. Initializes a new instance of the structure. The X coordinate of the viewport. The Y coordinate of the viewport. The width of the viewport. The height of the viewport. Gets or sets the viewport's maximum Z depth. Gets or sets the viewport's minimum Z depth. Gets or sets the viewport's height. Gets or sets the viewport's width. Gets or sets the viewport's Y position. Gets or sets the viewport's X position. Defines a rectangular region of a render-target surface onto which a 3D rendering is projected. D3DVIEWPORT9 Determines whether the specified object instances are considered equal. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Scales a matrix by a given value. The matrix to scale. The amount by which to scale. The scaled matrix. Scales a matrix by a given value. The matrix to scale. The amount by which to scale. The scaled matrix. Multiplies two matricies. The first matrix to multiply. The second matrix to multiply. The product of the two matricies. Scales a matrix by a given value. The matrix to scale. The amount by which to scale. The scaled matrix. Divides two matricies. The first matrix to divide. The second matrix to divide. The quotient of the two matricies. Subtracts two matricies. The first matrix to subtract. The second matrix to subtract. The difference between the two matricies. Adds two matricies. The first matrix to add. The second matrix to add. The sum of the two matricies. Negates a matrix. The matrix to negate. The negated matrix. Creates a 2D transformation matrix. Center point of the scaling operation. Scaling rotation amount. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. When the method completes, contains the created transformation matrix. Creates a 2D transformation matrix. Center point of the scaling operation. Scaling rotation amount. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. The created transformation matrix. Creates a transformation matrix. Center point of the scaling operation. Scaling rotation amount. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. When the method completes, contains the created transformation matrix. Creates a transformation matrix. Center point of the scaling operation. Scaling rotation amount. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. The created transformation matrix. Creates a 2D affine transformation matrix. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. When the method completes, contains the created affine transformation matrix. Creates a 2D affine transformation matrix. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. The created affine transformation matrix. Creates a 3D affine transformation matrix. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. When the method completes, contains the created affine transformation matrix. Creates a 3D affine transformation matrix. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. The created affine transformation matrix. Calculates the transpose of the specified matrix. The matrix whose transpose is to be calculated. When the method completes, contains the transpose of the specified matrix. Calculates the transpose of the specified matrix. The matrix whose transpose is to be calculated. The transpose of the specified matrix. Calculates the inverse of the specified matrix. The matrix whose inverse is to be calculated. When the method completes, contains the inverse of the specified matrix. Calculates the inverse of the specified matrix. The matrix whose inverse is to be calculated. The inverse of the specified matrix. Creates a translation matrix using the specified offsets. The offset for all three coordinate planes. When the method completes, contains the created translation matrix. Creates a translation matrix using the specified offsets. The offset for all three coordinate planes. The created translation matrix. Creates a translation matrix using the specified offsets. X-coordinate offset. Y-coordinate offset. Z-coordinate offset. When the method completes, contains the created translation matrix. Creates a translation matrix using the specified offsets. X-coordinate offset. Y-coordinate offset. Z-coordinate offset. The created translation matrix. Creates a matrix that flattens geometry into a plane. Position of the shadow light. The plane into which the geometry will be flattened. When the method completes, contains the created shadow matrix. Creates a matrix that flattens geometry into a plane. Position of the shadow light. The plane into which the geometry will be flattened. The created shadow matrix. Creates a matrix that scales along the x-axis, y-axis, and y-axis. Scaling factor for all three axes. When the method completes, contains the created scaling matrix. Creates a matrix that scales along the x-axis, y-axis, and y-axis. Scaling factor for all three axes. The created scaling matrix. Creates a matrix that scales along the x-axis, y-axis, and y-axis. Scaling factor that is applied along the x-axis. Scaling factor that is applied along the y-axis. Scaling factor that is applied along the z-axis. When the method completes, contains the created scaling matrix. Creates a matrix that scales along the x-axis, y-axis, and y-axis. Scaling factor that is applied along the x-axis. Scaling factor that is applied along the y-axis. Scaling factor that is applied along the z-axis. The created scaling matrix. Creates a matrix that reflects the coordinate system about a plane. The plane about which the coordinate system will be reflected. When the method completes, contains the created reflection matrix. Creates a matrix that reflects the coordinate system about a plane. The plane about which the coordinate system will be reflected. The created reflection matrix. Creates a right-handed, customized perspective projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a right-handed, customized perspective projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a left-handed, customized perspective projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a left-handed, customized perspective projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a right-handed, perspective projection matrix based on a field of view. Field of view in the y direction, in radians. Aspect ratio, defined as view space width divided by height. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a right-handed, perspective projection matrix based on a field of view. Field of view in the y direction, in radians. Aspect ratio, defined as view space width divided by height. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a left-handed, perspective projection matrix based on a field of view. Field of view in the y direction, in radians. Aspect ratio, defined as view space width divided by height. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a left-handed, perspective projection matrix based on a field of view. Field of view in the y direction, in radians. Aspect ratio, defined as view space width divided by height. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a right-handed, perspective projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a right-handed, perspective projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a left-handed, perspective projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a left-handed, perspective projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a right-handed, customized orthographic projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a right-handed, customized orthographic projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a left-handed, customized orthographic projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a left-handed, customized orthographic projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a right-handed, orthographic projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a right-handed, orthographic projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a left-handed, orthographic projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a left-handed, orthographic projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a right-handed, look-at matrix. The position of the viewer's eye. The camera look-at target. The camera's up vector. When the method completes, contains the created look-at matrix. Creates a right-handed, look-at matrix. The position of the viewer's eye. The camera look-at target. The camera's up vector. The created look-at matrix. Creates a left-handed, look-at matrix. The position of the viewer's eye. The camera look-at target. The camera's up vector. When the method completes, contains the created look-at matrix. Creates a left-handed, look-at matrix. The position of the viewer's eye. The camera look-at target. The camera's up vector. The created look-at matrix. Creates a rotation matrix with a specified yaw, pitch, and roll. Yaw around the y-axis, in radians. Pitch around the x-axis, in radians. Roll around the z-axis, in radians. When the method completes, contains the created rotation matrix. Creates a rotation matrix with a specified yaw, pitch, and roll. Yaw around the y-axis, in radians. Pitch around the x-axis, in radians. Roll around the z-axis, in radians. The created rotation matrix. Creates a rotation matrix from a quaternion. The quaternion to use to build the matrix. The created rotation matrix. Creates a rotation matrix from a quaternion. The quaternion to use to build the matrix. The created rotation matrix. Creates a matrix that rotates around an arbitary axis. The axis around which to rotate. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. When the method completes, contains the created rotation matrix. Creates a matrix that rotates around an arbitary axis. The axis around which to rotate. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation matrix. Creates a matrix that rotates around the z-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. When the method completes, contains the created rotation matrix. Creates a matrix that rotates around the z-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation matrix. Creates a matrix that rotates around the y-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. When the method completes, contains the created rotation matrix. Creates a matrix that rotates around the y-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation matrix. Creates a matrix that rotates around the x-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. When the method completes, contains the created rotation matrix. Creates a matrix that rotates around the x-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation matrix. Creates a spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. When the method completes, contains the created billboard matrix. Creates a spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. The created billboard matrix. Performs a linear interpolation between two matricies. Start matrix. End matrix. Value between 0 and 1 indicating the weight of . When the method completes, contains the linear interpolation of the two matricies. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a linear interpolation between two matricies. Start matrix. End matrix. Value between 0 and 1 indicating the weight of . The linear interpolation of the two matrices. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Negates a matrix. The matrix to be negated. When the method completes, contains the negated matrix. Negates a matrix. The matrix to be negated. The negated matrix. Scales a matrix by the given value. The matrix to scale. The amount by which to scale. When the method completes, contains the scaled matrix. Scales a matrix by the given value. The matrix to scale. The amount by which to scale. The scaled matrix. Determines the quotient of two matrices. The first matrix to divide. The second matrix to divide. When the method completes, contains the quotient of the two matrices. Determines the quotient of two matrices. The first matrix to divide. The second matrix to divide. The quotient of the two matrices. Scales a matrix by the given value. The matrix to scale. The amount by which to scale. When the method completes, contains the scaled matrix. Scales a matrix by the given value. The matrix to scale. The amount by which to scale. The scaled matrix. Determines the products of of an array of matrices by a single matrix. The first matrix array to multiply. The matrix to multiply the matrices in the array by. The array of products of the matrices. Determines the products of of an array of matrices by a single matrix. The first matrix array to multiply. The matrix to multiply the matrices in the array by. The array of products of the matrices. The offset at which to begin the multiplication. The number of matrices to multiply, or 0 to process the entire array. Determines the products of two arrays of matrices. The first matrix array to multiply. The second matrix array to multiply. The array of products of the two matrices. Determines the products of two arrays of matrices. The first matrix array to multiply. The second matrix array to multiply. The array of products of the two matrices. The offset at which to begin the multiplication. The number of matrices to multiply, or 0 to process the entire array. Determines the products of two arrays of matrices. The first matrix array to multiply. The second matrix array to multiply. The array of products of the two matrices. Determines the product of two matrices. The first matrix to multiply. The second matrix to multiply. The product of the two matrices. Determines the product of two matrices. The first matrix to multiply. The second matrix to multiply. The product of the two matrices. Determines the difference between two matrices. The first matrix to subtract. The second matrix to subtract. When the method completes, contains the difference between the two matrices. Determines the difference between two matrices. The first matrix to subtract. The second matrix to subtract. The difference between the two matrices. Determines the sum of two matrices. The first matrix to add. The second matrix to add. When the method completes, contains the sum of the two matrices. Determines the sum of two matrices. The first matrix to add. The second matrix to add. The sum of the two matrices. Calculates the determinant of the matrix. The determinant of the matrix. Decomposes the matrix into its scalar, rotational, and translational elements. When the method completes, contains the scalar element of the matrix. When the method completes, contains the translational element of the matrix. When the method completes, contains the rotational element of the matrix. true if the decomposition was successful; otherwise, false. Inverts the matrix. Gets a value indicating whether this instance is an identity matrix. Gets a that represents an identity matrix. Gets or sets the element of the matrix that exists in the fourth row and fourth column. Gets or sets the element of the matrix that exists in the fourth row and third column. Gets or sets the element of the matrix that exists in the fourth row and second column. Gets or sets the element of the matrix that exists in the fourth row and first column. Gets or sets the element of the matrix that exists in the third row and fourth column. Gets or sets the element of the matrix that exists in the third row and third column. Gets or sets the element of the matrix that exists in the third row and second column. Gets or sets the element of the matrix that exists in the third row and first column. Gets or sets the element of the matrix that exists in the second row and fourth column. Gets or sets the element of the matrix that exists in the second row and third column. Gets or sets the element of the matrix that exists in the second row and second column. Gets or sets the element of the matrix that exists in the second row and first column. Gets or sets the element of the matrix that exists in the first row and fourth column. Gets or sets the element of the matrix that exists in the first row and third column. Gets or sets the element of the matrix that exists in the first row and second column. Gets or sets the element of the matrix that exists in the first row and first column. Defines a 4x4 matrix. D3DXMATRIX Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value; otherwise, false. Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. None Determines whether the specified object instances are considered equal. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Scales the plane by the given scaling factor. The source plane. The scaling factor. The scaled plane. Scales the plane by the given scaling factor. The source plane. The scaling factor. The scaled plane. Scales the plane by the given scaling factor. The source plane. The scaling factor. When the method completes, contains the scaled plane. Scales the plane by the given scaling factor. The source plane. The scaling factor. The scaled plane. Finds the intersection between a plane and a sphere. The source plane. The sphere to check for intersection. A value from the enumeration describing the result of the intersection test. Finds the intersection between a plane and a box. The source plane. The box to check for intersection. A value from the enumeration describing the result of the intersection test. Finds the intersection between a plane and a line. The source plane. The start point of the line. The end point of the line. If an intersection is found, contains the intersection point between the line and the plane. true if an intersection is found; false otherwise. Transforms an array of normalized planes by a quaternion rotation. The normalized source planes. The quaternion rotation. The transformed planes. Transforms a normalized plane by a quaternion rotation. The normalized source plane. The quaternion rotation. When the method completes, contains the transformed plane. Transforms a normalized plane by a quaternion rotation. The normalized source plane. The quaternion rotation. The transformed plane. Transforms an array of normalized planes by a matrix. The normalized source planes. The transformation matrix. The transformed planes. Transforms a normalized plane by a matrix. The normalized source plane. The transformation matrix. When the method completes, contains the transformed plane. Transforms a normalized plane by a matrix. The normalized source plane. The transformation matrix. The transformed plane. Changes the coefficients of the normal vector of the plane to make it of unit length. The source plane. When the method completes, contains the normalized plane. Changes the coefficients of the normal vector of the plane to make it of unit length. The source plane. The normalized plane. Changes the coefficients of the normal vector of the plane to make it of unit length. Calculates the dot product of the specified vector and the normal of the plane. The source plane. The source vector. The dot product of the specified vector and the normal of the plane. Calculates the dot product of a specified vector and the normal of the plane plus the distance value of the plane. The source plane. The source vector. The dot product of a specified vector and the normal of the Plane plus the distance value of the plane. Calculates the dot product of the specified vector and plane. The source plane. The source vector. The dot product of the specified vector and plane. Initializes a new instance of the class. A vector with the X, Y, and Z components defining the normal to the plane. The W component defines the distance of the plane along its normal from the origin. Initializes a new instance of the class. First point of a triangle defining the plane. Second point of a triangle defining the plane. Third point of a triangle defining the plane. Initializes a new instance of the class. Any point that lies along the plane. The normal vector to the plane. Initializes a new instance of the class. The normal vector to the plane. Distance of the plane along its normal from the origin. Initializes a new instance of the class. X component of the normal defining the plane. Y component of the normal defining the plane. Z component of the normal defining the plane. Distance of the plane along its normal from the origin. The distance of the plane along its normal from the origin. The normal vector of the plane. Defines a plane in three dimensions. D3DXPLANE Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. When the method completes, contains an new vector composed of the largest components of the source vectors. Returns a vector containing the largest components of the specified vectors. The first source vector. The second source vector. A vector containing the largest components of the source vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. When the method completes, contains an new vector composed of the smallest components of the source vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. A vector containing the smallest components of the source vectors. Projects a 3D vector from screen space into object space. The vector to project. The X position of the viewport. The Y position of the viewport. The width of the viewport. The height of the viewport. The minimum depth of the viewport. The maximum depth of the viewport. The combined world-view-projection matrix. When the method completes, contains the vector in object space. Projects a 3D vector from screen space into object space. The vector to project. The X position of the viewport. The Y position of the viewport. The width of the viewport. The height of the viewport. The minimum depth of the viewport. The maximum depth of the viewport. The combined world-view-projection matrix. The vector in object space. Projects a 3D vector from object space into screen space. The vector to project. The X position of the viewport. The Y position of the viewport. The width of the viewport. The height of the viewport. The minimum depth of the viewport. The maximum depth of the viewport. The combined world-view-projection matrix. When the method completes, contains the vector in screen space. Projects a 3D vector from object space into screen space. The vector to project. The X position of the viewport. The Y position of the viewport. The width of the viewport. The height of the viewport. The minimum depth of the viewport. The maximum depth of the viewport. The combined world-view-projection matrix. The vector in screen space. Performs a normal transformation using the given . The normal vectors to transform. The transformation . The transformed normals. Performs a normal transformation using the given . The source vectors. The transformation . The transformed s. Performs a normal transformation using the given . The source vectors. The transformation . The transformed s. The offset at which to begin transforming. The number of vectors to transform, or 0 to process the whole array. Performs a normal transformation using the given . The source normals to transform. The transformation . The transformed s. The number of vectors to transform. Performs a normal transformation using the given . The source normals to transform. The stride in bytes between normals in the input. The transformation . The transformed s. The stride in bytes between vectors in the output. The number of vectors to transform. Performs a normal transformation using the given . The normal vector to transform. The transformation . When the method completes, contains the transformed normal. Performs a normal transformation using the given . The normal vector to transform. The transformation . The transformed normal. Performs a coordinate transformation using the given . The coordinate vectors to transform. The transformation . The transformed coordinates. Performs a coordinate transformation using the given . The source coordinate vectors. The transformation . The transformed coordinate s. Performs a coordinate transformation using the given . The source coordinate vectors. The transformation . The transformed coordinate s. The offset at which to begin transforming. The number of coordinate vectors to transform, or 0 to process the whole array. Performs a coordinate transformation using the given . The source coordinate vectors. The transformation . The transformed coordinate s. The number of coordinate vectors to transform. Performs a coordinate transformation using the given . The source coordinate vectors. The stride in bytes between vectors in the input. The transformation . The transformed coordinate s. The stride in bytes between vectors in the output. The number of coordinate vectors to transform. Performs a coordinate transformation using the given . The coordinate vector to transform. The transformation . When the method completes, contains the transformed coordinates. Performs a coordinate transformation using the given . The coordinate vector to transform. The transformation . The transformed coordinates. Transforms an array of 3D vectors by the given rotation. The vectors to rotate. The rotation to apply. The transformed . Transforms a 3D vector by the given rotation. The vector to rotate. The rotation to apply. When the method completes, contains the transformed . Transforms a 3D vector by the given rotation. The vector to rotate. The rotation to apply. The transformed . Transforms an array of 3D vectors by the given . The source vectors. The transformation . The transformed s. Transforms an array of 3D vectors by the given . The source vectors. The transformation . The transformed s. Transforms an array of 3D vectors by the given . The source vectors. The transformation . The transformed s. The offset at which to begin transforming. The number of vectors to transform, or 0 to process the whole array. Transforms an array of 3D vectors by the given . The source vectors. The transformation . The transformed s. The number of vectors to transform. Transforms an array of 3D vectors by the given . The source vectors. The stride in bytes between vectors in the input. The transformation . The transformed s. The stride in bytes between vectors in the output. The number of vectors to transform. Transforms a 3D vector by the given . The source vector. The transformation . When the method completes, contains the transformed . Transforms a 3D vector by the given . The source vector. The transformation . The transformed . Converts the vector into a unit vector. The vector to normalize. When the method completes, contains the normalized vector. Converts the vector into a unit vector. The vector to normalize. The normalized vector. Returns the reflection of a vector off a surface that has the specified normal. The source vector. Normal of the surface. When the method completes, contains the reflected vector. Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it. Returns the reflection of a vector off a surface that has the specified normal. The source vector. Normal of the surface. The reflected vector. Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it. Calculates the cross product of two vectors. First source vector. Second source vector. The cross product of the two vectors. Calculates the cross product of two vectors. First source vector. Second source vector. The cross product of the two vectors. Calculates the dot product of two vectors. First source vector. Second source vector. The dot product of the two vectors. Calculates the squared distance between two vectors. The first vector. The second vector. The squared distance between the two vectors. Distance squared is the value before taking the square root. Distance squared can often be used in place of distance if relative comparisons are being made. For example, consider three points A, B, and C. To determine whether B or C is further from A, compare the distance between A and B to the distance between A and C. Calculating the two distances involves two square roots, which are computationally expensive. However, using distance squared provides the same information and avoids calculating two square roots. Calculates the distance between two vectors. The first vector. The second vector. The distance between the two vectors. Performs a cubic interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . When the method completes, contains the cubic interpolation of the two vectors. Performs a cubic interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The cubic interpolation of the two vectors. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . When the method completes, contains the linear interpolation of the two vectors. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The linear interpolation of the two vectors. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a Hermite spline interpolation. First source position vector. First source tangent vector. Second source position vector. Second source tangent vector. Weighting factor. When the method completes, contains the result of the Hermite spline interpolation. Performs a Hermite spline interpolation. First source position vector. First source tangent vector. Second source position vector. Second source tangent vector. Weighting factor. The result of the Hermite spline interpolation. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. When the method completes, contains the clamped value. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. The clamped value. Performs a Catmull-Rom interpolation using the specified positions. The first position in the interpolation. The second position in the interpolation. The third position in the interpolation. The fourth position in the interpolation. Weighting factor. When the method completes, contains the result of the Catmull-Rom interpolation. Performs a Catmull-Rom interpolation using the specified positions. The first position in the interpolation. The second position in the interpolation. The third position in the interpolation. The fourth position in the interpolation. Weighting factor. A vector that is the result of the Catmull-Rom interpolation. Returns a containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle. A containing the 3D Cartesian coordinates of vertex 1 of the triangle. A containing the 3D Cartesian coordinates of vertex 2 of the triangle. A containing the 3D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). When the method completes, contains the 3D Cartesian coordinates of the specified point. Returns a containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle. A containing the 3D Cartesian coordinates of vertex 1 of the triangle. A containing the 3D Cartesian coordinates of vertex 2 of the triangle. A containing the 3D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). A new containing the 3D Cartesian coordinates of the specified point. Reverses the direction of a given vector. The vector to negate. When the method completes, contains a vector facing in the opposite direction. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Modulates a vector by another. The first vector to modulate. The second vector to modulate. When the moethod completes, contains the modulated vector. Modulates a vector by another. The first vector to modulate. The second vector to modulate. The modulated vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Subtracts two vectors. The first vector to subtract. The second vector to subtract. When the method completes, contains the difference of the two vectors. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Adds two vectors. The first vector to add. The second vector to add. When the method completes, contains the sum of the two vectors. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Converts the vector into a unit vector. Calculates the squared length of the vector. The squared length of the vector. Calculates the length of the vector. The length of the vector. Initializes a new instance of the class. Initial value for the X component of the vector. Initial value for the Y component of the vector. Initial value for the Z component of the vector. Initializes a new instance of the class. A vector containing the values with which to initialize the X and Y components Initial value for the Z component of the vector. Initializes a new instance of the class. The value that will be assigned to all components. Gets the size of the type, in bytes. Gets the Z unit (0, 0, 1). A that has a value of (0, 0, 1). Gets the Y unit (0, 1, 0). A that has a value of (0, 1, 0). Gets the X unit (1, 0, 0). A that has a value of (1, 0, 0). Gets a with all of its components set to zero. A that has all of its components set to zero. Gets or sets the Z component of the vector. The Z component of the vector. Gets or sets the Y component of the vector. The Y component of the vector. Gets or sets the X component of the vector. The X component of the vector. Defines a three component vector. D3DXVECTOR3 Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System.ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value; otherwise, false. Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System.Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Describes the result of an intersection with a plane in three dimensions. The object is intersecting the plane. The object is in front of the plane. The object is behind the plane. Describes how one bounding volume contains another. The two bounding volumes overlap. One bounding volume completely contains another. The two bounding volumes don't intersect at all. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value; otherwise, false. Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Applications use the methods of the VertexDeclaration class to encapsulate the vertex shader declaration. IDirect3DVertexDeclaration9 Defines the vertex data layout. Each vertex can contain one or more data types, and each data type is described by a vertex element. D3DVERTEXELEMENT9 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. When the method completes, contains an new vector composed of the largest components of the source vectors. Returns a vector containing the largest components of the specified vectors. The first source vector. The second source vector. A vector containing the largest components of the source vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. When the method completes, contains an new vector composed of the smallest components of the source vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. A vector containing the smallest components of the source vectors. Performs a normal transformation using the given . The normal vectors to transform. The transformation . The transformed normals. Performs a normal transformation using the given . The normal vector to transform. The transformation . When the method completes, contains the transformed normal. Performs a normal transformation using the given . The normal vector to transform. The transformation . The transformed normal. Performs a coordinate transformation using the given . The coordinate vectors to transform. The transformation . The transformed coordinates. Performs a coordinate transformation using the given . The coordinate vector to transform. The transformation . When the method completes, contains the transformed coordinates. Performs a coordinate transformation using the given . The coordinate vector to transform. The transformation . The transformed coordinates. Transforms an array of 2D vectors by the given rotation. The vectors to rotate. The rotation to apply. The transformed . Transforms a 2D vector by the given rotation. The vector to rotate. The rotation to apply. When the method completes, contains the transformed . Transforms a 2D vector by the given rotation. The vector to rotate. The rotation to apply. The transformed . Transforms an array of 2D vectors by the given . The source vectors. The transformation . The transformed s. Transforms a 2D vector by the given . The source vector. The transformation . When the method completes, contains the transformed . Transforms a 2D vector by the given . The source vector. The transformation . The transformed . Converts the vector into a unit vector. The vector to normalize. When the method completes, contains the normalized vector. Converts the vector into a unit vector. The vector to normalize. The normalized vector. Calculates the dot product of two vectors. First source vector. Second source vector. The dot product of the two vectors. Calculates the squared distance between two vectors. The first vector. The second vector. The squared distance between the two vectors. Distance squared is the value before taking the square root. Distance squared can often be used in place of distance if relative comparisons are being made. For example, consider three points A, B, and C. To determine whether B or C is further from A, compare the distance between A and B to the distance between A and C. Calculating the two distances involves two square roots, which are computationally expensive. However, using distance squared provides the same information and avoids calculating two square roots. Calculates the distance between two vectors. The first vector. The second vector. The distance between the two vectors. Performs a cubic interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . When the method completes, contains the cubic interpolation of the two vectors. Performs a cubic interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The cubic interpolation of the two vectors. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . When the method completes, contains the linear interpolation of the two vectors. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The linear interpolation of the two vectors. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a Hermite spline interpolation. First source position vector. First source tangent vector. Second source position vector. Second source tangent vector. Weighting factor. When the method completes, contains the result of the Hermite spline interpolation. Performs a Hermite spline interpolation. First source position vector. First source tangent vector. Second source position vector. Second source tangent vector. Weighting factor. The result of the Hermite spline interpolation. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. When the method completes, contains the clamped value. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. The clamped value. Performs a Catmull-Rom interpolation using the specified positions. The first position in the interpolation. The second position in the interpolation. The third position in the interpolation. The fourth position in the interpolation. Weighting factor. When the method completes, contains the result of the Catmull-Rom interpolation. Performs a Catmull-Rom interpolation using the specified positions. The first position in the interpolation. The second position in the interpolation. The third position in the interpolation. The fourth position in the interpolation. Weighting factor. A vector that is the result of the Catmull-Rom interpolation. Returns a containing the 2D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle. A containing the 2D Cartesian coordinates of vertex 1 of the triangle. A containing the 2D Cartesian coordinates of vertex 2 of the triangle. A containing the 2D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). When the method completes, contains the 2D Cartesian coordinates of the specified point. Returns a containing the 2D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle. A containing the 2D Cartesian coordinates of vertex 1 of the triangle. A containing the 2D Cartesian coordinates of vertex 2 of the triangle. A containing the 2D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). A new containing the 2D Cartesian coordinates of the specified point. Reverses the direction of a given vector. The vector to negate. When the method completes, contains a vector facing in the opposite direction. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Modulates a vector by another. The first vector to modulate. The second vector to modulate. When the moethod completes, contains the modulated vector. Modulates a vector by another. The first vector to modulate. The second vector to modulate. The modulated vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Subtracts two vectors. The first vector to subtract. The second vector to subtract. When the method completes, contains the difference of the two vectors. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Adds two vectors. The first vector to add. The second vector to add. When the method completes, contains the sum of the two vectors. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Converts the vector into a unit vector. Calculates the squared length of the vector. The squared length of the vector. Calculates the length of the vector. The length of the vector. Initializes a new instance of the class. Initial value for the X component of the vector. Initial value for the Y component of the vector. Initializes a new instance of the class. The value that will be assigned to all components. Gets the size of the type, in bytes. Gets the Y unit (0, 1). A that has a value of (0, 1). Gets the X unit (1, 0). A that has a value of (1, 0). Gets a with all of its components set to zero. A that has all of its components set to zero. Gets or sets the Y component of the vector. The Y component of the vector. Gets or sets the X component of the vector. The X component of the vector. Defines a two component vector. D3DXVECTOR2 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. When the method completes, contains an new vector composed of the largest components of the source vectors. Returns a vector containing the largest components of the specified vectors. The first source vector. The second source vector. A vector containing the largest components of the source vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. When the method completes, contains an new vector composed of the smallest components of the source vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. A vector containing the smallest components of the source vectors. Transforms an array of 4D vectors by the given rotation. The vectors to rotate. The rotation to apply. The transformed . Transforms a 4D vector by the given rotation. The vector to rotate. The rotation to apply. When the method completes, contains the transformed . Transforms a 4D vector by the given rotation. The vector to rotate. The rotation to apply. The transformed . Transforms an array of 4D vectors by the given . The source vectors. The transformation . The transformed s. Transforms a 4D vector by the given . The source vector. The transformation . When the method completes, contains the transformed . Transforms a 4D vector by the given . The source vector. The transformation . The transformed . Converts the vector into a unit vector. The vector to normalize. When the method completes, contains the normalized vector. Converts the vector into a unit vector. The vector to normalize. The normalized vector. Calculates the dot product of two vectors. First source vector. Second source vector. The dot product of the two vectors. Calculates the squared distance between two vectors. The first vector. The second vector. The squared distance between the two vectors. Distance squared is the value before taking the square root. Distance squared can often be used in place of distance if relative comparisons are being made. For example, consider three points A, B, and C. To determine whether B or C is further from A, compare the distance between A and B to the distance between A and C. Calculating the two distances involves two square roots, which are computationally expensive. However, using distance squared provides the same information and avoids calculating two square roots. Calculates the distance between two vectors. The first vector. The second vector. The distance between the two vectors. Performs a cubic interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . When the method completes, contains the cubic interpolation of the two vectors. Performs a cubic interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The cubic interpolation of the two vectors. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . When the method completes, contains the linear interpolation of the two vectors. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The linear interpolation of the two vectors. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a Hermite spline interpolation. First source position vector. First source tangent vector. Second source position vector. Second source tangent vector. Weighting factor. When the method completes, contains the result of the Hermite spline interpolation. Performs a Hermite spline interpolation. First source position vector. First source tangent vector. Second source position vector. Second source tangent vector. Weighting factor. The result of the Hermite spline interpolation. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. When the method completes, contains the clamped value. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. The clamped value. Performs a Catmull-Rom interpolation using the specified positions. The first position in the interpolation. The second position in the interpolation. The third position in the interpolation. The fourth position in the interpolation. Weighting factor. When the method completes, contains the result of the Catmull-Rom interpolation. Performs a Catmull-Rom interpolation using the specified positions. The first position in the interpolation. The second position in the interpolation. The third position in the interpolation. The fourth position in the interpolation. Weighting factor. A vector that is the result of the Catmull-Rom interpolation. Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 4D triangle. A containing the 4D Cartesian coordinates of vertex 1 of the triangle. A containing the 4D Cartesian coordinates of vertex 2 of the triangle. A containing the 4D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). When the method completes, contains the 4D Cartesian coordinates of the specified point. Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 4D triangle. A containing the 4D Cartesian coordinates of vertex 1 of the triangle. A containing the 4D Cartesian coordinates of vertex 2 of the triangle. A containing the 4D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). A new containing the 4D Cartesian coordinates of the specified point. Reverses the direction of a given vector. The vector to negate. When the method completes, contains a vector facing in the opposite direction. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Modulates a vector by another. The first vector to modulate. The second vector to modulate. When the moethod completes, contains the modulated vector. Modulates a vector by another. The first vector to modulate. The second vector to modulate. The modulated vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Subtracts two vectors. The first vector to subtract. The second vector to subtract. When the method completes, contains the difference of the two vectors. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Adds two vectors. The first vector to add. The second vector to add. When the method completes, contains the sum of the two vectors. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Converts the vector into a unit vector. Calculates the squared length of the vector. The squared length of the vector. Calculates the length of the vector. The length of the vector. Initializes a new instance of the class. Initial value for the X component of the vector. Initial value for the Y component of the vector. Initial value for the Z component of the vector. Initial value for the W component of the vector. Initializes a new instance of the class. A vector containing the values with which to initialize the X, Y, and Z components Initial value for the W component of the vector. Initializes a new instance of the class. A vector containing the values with which to initialize the X and Y components Initial value for the Z component of the vector. Initial value for the W component of the vector. Initializes a new instance of the class. The value that will be assigned to all components. Gets the size of the type, in bytes. Gets the W unit (0, 0, 0, 1). A that has a value of (0, 0, 0, 1). Gets the Z unit (0, 0, 1, 0). A that has a value of (0, 0, 1, 0). Gets the Y unit (0, 1, 0, 0). A that has a value of (0, 1, 0, 0). Gets the X unit (1, 0, 0, 0). A that has a value of (1, 0, 0, 0). Gets a with all of its components set to zero. A that has all of its components set to zero. Gets or sets the W component of the vector. The W component of the vector. Gets or sets the Z component of the vector. The Z component of the vector. Gets or sets the Y component of the vector. The Y component of the vector. Gets or sets the X component of the vector. The X component of the vector. Defines a four component vector. D3DXVECTOR4 Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value; otherwise, false. Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. How many occurrences of the delimiter to step back. Character code used as the delimiter signaling the beginning of the portion of text to be preserved, most useful for path ellipsis, where the delimiter would be a slash. Text granularity of which trimming applies. Specifies the trimming option for text overflowing the layout box. The line is trimmed. The distance from the top of the text line to its baseline. The height of the text line. The number of characters in the newline sequence at the end of the text line. If the count is zero, then the text line was either wrapped or it is the end of the text. The number of whitespace positions at the end of the text line. Newline sequences are considered whitespace. The number of text positions in the text line. This includes any trailing whitespace and newline characters. Contains information about a formatted line of text. true if the region is trimmed; otherwise, false. true if the hit region contains text; otherwise, false. The BIDI level of the text positions within the hit region. The height of the hit region. The width of the hit region. The y-coordinate of the upper-left corner of the hit region. The x-coordinate of the upper-left corner of the hit region. The number of text positions within the hit region. The first text position within the hit region. Describes the region obtained by a hit test. Specifies the word wrapping to be used in a particular multiline paragraph. Specifies the text granularity used to trim text overflowing the layout box. Specifies the measuring method used for text layout. Specifies alignment of paragraph text along the reading direction axis relative to the leading and trailing edge of the layout box. Indicates additional shaping requirements for text. Represents a method of rendering glyphs. Specifies the direction in which reading progresses. Represents the internal structure of a device pixel (that is the physical arrangement of red, green, and blue color components) that is assumed for purposes of rendering text. Specifies alignment of paragraph text along the flow direction axis, relative to the flow's beginning and trailing edge of the layout box. Specifies how to apply number substitution on digits and related punctuation. The method used for line spacing in a text layout. The informational string enumeration which identifies a string embedded in a font file. Describes common values for degree of blackness, or thickness of strokes of characters in a font. Represents the style of a font face as normal, italic, or oblique. Represents the degree to which a font has been stretched compared to a font's normal aspect ratio. Specifies algorithmic style simulations to be applied to the font face. The type of font represented by a single font file. Indicates the typographic feature of text supplied by the font. Indicates the file format of a font face. Indicates the direction of flow for placing lines of text in a paragraph. Specifies the type of the DirectWrite factory object. Indicates the condition at the edges of inline objects or text used to determine line-breaking behavior. Indicates whether the cluster is read from right to left. Indicates whether the cluster corresponds to a soft hyphen character. Indicates whether the cluster corresponds to a newline character. Indicates whether the cluster corresponds to a whitespace character. Indicates whether a line can be broken right after the cluster. The number of text positions in the cluster. The total advance width of all glyphs in the cluster. Contains information about a glyph cluster. Relinquishes access to the surface data. A object describing the result of the operation. Acquires access to the surface data. Flags specifying CPU access permissions. A for accessing the mapped data, or null on failure.. Gets the surface's description. Gets a swap chain back buffer. The swap chain to get the buffer from. The index of the desired buffer. The buffer interface, or null on failure. A implements methods for image-data objects. IDXGISurface Constructs a new exception object. The result code that caused this exception. Constructs a new exception object. The message describing the exception. The exception that caused this exception. Constructs a new exception object. The message describing the exception. Constructs a new exception object. Represents errors that occur in the Direct2D subsystem. Gets the internal pointer to the current stream's backing store. An IntPtr to the buffer being used as a backing store. Gets or sets the position within the current stream. The current position within the stream. Stream Class Gets the length in bytes of the stream. A long value representing the length of the stream in bytes. Gets a value indicating whether the current stream supports writing. true if the stream supports writing; otherwise, false. Gets a value indicating whether the current stream supports seeking. Always true. Gets a value indicating whether the current stream supports reading. true if the stream supports reading; otherwise, false. Not supported. Always ignored. Always thrown. Not supported. Always thrown. Reads an array of values from the current stream, and advances the current position within this stream by the number of bytes written. The type of the values to be read from the stream. An array of values that was read from the current stream. This stream does not support reading. is negative. Reads a sequence of elements from the current stream into a target buffer and advances the position within the stream by the number of bytes read. An array of values to be read from the stream. The zero-based byte offset in buffer at which to begin storing the data read from the current stream. The number of values to be read from the current stream. The number of bytes read from the stream. This stream does not support reading. is a null reference. or is negative. The sum of and is greater than the buffer length. Reads a sequence of bytes from the current stream and advances the position within the stream by the number of bytes read. An array of values to be read from the stream. The zero-based byte offset in buffer at which to begin storing the data read from the current stream. The maximum number of bytes to be read from the current stream. The number of bytes read from the stream. This stream does not support reading. is a null reference. or is negative. The sum of and is greater than the buffer length. Reads a single value from the current stream and advances the current position within this stream by the number of bytes read. The type of the value to be read from the stream. The value that was read. This stream does not support reading. There is not enough space in the current stream to read a value of this type. Writes a range of bytes to the current stream, and advances the current position within this stream by the number of bytes written. A pointer to the location to start copying from. The number of bytes to copy from source to the current stream. This stream does not support writing. is a zero pointer. is negative. Writes an array of values to the current stream, and advances the current position within this stream by the number of bytes written. An array of values to be written to the current stream. This stream does not support writing. is a null reference. Writes an array of values to the current stream, and advances the current position within this stream by the number of bytes written. The type of the values to be written to the stream. An array of values to be written to the stream. The zero-based offset in data at which to begin copying values to the current stream. The number of values to be written to the current stream. If this is zero, all of the contents will be written. This stream does not support writing. is a null reference. or is negative. The sum of and is greater than the buffer length. Writes a sequence of bytes to the current stream and advances the current position within this stream by the number of bytes written. An array of bytes. This method copies count bytes from buffer to the current stream. The zero-based byte offset in buffer at which to begin copying bytes to the current stream. The number of bytes to be written to the current stream. This stream does not support writing. is a null reference. or is negative. The sum of and is greater than the buffer length. Writes a single value to the stream, and advances the current position within this stream by the number of bytes written. The type of the value to be written to the stream. The value to write to the stream. The stream does not support writing. There is not enough space remaining in the stream to write this type of value. Sets the position within the current stream. Attempted to seek outside of the bounds of the stream. Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection. Releases all resources used by the . Initializes a new instance of the class, using a managed buffer as a backing store. A managed array to be used as a backing store. true if reading from the buffer should be allowed; otherwise, false. true if writing to the buffer should be allowed; otherwise, false. Initializes a new instance of the class, using an unmanaged buffer as a backing store. A pointer to the buffer to be used as a backing store. The size of the buffer provided, in bytes. true if reading from the buffer should be allowed; otherwise, false. true if writing to the buffer should be allowed; otherwise, false. is a zero pointer. is less than 1. Initializes a new instance of the class, and allocates a new buffer to use as a backing store. The size of the buffer to be allocated, in bytes. true if reading from the buffer should be allowed; otherwise, false. true if writing to the buffer should be allowed; otherwise, false. is less than 1. Provides a stream interface to a buffer located in unmanaged memory. None Creates a new device and swap chain. The display adapter to associate the device with when creating a hardware device. The device driver type. Flags that indicate which device API layers to enable. Swap chain properties. The newly-created device. The newly-created swap chain. A result code. Sets a rendering predicate. The predicate to set. If true, rendering will be affected when the predicate's conditions are met. Otherwise, rendering will be affected when the predicate's conditions are not met. Generates mipmaps for the specified shader resource. A view of the resource to generate mipmaps for. Sends queued commands in the command buffer to the GPU. Renders primitive data of an unknown size that was created by a geometry shader. Renders indexed, instanced primitive data. The number of indices to use per index. The number of instances to render. The index of the first index. The index of the first vertex. The index of the first instance. Renders indexed, non-instanced primitive data. The number of indices to use. The index of the first index. The index of the first vertex. Renders non-indexed, instanced primitive data. The number of vertices to use per index. The number of instances to render. The index of the first vertex. The index of the first instance. Renders non-indexed, non-instanced primitive data. The number of vertices to use. The index of the first vertex. Copies data from the CPU to to a non-mappable subresource region. The source data. The destination resource. The destination subresource. The destination region within the resource. Copies data from the CPU to to a non-mappable subresource region. The source data. The destination resource. The destination subresource. Copies a multisampled resource into a non-multisampled resource. The source resource. The source subresource. The destination resource. The destination subresource. The format that indicates how the multisampled resource will be resolved. Copies an entire region of a resource's subresource data using the GPU. The source resource. The source subresource. The destination resource. The destination subresource. The X offset between the source region origin and the destination location. The Y offset between the source region origin and the destination location. The Z offset between the source region origin and the destination location. Copies a portion of a resource's data using the GPU. The source resource. The source subresource. The source region. The destination resource. The destination subresource. The X offset between the source region origin and the destination location. The Y offset between the source region origin and the destination location. The Z offset between the source region origin and the destination location. Copies resource data using the GPU. The source resource. The destination resource. Clears all resource bindings from the device. A object describing the result of the operation. Restores all device state to defaults. Clears the specified render target resource. The view of the resource to clear. The color to clear to. Clears the specified depth-stencil resource. The view of the resource to clear. Flags indicating which parts of the resource to clear. The depth value to clear to, if applicable. The stencil value to clear to, if applicable. Gives the device access to a shared resource created on a different device. The type of the resource. A handle to the shared resource. The new reference to the shared resource. Gets the number of quality levels supported during multisampling of resources using a specified format. The format to check support for. The multisample count to check support for. The number of quality levels supported. 0 if an error occured or if the format/samplecount pair is not supported. Gets information about the supported applications of a specified format. The format to check support for. FormatSupport flags indicating usage contexts in which the specified format is supported. Gets metadata (name, type, measurement units, et cetera) for a specific counter. The description of the counter to retrieve information about. Metadata for the specified counter. Gets information about the device's performance counters. Information about the device's performance counters. Constructs a new Device object. The display adapter to associate the device with when creating a hardware device. The device driver type. Flags that indicate which device API layers to enable. Constructs a new Device object. The device driver type. Flags that indicate which device API layers to enable. Constructs a new Device object. Flags that indicate which device API layers to enable. Gets or sets a friendly debug name for the object. This name is used in debug messages as well as in the PIX object browser. Gets the device's creation flags. Gets the device's geometry shader interface. Gets the device's pixel shader interface. Gets the device's vertex shader interface. Gets the device's rasterizer interface. Gets the device's stream output interface. Gets the device's output merger interface. Gets the device's input assembler interface. Gets the parent factory associated with the device. The maximum number of multisample quality levels supported. A virtual adapter for performing rendering. ID3D10Device Determines whether the specified object instances are considered equal. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Performs an implicit conversion from to . The value to be converted. The converted value. Performs an implicit conversion from to . The value to be converted. The converted value. Performs an explicit conversion from to . The value to be converted. The converted value. Performs an explicit conversion from to . The value to be converted. The converted value. Performs an explicit conversion from to . The value to be converted. The converted value. Performs an explicit conversion from to . The value to be converted. The converted value. Performs an explicit conversion from to . The value to be converted. The converted value. Performs an explicit conversion from to . The value to be converted. The converted value. Performs an explicit conversion from to . The value to be converted. The converted value. Performs an explicit conversion from to . The value to be converted. The converted value. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Modulates two colors. The first color to modulate. The second color to modulate. The modulation of the two colors. Scales a color by the specified amount. The color to scale. The amount by which to scale. The scaled color. Scales a color by the specified amount. The color to scale. The amount by which to scale. The scaled color. Negates a color. The color to negate. The negated color. Subtracts two colors. The first color to subtract. The second color to subtract. The difference between the two colors. Adds two colors. The first color to add. The second color to add. The sum of the two colors. Adjusts the saturation of a color. The color whose saturation is to be adjusted. The amount by which to adjust the saturation. When the method completes, contains the adjusted color. Adjusts the saturation of a color. The color whose saturation is to be adjusted. The amount by which to adjust the saturation. The adjusted color. Adjusts the contrast of a color. The color whose contrast is to be adjusted. The amount by which to adjust the contrast. When the method completes, contains the adjusted color. Adjusts the contrast of a color. The color whose contrast is to be adjusted. The amount by which to adjust the contrast. The adjusted color. Scales a color by the specified amount. The color to scale. The amount by which to scale. When the method completes, contains the scaled color. Scales a color by the specified amount. The color to scale. The amount by which to scale. The scaled color. Negates a color. The color to negate. When the method completes, contains the negated color. Negates a color. The color to negate. The negated color. Performs a linear interpolation between two colors. Start color. End color. Value between 0 and 1 indicating the weight of . When the method completes, contains the linear interpolation of the two colors. This method performs the linear interpolation based on the following formula. color1 + (color2 - color1) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a linear interpolation between two colors. Start color. End color. Value between 0 and 1 indicating the weight of . The linear interpolation of the two colors. This method performs the linear interpolation based on the following formula. color1 + (color2 - color1) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Modulates two colors. The first color to modulate. The second color to modulate. When the method completes, contains the modulation of the two colors. Modulates two colors. The first color to modulate. The second color to modulate. The modulation of the two colors. Subtracts two colors. The first color to subtract. The second color to subtract. When the method completes, contains the difference between the two colors. Subtracts two colors. The first color to subtract. The second color to subtract. The difference between the two colors. Adds two colors. The first color to add. The second color to add. When the method completes, contains the sum of the two colors. Adds two colors. The first color to add. The second color to add. The sum of the two colors. Converts the color into a four component vector. A four component vector containing all four color components. Converts the color into a three component vector. A three component vector containing the red, green, and blue components of the color. Converts the color into a packed integer. A packed integer containing all four color components. Converts the color to a . The that is equivalent to this instance. Converts the color to a a 3 component (RGB) color. The 3 component (RGB) color that is equivalent to this instance, without the alpha channel. Initializes a new instance of the structure. A packed integer containing all four color components. Initializes a new instance of the structure. The color whose components should be converted. Initializes a new instance of the structure. The color whose components should be converted. Initializes a new instance of the structure. The color whose components should be converted. Initializes a new instance of the structure. The color whose components should be converted. Initializes a new instance of the structure. The red component of the color. The green component of the color. The blue component of the color. Initializes a new instance of the structure. The alpha component of the color. The red component of the color. The green component of the color. The blue component of the color. Gets or sets the color's alpha component. Gets or sets the color's blue component. Gets or sets the color's green component. Gets or sets the color's red component. A four-component (RGBA) color value; each component is a float in the range [0,1]. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Gets or sets swap chain options. Gets or sets swapping effect behavior. Gets or sets a value indicating whether or not the swap chain is in windowed mode. Gets or sets the swap chain's output handle. Gets or sets the number of buffers in the swap chain. Gets or sets swap chain's surface usage. Gets or sets the swap chain's multisampling properties. Gets or sets the swap chain's display mode properties. Describes properties of a swap chain. DXGI_SWAP_CHAIN_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Initializes a new instance of the structure. The sample count. The sample quality. Gets or sets the sample quality. Gets or sets the number of samples per pixel. Describes multisample parameters. DXGI_SAMPLE_DESC Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Initializes a new instance of the structure. The width. The height. The refresh rate. The format. Gets or sets the display mode scaling. Gets or sets the scanline ordering. Gets or sets the display mode format. Gets or sets the display mode refresh rate. Gets or sets the display mode height. Gets or sets the display mode width. Describes a display mode. DXGI_MODE_DESC Determines whether the specified object instances are considered equal. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Initializes a new instance of the structure. The numerator of the rational pair. The denominator of the rational pair. Gets or sets the denominator of the rational pair. Gets or sets the numerator of the rational pair. Defines a rational number as a numerator / denominator pair. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An that specifies the type of array for which to get properties. An array of type that is used as a filter. A with the properties that are exposed for this data type, or a null reference (Nothing in Visual Basic) if there are no properties. Returns whether this object supports properties, using the specified context. A that provides a format context. true if GetProperties should be called to find the properties of this object; otherwise, false. Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object. A that provides a format context. An of new property values. An representing the given , or null if the object cannot be created. Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value, using the specified context. A that provides a format context. false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value; otherwise, false. Converts the given object to the type of this converter, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. An that represents the converted value. Converts the given value object to the specified type, using the specified context and culture information. A that provides a format context. A . If null is passed, the current culture is assumed. The to convert. A that represents the type you want to convert to. An that represents the converted value. Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context. A that provides a format context. A System::Type that represents the type you want to convert from. true if this converter can perform the conversion; otherwise, false. Returns whether this converter can convert the object to the specified type, using the specified context. A that provides a format context. A that represents the type you want to convert to. true if this converter can perform the conversion; otherwise, false. Initializes a new instance of the class. Provides a type converter to convert objects to and from various other representations. Presents a rendered image to the attached output. Specified how to synchronize the presentation with the vertical blank interrupt. 0 indicates that presentation should occur immediately, without synchronization. Any other value indicates that presentation should be synchonized with the specified next vertical blank. Flags controlling presentation behavior. A object describing the result of the operation. Changes the output target's size. Properties of the new output display mode. A object describing the result of the operation. Changes the swap chain's back buffer size, format, and count. The new back buffer count. The new back buffer width. The new back buffer height. The new back buffer format. Flags controlling swap chain functionality. A object describing the result of the operation. Sets the full screen state. Set to true for full screen mode, false for windowed mode. If the current display mode is full screen, this parameter must be the output containing the swap chain; otherwise, this parameter is ignored. If you set this parameter to null, DXGI will choose the output based on the swap-chain's device and the output window's placement. A object describing the result of the operation. Gets the full screen state. Receives a value indicating if the swap chain is running in full screen mode. Receives the full screen output if the swap chain is in full screen mode. Otherwise ignored. A object describing the result of the operation. Releases all resources used by the . Initializes a new instance of the class. The factory used to create the swap chain. The device used to present images to the swap chain. Swap chain properties. Gets or sets a value indicating whether the swap chain is rendering in full screen mode. Gets the output (the display monitor) that contains the majority of the client area of the target window. Gets the number of times this swap chain's Present method has been called. Get performance statistics about the last render frame. Gets the swap chain's description. Holds one or more surfaces that store rendered data prior to presenting that data to an output. IDXGISwapChain Gets the device to which the object is bound. An object that is bound to a Device. IDXGIDeviceSubObject Converts the value of the object to its equivalent string representation. The string representation of the value of this instance. Determines if a device interface for a graphics component is supported by the adapter. The device interface type. Receives the user-mode driver version of the interface. true if the device interface is supported; otherwise, false. Determines if a device interface for a graphics component is supported by the adapter. The device interface type. true if the device interface is supported; otherwise, false. Gets the specified output. The desired output, or null on failure. Gets the number of outputs on the adapter. The number of outputs on the adapter. Gets the adapter's description. Represents a display subsystem (one or more GPUs, DACs, and video memory). IDXGIAdapter Gets or sets a friendly debug name for the object. This name is used in debug messages as well as in the PIX object browser. Gets the parent of the object. The type of the parent object. Base class for all DXGI objects Constructs a new BlendState based on the specified description. If the description is identical to that of an existing BlendState object, the existing BlendState object is returned instead of a new instance. The device to associate the state object with The state description. The BlendState object. Gets the state's description. A state object defining the behavior of the pixel-blending stage of the output merger. ID3D10BlendState Gets or sets a friendly debug name for the object. This name is used in debug messages as well as in the PIX object browser. Gets the device the object is bound to. An object that is bound to a Device. ID3D10DeviceChild Constructs a new exception object. The result code that caused this exception. Constructs a new exception object. The message describing the exception. The exception that caused this exception. Constructs a new exception object. The message describing the exception. Constructs a new exception object. Represents errors that occur in the Direct3D 10 subsystem. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets the adapter's flags, describing the adapter type. Gets the adapter's unique identifier. Gets the number of bytes of system memory shared with the CPU. Gets the number of bytes of system memory not shared with the CPU. Gets the number of bytes of video memory not shared with the CPU. Gets the adapter's revision number. Gets the adapter's subsystem ID. Gets the adapter's device ID. Gets the adapter's vendor ID. Gets the adapter's description. Describes various properties of an Adapter1. DXGI_ADAPTER_DESC1 Specifies values which control a swap chain's window association behavior. Not Supported below DirectX 11. Not Supported below DirectX 11. Not Supported below DirectX 11. Not Supported below DirectX 11. Not Supported below DirectX 11. Not Supported below DirectX 11. Not Supported below DirectX 11. Not Supported below DirectX 11. Not Supported below DirectX 11. Not Supported below DirectX 11. Not Supported below DirectX 11. Returns a value indicating whether the two ResourceRegions are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two ResourceRegions. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two ResourceRegions. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets or sets the back boundary of the region. Gets or sets the bottom boundary of the region. Gets or sets the right boundary of the region. Gets or sets the front boundary of the region. Gets or sets the top boundary of the region. Gets or sets the left boundary of the region. Represents a 3D region of a resource's data. D3D10_BOX Initializes a new instance of the class. The result code that caused this exception. Initializes a new instance of the class. The message describing the exception. The exception that caused this exception. Initializes a new instance of the class. The message describing the exception. Initializes a new instance of the class. Represents errors that occur in the XInput subsystem. When overridden in a derived class, sets the with information about the exception. The that holds the serialized object data about the exception being thrown. The that contains contextual information about the source or destination. Initializes a new instance of the class. The result code that caused this exception. Initializes a new instance of the class. The message describing the exception. The exception that caused this exception. Initializes a new instance of the class. The message describing the exception. Initializes a new instance of the class. Gets the Result code for the exception. This value indicates the specific type of failure that occured within SlimDX. The base class for errors that occur in SlimDX. None Determines whether the device supports Render-To-Vertex-Buffer (R2VB). Index of the adapter to use. The desired device type. true if the adapter supports R2VB; otherwise, false. Retrieves device-specific information about a device. Index of the adapter to use. Desired device type. A object containing the capabilities of the adapter. Returns the handle of the monitor associated with the Direct3D object. Index of the adapter to use. Handle of the monitor associated with the Direct3D object. Queries the device to determine whether the specified adapter supports the requested format and display mode. Index of the adapter to use. Desired surface format. Index of the desired display mode. The display mode that matches the specified information. Returns the number of display modes available on the specified adapter. Index of the adapter to use. Desired surface format. The number of display modes available on the specified adapter. Retrieves information about the specified adapter. Index of the adapter to use. Information about the specified adapter. Retrieves the current display mode for the specified adapter. Index of the adapter to use. The current display mode for the specified adapter. Determines if a multisampling technique is available on this device. Index of the adapter to use. The desired device type. Format of the surface to be multisampled. true to inquire about windowed multisampling, false to inquire about fullscreen multisampling. The multisampling technique to test. true if the device can perform the specified multisampling method; otherwise, false. Determines if a multisampling technique is available on this device. Index of the adapter to use. The desired device type. Format of the surface to be multisampled. true to inquire about windowed multisampling, false to inquire about fullscreen multisampling. The multisampling technique to test. When the method completes, contains the number of quality stops available for a given multisample type. true if the device can perform the specified multisampling method; otherwise, false. Determines if a multisampling technique is available on this device. Index of the adapter to use. The desired device type. Format of the surface to be multisampled. true to inquire about windowed multisampling, false to inquire about fullscreen multisampling. The multisampling technique to test. When the method completes, contains the number of quality stops available for a given multisample type. When the method completes, contains a object describing the result of the operation. true if the device can perform the specified multisampling method; otherwise, false. Determines whether a depth-stencil format is compatible with a render-target format in a particular display mode. Index of the adapter to use. The desired device type. Format of the display mode into which the adapter will be placed. Format of the render target surface. Format of the depth-stencil surface. true if the depth-stencil surface is compatible with the render target format; otherwise, false. Determines whether a depth-stencil format is compatible with a render-target format in a particular display mode. Index of the adapter to use. The desired device type. Format of the display mode into which the adapter will be placed. Format of the render target surface. Format of the depth-stencil surface. When the method completes, contains a object describing the result of the operation. true if the depth-stencil surface is compatible with the render target format; otherwise, false. Verifies whether a hardware accelerated device type can be used on this adapter. Index of the adapter to use. The desired device type. Format of the display mode into which the adapter will be placed. Format of the back buffer. Value indicating whether the device type will be used in full-screen or windowed mode. true if the device can be used with the specified settings; otherwise, false. Verifies whether a hardware accelerated device type can be used on this adapter. Index of the adapter to use. The desired device type. Format of the display mode into which the adapter will be placed. Format of the back buffer. Value indicating whether the device type will be used in full-screen or windowed mode. When the method completes, contains a object describing the result of the operation. true if the device can be used with the specified settings; otherwise, false. Determines whether a surface format is available as a specified resource type and can be used as a texture, depth-stencil buffer, or render target, or any combination of the three, on a device representing this adapter. Index of the adapter to use. The desired device type. Format of the display mode into which the adapter will be placed. Requested usage options for the surface. Resource type requested for use with the queried format. The format that will be checked for compatibility. true if the format is compatible with the specified device; otherwise, false. Determines whether a surface format is available as a specified resource type and can be used as a texture, depth-stencil buffer, or render target, or any combination of the three, on a device representing this adapter. Index of the adapter to use. The desired device type. Format of the display mode into which the adapter will be placed. Requested usage options for the surface. Resource type requested for use with the queried format. The format that will be checked for compatibility. When the method completes, contains a object describing the result of the operation. true if the format is compatible with the specified device; otherwise, false. Tests the device to see if it supports conversion from one display format to another. Index of the adapter to use. The desired device type. Source adapter format. Destination adapter format. true if the conversion is possible; otherwise, false. Tests the device to see if it supports conversion from one display format to another. Index of the adapter to use. The desired device type. Source adapter format. Destination adapter format. When the method completes, contains a object describing the result of the operation. true if the conversion is possible; otherwise, false. Gets the number of adapters on the system. Gets a collection of installed adapters. Gets or sets a value indicating whether Direct3D should check WHQL levels. If this value is set to true, Direct3D can connect to the internet in order to download new Microsoft Windows Hardware Quality Labs (WHQL) certificates. Used to create Microsoft Direct3D objects and set up the environment. This class includes methods for enumerating and retrieving capabilities of the device. IDirect3D9 Gets or sets the adapter details. Gets the capabilities of the adapter. The desired device type. A object containing the capabilities of the adapter. Gets a list of all possible display modes for the adapter. The desired pixel format. A collection of possibly display modes. Gets the current display mode of the adapter. Gets the monitor associated with the adapter. Gets the adapter ordinal. Dscribes the capabilities and properties of an available adapter. None Gets the default item. Implements a read-only collection of instances. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Maximum number of pixel shader instruction slots. Maximum number of vertex shader instruction slots. Maximum number of pixel shader instructions that can be run when using flow control. Maximum number of vertex shader instructions that can be run when using flow control. Vertex shader texture filtering capabilities. Extended capabilities for pixel shader version 2.0. Extended capabilities for vertex shader version 2.0. Describes the operations supported by Device.StretchRectangle. Number of simultaenous render targets. Possible data types contained in a vertex declaration. The number of adapters in the group. Indicates the order in which heads are referenced by the API. Indicates which device is master for this subordinate. Maximum tessellation level for N-patches. Device driver capabilities for adaptive tessellation. Maximum value of the pixel shader arithmetic component. The pixel shader version. The number of vertex shaders registers that are reserved for constants. The vertex shader version. Maximum stride for data streams. Maximum number of concurrent data streams. Maximum size of indices supported for hardware vertex processing. Maximum number of primitives for each Device.DrawPrimitive call. Maximum size of a point primitive. Maximum matrix index that can be indexed into using the per-vertex indices. Maximum number of matrices that the device can apply when performing multimatrix vertex blending. Maximum number of user defined clip planes supported. Maximum number of lights that can be activated simultaneously. Specifies the vertex processing capabilities of the device. Maximum number of textures that can be simulatenously bound to the fixed function pipeline sampler stages. Maximum number of texture blending stages supported in the fixed function pipeline. In the programmable pipeline, this corresponds to the number of unique texture registers used by pixel shader instructions. Describes the texture operations supported by the device. Capabilities of the flexible vertex format system. Specifies supported stencil buffer operations. Stencil operations are assumed to be valid for all three stencil-buffer operation render states. Number of pixels to adjust the extents rectangle outward to accommodate antialiasing kernels. Screen space coordinate of the guard band clipping region. Coordinates inside this rectangle but outside the viewport rectangle are automatically clipped. Screen space coordinate of the guard band clipping region. Coordinates inside this rectangle but outside the viewport rectangle are automatically clipped. Screen space coordinate of the guard band clipping region. Coordinates inside this rectangle but outside the viewport rectangle are automatically clipped. Screen space coordinate of the guard band clipping region. Coordinates inside this rectangle but outside the viewport rectangle are automatically clipped. Maximum W-based depth value that the device supports. Maximum valid value for the anisotropy texture-stage state. Maximum texture aspect ratio supported by the hardware, typically a power of two. Represents the maximum range of the integer bits of the post-normalized texture coordinates. Maximum value for any of the three dimensions (width, height, and depth) of a volume texture. Maximum possible texture height. Maximum possible texture width. Defines capabilities for line drawing primitives. Texture-addressing capabilities for volume texture objects. Texture-addressing capabilities for texture objects. Specifies volume texture filtering capabilities. Specifies cube texture filtering capabilities. Specifies texture filtering capabilities. Miscellaneous texture mapping capabilities. Shading operations capabilities. Alpah test comparison capabilities. Specifies possible destination blending capabilities. Specifies possible source blending capabilities. Z-Buffer comparison capabilities. Information on raster-drawing capabilities. Miscellaneous driver primitive capabilities. A set of flags describing the general capabilities of the device. Indicates the amount of hardware support available for cursors. Specifies the set of presentation swap chain intervals that are allowed on the device. Driver-specific capabilities for the device. Driver-specific capabilities for the device. Driver-specific capabilities for the device. The ordinal of the adapter on which the device resides. Specifies the type of the device, which identifies which type of resources are used to process vertices. Represents the capabilities of the hardware exposed through the Direct3D object. D3DCAPS9 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Number of supported instruction slots. The depth of static flow control nesting. The number of temporary registers supported. The depth of dynamic flow control nesting. Generic pixel shader caps. Describes the pixel shader capabilities of a device. D3DPSHADERCAPS2_0 Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The depth of static flow control nesting. The number of temporary registers supported. The depth of dynamic flow control nesting. Generic vertex shader capabilities. Describes the vertex shader capabilities of a device. D3DVSHADERCAPS2_0 Gets a value indicating when the adapter was WHQL certified. A value of DateTime.MinValue indicates that the adapter is certified, but no specific date information is available. A value of DateTime.MaxValue indicates that the driver is not WHQL certified. Gets a value indicating whether the adapter is WHQL certified. The Windows Hardware Quality Labs validation level for the driver/device pair. Gets the manufacturer identifier. Gets the subsystem identifier for the chip set. Gets the revision level of the chip set. Gets the version of the driver running on the adapter. Gets the name of the driver running on the adapter. Gets the name of the adapter. Gets a unique identifier for the adapter/chip set pair. Gets the identifier of the adapter chip set. Gets a friendly description string for the adapter. Gets the adapter ordinal. Contains information identifying an adapter. D3DADAPTER_IDENTIFIER9 Implements a read-only collection of instances. Determines whether the specified object instances are considered equal. The first value to compare. The second value to compare. true if is the same instance as or if both are null references or if value1.Equals(value2) returns true; otherwise, false. Returns a value that indicates whether the current instance is equal to the specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns a value that indicates whether the current instance is equal to a specified object. Object to make the comparison with. true if the current instance is equal to the specified object; false otherwise. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. The surface format of the display mode. Refresh rate of the monitor. Screen height, in pixels. Screen width, in pixels. Describes a display mode. D3DDISPLAYMODE Identifies texture samplers used by vertex shaders. D3DVERTEXTEXTURESAMPLER Texture stage states define multi-blender texture operations. Some sampler states set up vertex processing, and some set up pixel processing. Texture stage states can be saved and restored using stateblocks. D3DTEXTURESTAGESTATETYPE Per-stage constant color. Use packed integer colors to set this state. Setting to select the destination register for the result of this stage. Use values from to set this state. The default value is .Current. Settings for the third alpha operand for triadic operations. Use values from to set this state. The default value is .Current. Settings for the third color operand for triadic operations. Use values from to set this state. The default value is .Current. Specifies transformation options for texture coordinates. Use values from to set this state. The default value is .Disable. Floating-point offset value for bump-map luminance. The default value is 0.0f. Floating-point scale value for bump-map luminance. The default value is 0.0f. Index of the texture coordinate set to use with this texture stage. You can specify up to eight sets of texture coordinates per vertex. If a vertex does not include a set of texture coordinates at the specified index, the system defaults to the u and v coordinates (0,0). Texture-stage state is a floating-point value for the [1][1] coefficient in a bump-mapping matrix. The default value is 0.0f. Texture-stage state is a floating-point value for the [1][0] coefficient in a bump-mapping matrix. The default value is 0.0f. Texture-stage state is a floating-point value for the [0][1] coefficient in a bump-mapping matrix. The default value is 0.0f. Texture-stage state is a floating-point value for the [0][0] coefficient in a bump-mapping matrix. The default value is 0.0f. Texture-stage state is the second alpha argument for the stage. Use values from to set this state. The default value is .Current. Texture-stage state is the first alpha argument for the stage. Use values from to set this state. The default value is .Texture. Texture-stage state is a texture alpha blending operation. Use values from to set this state. The default value for the first stage is .SelectArg1; for all other stages the default is .Disable"/>. Texture-stage state is the second color argument for the stage. Use values from to set this state. The default value is .Current. Texture-stage state is the first color argument for the stage. Use values from to set this state. The default value is .Texture. Texture-stage state is a texture color blending operation. Use values from to set this state. The default value for the first stage is .Modulate; for all other stages the default is .Disable. Specifies the texture operations supported by the device. D3DTEXOPCAPS The device supports .Lerp. The device supports .MultiplyAdd. The device supports .DotProduct3. The device supports .BumpEnvironmentMapLuminance. The device supports .BumpEnvironmentMap. The device supports .ModulateInvColorAddAlpha. The device supports .ModulateInvAlphaAddColor. The device supports .ModulateColorAddAlpha. The device supports .ModulateAlphaAddColor. The device supports .Premodulate. The device supports .BlendCurrentAlpha. The device supports .BlendTextureAlphaPM. The device supports .BlendFactorAlpha. The device supports .BlendTextureAlpha. The device supports .BlendDiffuseAlpha. The device supports .AddSmooth. The device supports .Subtract. The device supports .AddSigned2X. The device supports .AddSigned. The device supports .Add. The device supports .Modulate4X. The device supports .Modulate2X. The device supports .Modulate. The device supports .SelectArg2. The device supports .SelectArg1. The device supports .Disable. Defines per-stage texture blending operations. D3DTEXTUREOP Linearly interpolates between the second and third source arguments by a proportion specified in the first source argument. Performs a multiply-accumulate operation. It takes the last two arguments, multiplies them together, and adds them to the remaining input/source argument, and places that into the result. Modulate the components of each argument as signed components, add their products; then replicate the sum to all color channels, including alpha. Perform per-pixel bump mapping, using the environment map in the next stage, with luminance. Perform per-pixel bump mapping, using the environment map in the next stage. Modulate the arguments, inverting the first argument, then add the alpha of the first argument. Modulate the color of the second argument, using the inverted alpha from the first argument, and then add the result to argument one. Modulate the arguments, then add the alpha of the first argument. Modulate the color of the second argument, using the alpha from the first argument, and then add the result to argument one. Premodulate the arguments with the next stage's values. Linearly blend the current stage, using the alpha from the previous stage. Linearly blend the current stage, using a premultiplied alpha. Linearly blend the current stage, using the current texture factor. Linearly blend the current stage, using the alpha from the stage's texture. Linearly blend the current stage, using the interpolated alpha from each vertex. Add the first and second arguments, and then subtract their product from the sum. Subtract the components of the second argument from the components of the first argument. Add the components of the arguments with a -0.5 bias, and then multiply them by 2. Add the components of the arguments with a -0.5 bias. Add the components of the arguments. Multiply the components of the arguments, and then multiply them by 2. Multiply the components of the arguments, and then multiply them by 2. Multiply the components of the arguments. Use the current stage's second color or alpha argument, unmodified, as the output. Use the current stage's first color or alpha argument, unmodified, as the output. Disabled output from the current stage and all higher stages. Driver texture coordinate capability flags. D3DTSS_TCI Use the specified coordinates for sphere mapping. Use the reflection vector, transformed to camera space, as the input texture coordinates. Use the vertex position, transformed to camera space, as the input texture coordinates. Use the vertex normal, transformed to camera space, as the input texture coordinates. Use the specified texture coordinates contained in the vertex format. Specifies miscellaneous texture mapping capabilities supported by the device. D3DPTEXTURECAPS Specifies that the device does not support a projected bump environment lookup operation. Specifies whether volume textures must have powers of 2 sizes. Specifies whether cube maps must have powers of 2 sizes. Device supports mipmaps for cube textures. Device supports mipmaps for volume textures. Device supports mipmaps. Supports volume textures. Supports cube map textures. The device supports the .Projected texture transformation flag. Determines whether power of 2 texture sizes are required by the device. Device can draw alpha from texture palettes. Texture indices are not scaled by their size prior to rendering. Specifies that all textures must be square. Alpha in texture pixels is supported. Specifies that the device requires power of 2 texture sizes. Perspective correction is supported. Specifies possible texture arguments. D3DTA Replicate the alpha information to all channels before the method completes. Specifies that the function should take the complement of the argument. Selects a constant from a texture stage. The texture argument is a temporary color register. The texture argument is the specular color. The texture argument is the texture factor. The texture argument is the texture color. The texture argument is the result of the previous blending stage. The texture argument is the diffuse color. Mask value for all arguments. Specifies the set of texture addressing modes supported by the device. D3DPTADDRESSCAPS The device supports .MirrorOnce. The device can separate the texture-addressing modes of the u and v coordinates of the texture. The device supports .Border. The device supports .Clamp. The device supports .Mirror. The device supports .Wrap. Specifies possible stream frequencies. D3DSTREAMSOURCE The stream uses instance data. The stream uses indexed data. Defines a set of stencil operations supported by a device. D3DSTENCILCAPS The device supports .TwoSided. The device supports .Decrement. The device supports .Increment. The device supports .Invert. The device supports .DecrementClamp. The device supports .IncrementClamp. The device supports .Replace. The device supports .Zero. The device supports .Keep. Predefined sets of pipeline states used by state blocks. D3DSTATEBLOCKTYPE Capture the current vertex state. Capture the current pixel state. Capture the current device state. Flags indicating the method the rasterizer uses to create an image on a surface. D3DSCANLINEORDERING Every other line is interlaced with the previous one to build the final image. All scanlines are used to build the final image. Specifies the shading operations that a device supports. D3DPSHADECAPS Device supports Gouraud fog. Device supports Gouraud-blended transparency. Device supports Gouraud shading of specular highlights. Device supports colored Gouraud shading. Sampler states define texture sampling operations such as texture addressing and texture filtering. Some sampler states set-up vertex processing, and some set-up pixel processing. Sampler states can be saved and restored using stateblocks D3DSAMPLERSTATETYPE An integer value that specifies the vertex offset into a presampled displacement map. The default value is 0. An integer value that specifies which element of a multielement texture to use. The default value is 0. An integer value that specifies sRGB gamma correction. The default value is 0. An integer value that specifies the maximum anisotropy level. The default value is 1. An integer value that specifies the maximum mipmap level. The default value is 0. An integer value that specifies the level-of-detail bias. The default value is 0. Specifies the mipmap filter. Use values from to set this state. The default value is .Point. Specifies the minification filter. Use values from to set this state. The default value is .Point. Specifies the magnification filter. Use values from to set this state. The default value is .Point. Specifies the texture border color. Use packed integer color values to set this state. The default value is 0 (black). Specifies the texture address mode for the W coordinate. Use values from to set this state. The default value is .Wrap. Specifies the texture address mode for the V coordinate. Use values from to set this state. The default value is .Wrap. Specifies the texture address mode for the U coordinate. Use values from to set this state. The default value is .Wrap. Defines resource types. D3DRESOURCETYPE Index buffer resource. Vertex buffer resource. Cube texture resource. Volume texture resource. Texture resource. Volume resource. Surface resource. Render states define set-up states for all kinds of vertex and pixel processing. Some render states set up vertex processing, and some set up pixel processing. Render states can be saved and restored using stateblocks. D3DRENDERSTATETYPE Specifies the operation to perform for separate alpha blending. Use values from to set this state. The default value is .Add. Specifies the destination alpha blending function. Use values from to set this state. The default value is .Zero. Specifies the source alpha blending function. Use values from to set this state. The default value is .One. Set this state to true to enable separate blending modes for the alpha channel, and false to disable them. The default value is false. A floating point value that is used for comparison of depth values. Set this state to true to enable sRGB gamma correction, and false to disable it. The default value is false. Specifies a color to use as a constant blend factor for alpha blending. Use integer color values to set this state. The default value is 0xFFFFFFFF (white). Specifies additional color write enable settings for the device. Use values from to set this state. The default value is .All". Specifies additional color write enable settings for the device. Use values from to set this state. The default value is .All". Specifies additional color write enable settings for the device. Use values from to set this state. The default value is .All". Specifies the comparison function for stencil tests.. Use values from to set the state. The default value is .Always". Specifies the operation to perform if both the stencil and depth tests pass. Use values from to set the state. The default value is .Keep". Specifies the operation to perform if the stencil test passes and depth test fails. Use values from to set the state. The default value is .Keep". Specifies the operation to perform if the stencil test fails. Use values from to set the state. The default value is .Keep". Set this state to true to enable two sided stenciling, and false to disable it. The default value is false. Set this state to true to enable adaptive tessellation, and false to disable it. The default value is false. A floating point value that specifies the amount to adaptively tessellate, in the W direction. The default value is 1.0f. A floating point value that specifies the amount to adaptively tessellate, in the Z direction. The default value is 0.0f. A floating point value that specifies the amount to adaptively tessellate, in the Y direction. The default value is 0.0f. A floating point value that specifies the amount to adaptively tessellate, in the X direction. The default value is 0.0f. A floating point value that specifies the maximum tessellation level. The default value is 1.0f. A floating point value that specifies the minium tessellation level. The default value is 1.0f. Set this state to true to enable antialiased lines, and false to disable them. The default value is false. An integer value that specifies how much bias can be applied to co-planar primitives to reduce Z-fighting. The default value is 0. Set this state to true to enable scissor testing, and false to disable it. The default value is false. Specifies the N-patch normal interpolation degree. Use values from to set this state. The default value is .Linear". Specifies the N-patch position interpolation degree. Use values from to set this state. The default value is .Cubic". Specifies the blending operation to use when alpha blending is enabled. Use values from to set this state. The default value is .Add". A floating point value that specifies the tweening factor. The default value is 0.0f. Specifies the current color write state of the device. Use values from to set this state. The default value is .All". Set this state to true to enable indexed vertex blending, and false to disable it. The default value is false. A floating point value that specifies the maximum size of point primitives. Specifies the current debug monitor token. Use values from to set this state. The default value is .Enable". Specifies the current patch edge style. Use values from to set this state. The default value is .Discrete". An integer mask that controls the samples in a multisampling render target. Set this state to true to enable point multisampling, and false to disable it. The default value is false. A floating point value that specifies attenuation when point scaling is applied. The default value is 0.0f. A floating point value that specifies attenuation when point scaling is applied. The default value is 0.0f. A floating point value that specifies attenuation when point scaling is applied. The default value is 1.0f. Set this state to true to enable point scaling, and false to disable it. The default value is false. Set this state to true to enable point sprites, and false to disable them. The default value is false. A floating point value that specifies the minimum size of point primitives. A floating point value that specifies the size of points. An integer value that specifies which user-defined clip planes are active. Use An integer value that specifies the number of matrices to use to perform geometry blending. Use values from to set this state. The default value is .Disable. Specifies the source for emissive colors. Use values from to set this state. The default value is .Material. Specifies the source for ambient colors. Use values from to set this state. The default value is .Material. Specifies the source for specular colors. Use values from to set this state. The default value is .Color2. Specifies the source for diffuse colors. Use values from to set this state. The default value is .Color1. Set this state to true to enable automatic normalization of vertex normals, and false to disable it. The default value is false. Set this state to true to enable camera-relative specular highlights, and false to use orthogonal specular highlights. The default value is true. Set this state to true to enable colored vertices, and false to disable them. The default value is true. Specifies the current fog formula to be used for vertex fog. Use values from to set this state. The default value is .None. Specifies the ambient light color. Use integer color values to set this state. The default value is 0 (black). Set this state to true to enable lighting, and false to disable it. The default value is true. Set this state to true to enable primitive clipping, and false to disable it. The default value is true. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Texture wrapping behavior for multiple sets of texture coordinates. Use values from to set this state. The default value for this state is .None. Specifies the color used for multiple texture blending. Use integer color values to set this state. The default value is 0xFFFFFFFF (white). An integer value that specifies the write mask used for values written into the stencil buffer. The default value is 0xFFFFFFFF. An integer value that specifies the mask for stencil values. The default value is 0xFFFFFFFF. An integer value that specifies the reference value against which pixels are tested when stencil testing is enabled. The default value is 0. Specifies the comparison function for stencil tests. Use values from to set this state. The default value is .Always. Specifies the stencil operation to perform if both the stencil and depth tests pass. Use values from to set this state. The default value is .Keep. Specifies the stencil operation to perform if the stencil test passes and the depth test fails. Use values from to set this state. The default value is .Keep. Specifies the stencil operation to perform if the stencil test fails. Use values from to set this state. The default value is .Keep. Set this state to true to enable stenciling, and false to disable it. The default value is false. Set this state to true to enable range based fog, and false to use depth based fog. The default value is false. A floating point value that defines the density of fog used in exponential fog modes. The default value is 1.0f. A floating point value that defines the depth at which pixel or vertex fog effects end. The default value is 1.0f. A floating point value that defines the depth at which pixel or vertex fog effects begin. The default value is 0.0f. Specifies the current fog formula to be used for pixel fog. Use values from to set this state. The default value is .None. Specifies current fog color. Use integer color values to set this state. The default value is 0 (black). Set this state to true to enable specular highlights, and false to disable them. The default value is false. Set this state to true to enable fog blending, and false to disable it. The default value is false. Set this state to true to enable alpha blending, and false to disable it. The default value is false. Set this state to true to enable dithering, and false to disable it. The default value is false. Specifies the current alpha testing function. Use values from to set this state. The default value is .Always. An integer value that specifies the reference alpha against which pixels are tested when alpha blending is enabled. The default value is 0. Specifies the current depth testing function. Use values from to set this state. The default value is .LessEqual. Specifies how back-facing triangles are culled. Use values from to set this state. The default value is .Counterclockwise. Defines the current destination blending mode of the device. Use values from to set this state. The default value is .Zero. Defines the current source blending mode of the device. Use values from to set this state. The default value is .One. Set this state to true to enable drawing of the last pixel in a line, and false to disable it. The default value is true. Set this state to true to enable alpha testing, and false to disable it. The default value is false. Set this state to true to enable writes to the depth buffer, and false to disable them. The default value is true. Defines the current shade mode of the device. Use values from to set this state. The default value is .Gouraud. Defines the current fill mode of the device. Use values from to set this state. The default value is .Solid. Depth-buffering state. Use values from to set this state. The default value for this state is .UseZBuffer if a depth stencil was created along with the device, or .DontUseZBuffer otherwise. Specifies information about raster capabilities of the device. D3DPRASTERCAPS Device supports toggling multisampling on and off. Device supports legacy depth bias. Device performs true slope-scale depth bias. Device supports scissor testing. Device iterates colors perspective correctly. Device supports z-based fog. Device supports w-based fog. Device supports depth buffering using w. Device supports anisotropic filtering. Device supports range-based fog. Device can perform hidden surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth buffer. Device supports level-of-detail bias adjustments. Device calculates the fog value by referring to a lookup table. Device calculates the fog value during the lighting operation and interpolates the value during rasterization. Device can perform Z-test operations. Device can dither to improve color resolution. Specifies sampler values for Render-To-Vertex-Buffer (R2VB). R2VB_VSMP Number of available texture samplers. Override the stream with vertex texture 3 sampler. Override the stream with vertex texture 2 sampler. Override the stream with vertex texture 1 sampler. Override the stream with vertex texture 0 sampler. Override the stream with displacement map sampler. Identifies possible query types. D3DQUERYTYPE Measure the cache hit-rate performance for textures and indexed vertices. Query for bandwidth timings. Query for pixel shader timings. Query for vertex shader timings. Query for interface timings. Query for pipeline timings. Queries the device to see if timestamp frequencies can change mid-call. Notifies the application that the timestamp frequency has changed. Queryies the 64-bit timestamp. Query for occluded pixels. Query for any and all asynchronous events that have been issued from API calls. Query vertex statistics. Query the resource manager. Query for driver hints about data layout for vertex caching. Defines the primitives supported by Direct3D. D3DPRIMITIVETYPE Renders the vertices as a triangle fan. Renders the vertices as a triangle strip. Renders the vertices as a sequence of isolated triangles. Renders the vertices as a single polyline. Renders the vertices as a list of isolated line segments. Renders the vertices as a collection of isolated points. Specifies miscellaneous capabilities for primitive rendering supported by the device. D3DPMISCCAPS Device clamps fog blend factor per vertex. Device supports post pixel shader operations for multiple render targets. Device supports different bit depths for multiple render targets. Device supports separate blend settings for the alpha channel. Device supports fog and specular alpha. Device supports conversion to sRGB after blending. Available for Direct3D9Ex only. Device supports per-stage constants. Device supports independent write masks for multiple render targets. A reference device that does not render. Device supports alpha blending operations. Device supports temporary texture arguments. Device clips post-transformed vertex primitives. Device correctly clips scaled points of size greater than 1.0. Device supports per-channel writes of the color buffer. The driver supports counterclockwise culling. The driver supports clockwise culling. The driver does not perform triangle culling. Device can enabled and disable modification of the depth buffer on pixel operations. Specifies presentation intervals. D3DPRESENT Present operations will not be affected more than four times every screen refresh. Present operations will not be affected more than three times every screen refresh. Present operations will not be affected more than twice every screen refresh. The device will wait for the vertical retrace period. The device will present immediately without waiting for the refresh. The device will wait for the vertical retrace period. Specifies possible presentation flags. D3DPRESENTFLAG Indicates that the driver should restrict access to any shared resources that are created for DWM interaction. The caller must create an authenticated channel with the driver. The driver should then allow access to processes that attempt to open those shared resources. Available in Direct3D9Ex only. Indicates that the swapchain contains protected content and automatically causes the runtime to restrict access to the swapchain so that only the Desktop Windows Manager (DWM) can use the swapchain. Available in Direct3D9Ex only. Indicates that the overlay is extended YCbCr (xvYCC). Available in Direct3D9Ex only. Indicates that the overlay is BT.709, for high-definition TV (HDTV). Available in Direct3D9Ex only. Indicates limited range RGB. In limited range RGB, the RGB range is compressed such that 16:16:16 is black and 235:235:235 is white. Available in Direct3D9Ex only. This is a hint to the driver that the back buffers will contain video data. Allows the device to use invalid display modes as if they were valid. Available in Direct3D9Ex only. Specifies that the application will perform its own display rotation. Available in Direct3D9Ex only. No extra presentation flags specified. Set when the application requires the ability to lock the back buffer. Discards the contents of the depth/stencil surface after each presentation. Clips the presentation to the device. Defines flags for presentation calls. D3DPRESENT Redraws the colorkey data. Available in Direct3D9Ex only. Turns off the overlay hardware. Available in Direct3D9Ex only. Updates the overlay position or the colorkey data without causing an actual flip and without changing the duration with which the image is displayed. Available in Direct3D9Ex only. PresentInterval.Immediate is enforced on this Present call. This flag can only be specified when using SwapEffect.FlipEx. Windowed and fullscreen presentation behaviors are the same. This is especially useful for media apps that want to discard frames that have been detected as late and present subsequent frames at composition time. An invalid parameter error will be returned if this flag is improperly specified. When multiple consecutive frames with Present.ForceImmediate are queued, only the last frame is displayed, for both windowed and fullscreen presentation. Available in Direct3D9Ex on Windows 7 only The content of the backbuffer to be presented is in linear color space. Clips the rendered content to the monitor/device that the adapter is targetting. Available in Direct3D9Ex only. The application will discard all previously queued frames and present the current frame next. Available in Direct3D9Ex only. Specifies that the application should not wait for rendering to finish. Use the front buffer as both the source and the target surface during rendering. Available for Direct3D9Ex only. No extra presentation flags. Defines precision levels for font rendering. OutPrecision PostScript only precision. Screen outline precision. Outline precision. TrueType only precision. Raster precision. Device precision. TrueType precision. Stroke-level precision. Character-level precision. String-level precision. Default precision. Defines the memory class that holds the buffers for a resource. D3DPOOL Resources are placed in scratch memory. These resources cannot be used as textures or render targets. Resources are placed in system memory that is not accessable by the device. These resources do not need to be recreated when the device is lost. Resources are copied automatically to device-accessable memory as needed. Managed resources are backed by system memory and do not need to be recreated when the device is lost. Resources are placed in the memory pool most appropriate for the set of usages requested for the resource. Specifies pixel shader capabilities supported by the device. D3DPS20CAPS There is no limit on the number of texture instructions. There is no limit on the number of dependent reads. Instruction predication is supported. Gradient instructions are supported. Arbitrary swizzling is supported. No extra pixel shader capabilities specified. Defines pitch and family settings for fonts. (various font constants) Use the Decorative family. Use the Script family. Use the Modern family. Use the Swiss family. Use the Roman family. The font family doesn't matter. Mono pitch. Variable pitch. Fixed pitch. Default pitch. Defines whether the current tessellation mode is discrete or continuous. D3DPATCHEDGESTYLE Continuous edge style. Discrete edge style. Defines the levels of full-scene multisampling that the device can apply. D3DMULTISAMPLE_TYPE Level of full-scene multisampling using 16 samples. Level of full-scene multisampling using 15 samples. Level of full-scene multisampling using 14 samples. Level of full-scene multisampling using 13 samples. Level of full-scene multisampling using 12 samples. Level of full-scene multisampling using 11 samples. Level of full-scene multisampling using 10 samples. Level of full-scene multisampling using 9 samples. Level of full-scene multisampling using 8 samples. Level of full-scene multisampling using 7 samples. Level of full-scene multisampling using 6 samples. Level of full-scene multisampling using 5 samples. Level of full-scene multisampling using 4 samples. Level of full-scene multisampling using 3 samples. Level of full-scene multisampling using 2 samples. Enables the multisampling quality value. No level of multisampling is available. Defines flags for buffer locking. D3DLOCK The application will not write to the buffer. Prevents the allocation of a system wide resource lock. Indicates that the last set of data written will not be modified during this lock call. No locking flags specified. Prevents any changes to the dirty state of the resource. Allows the application to gain back CPU cycles if the driver cannot lock the surface immediately. The application discards all memory within the locked region. Specifies the line drawing capabilities of a device. D3DLINECAPS Supports antialiasing. Supports fog. Supports alpha test comparisons. Supports source-blending. Supports depth test. Supports texture-mapping. Defines possible light types. D3DLIGHTTYPE Light is a directional light source. This is equivalent to using a point light source at an infinite distance. Light is a spotlight source. Illumination is limited to a cone. Light is a point source. The light has a position in space and radiates in all directions. Defines constants for query issues. D3DISSUE End a query issue. Start a query issue. Defines the various types of surface formats. D3DFORMAT Unknown surface format. Surface format for Render-To-Vertex-Buffer (R2VB). Binary buffer format indicating that the data has no inherent type. Available for Direct3D9Ex only. 1-bit monochrome format. Available for Direct3D9Ex only. 8-bit format using 4 bits each for alpha and luminance. 16-bit format using 8 bits each for alpha and luminance. 8-bit luminance. 16-bit luminance. 8-bit color indexed. 8-bit color indexed with 8 bits of alpha. 64-bit pixel ABGR format using 16 bits for each channel. 32-bit pixel format using 16 bits each for green and red. 32-bit BGR format using 8 bits for each color channel. 32-bit ABGR format using 8 bits for each channel. 32-bit ABGR format using 2 bits for alpha and 10 bits for each color component. 16-bit RGB format using 4 bits for each color channel. 16-bit ARGB format using 8 bits for alpha, 3 bits for red and green, and 2 bits for blue. 8-bit alpha format. 8-bit RGB format using 3 bits for red and green and 2 bits for blue. 16-bit ARGB format using 4 bits for each channel. 24-bit RGB format using 8 bits per channel. 16-bit normal compression format. 64-bit bump map format using 16 bits for each channel (Q, W, V, U). 32-bit bump map format using 16 bits each for V and U. 32-bit bump map format using 8 bits for each channel (Q, W, V, U). 16-bit bump map format using 8 bits each for U and V. 32-bit bump map format using 2 bits for alpha and 10 bits each for W, V, and U. 32-bit bump map format using 8 bits for each channel (luminance, V, U). 16-bit bump map format using 6 bits for luminance and 5 bits each for V and U. 128-bit floating point format using 32 bits for each channel (alpha, blue, green, red). 64-bit floating point format using 32 bits for the red channel and 32 bits for the green channel. 32-bit floating point format using 32 bits for the red channel. YUY2 format (PC98 compliance). UYUV format (PC98 compliance). 16-bit packed RGB format consisting of pixel pairs to express color. 16-bit packed RGB format consisting of pixel pairs to express color. Multielement texture. 64-bit floating point format using 16 bits for each channel (alpha, blue, green, red). 32-bit floating point format using 16 bits for the red channel and 16 bits for the green channel. 16-bit floating point format using 16 bits for the red channel. DXT5 compression texture format. DXT4 compression texture format. DXT3 compression texture format. DXT2 compression texture format. DXT1 compression texture format. 32-bit index buffer bit depth. 16-bit index buffer bit depth. Describes a vertex buffer surface. 16-bit z-buffer format with 16 bits for depth. Lockable 8-bit stencil buffer. Available for Direct3D9Ex only. Lockable 32-bit depth buffer. Available for Direct3D9Ex only. 32-bit z-buffer format with 24 bits for depth (in 24-bit floating point format) and 8 bits for stencil. 32-bit z-buffer lockable format with 32 bits for depth (in standard IEEE floating point format). 32-bit z-buffer format with 24 bits for depth and 4 bits for stencil. 32-bit z-buffer format with 24 bits for depth. 32-bit z-buffer format with 24 bits for depth and 8 bits for stencil. 16-bit z-buffer format with 15 bits for depth and 1 bit for stencil. 32-bit z-buffer format with 32 bits for depth. 16-bit z-buffer lockable format with 16 bits for depth. 16-bit surface format using 5 bits for red and blue and 6 bits for green. 16-bit surface format using 5 bits for each color component (red, green, blue). 16-bit surface format using 1 bit for alpha and 5 bits for each channel (red, green, blue). 32-bit surface format using 8 bits for each color component (red, green, blue). 32-bit surface format using 8 bits for each channel (alpha, red, green, blue). 32-bit surface format using 2 bits for alpha and 10 bits for color components (red, green, blue). Specifies weights for font rendering. FW Use a black weight. Use a heavy weight. Use an ultra bold weight. Use an extra bold weight. Use a bold weight. Use a demi-bold weight. Use a semi-bold weight. Use a medium weight. Use a regular weight. Use a normal weight. Make the font light. Make the font ultra light. Make the font extra light. Make the font thin. The font weight doesn't matter. Specifies quality options for font rendering. QUALITY Clear type natural quality. Clear type quality. Antialiased quality. Non-antialiased quality. Proof quality. Draft quality. Default quality levels. Device constants that describe the fog mode. D3DFOGMODE Fog effect intesifies linearly between the start and end points. Fog effect intesifies exponentially with the square of the distance. Fog effect intensifies exponentially. No fog effect. Defines the filter capabilities of the device. D3DPTFILTERCAPS Device supports per-stage Gaussian quad filtering for magnifying textures. Device supports per-stage pyramidal sample filtering for magnifying textures. Device supports per-stage anisotropic filtering for magnifying textures. Device supports per-stage linaer filtering for magnifying textures. Device supports per-stage point-sample filtering for magnifying textures. Device supports per-stage linear filtering for mipmaps. Device supports per-stage point-sample filtering for mipmaps. Device supports per-stage Gaussian quad filtering for minifying textures. Device supports per-stage pyramidal sample filtering for minifying textures. Device supports per-stage anisotropic filtering for minifying textures. Device supports per-stage linear filtering for minifying textures. Device supports per-stage point-sample filtering for minifying textures. Defines constants describing the fill mode. D3DFILLMODE Fill solid. Fill wireframe. Fill points. Specifies how the monitor being used to display a fullscreen application is rotated. D3DDISPLAYROTATION Display is rotated 270 degrees. Display is rotated 180 degrees. Display is rotated 90 degrees. Display is not rotated. Specifies possible driver levels. None The driver supports at least Direct3D9. The driver supports at least Direct3D8. The driver supports at least Direct3D7. Specifies formatting options for text rendering. DT Rendering the text in right-to-left reading order. Don't clip the text. Expand tab characters. Force all text to a single line. Allow word breaks. Align the text to the bottom. Vertically align the text to the center. Align the text to the right. Align the text to the center. Align the text to the left. Align the text to the top. Defines device types. D3DDEVTYPE A pluggable software renderer has been registered. Not supported by SlimDX. Direct3D features are implemented in software. Initialize Direct3D on a computer that has neither hardware nor reference rasterization available. Hardware rasterization. Flags identifying the capabilities of the device. D3DDEVCAPS Device supports N-patches. The device does not require caching of any patch information. Device supports rectangular and triangular patches. Device supports quintic bezier curves and b-splines. Device can support rasterization, transform, lighting, and shading in hardware. Device has hardware acceleration for scene rasterization. Device supports blits from system-memory textures to nonlocal video-memory textures. Device can support hardware transformation and lighting. Device can support at least a DirectX 7-compliant driver. Device is texturing from separate memory pools. Device can support at least a DirectX 5-compliant driver. Device can retrieve textures from non-local video memory. Device can queue rendering commands after a page flip. Device exports a DrawPrimitive aware HAL. Device can retrieve textures from video memory. Device can retrieve textures from system memory. Device can use buffers from video memory for transformed and lit vertices. Device can use buffers from system memory for transformed and lit vertices. Device can use execute buffers from video memory. Device can use execute buffers from system memory. Driver capability flags. D3DDEVCAPS2 Multiple vertex elements can share the same stream offset in a stream. Devices supports presampled displacement maps for N-patches. Device supports texture stretching using a texture as the source. Device supports adaptive tessellation of N-patches. Device supports adaptive tessellation of RT-patches. Device supports displacement maps for N-patches. Device supports stream offsets. Defines the degree of the variables in the equation that describes a curve. D3DDEGREETYPE Curve is described by variables of fourth order. Curve is described by variables of third order. Curve is described by variables of second order. Curve is described by variables of first order. Identifies the intended use of vertex data. D3DDECLUSAGE Vertex data contains sampler data. Vertex data contains depth data. Vertex data contains fog data. Vertex data contains transformed position data ranging from (0, 0) to (viewport width, viewport height). Single positive floating point value. Vertex binormal data. Vertex tangent data. Texture coordinate data. Point size data. Vertex normal data. Blending indices data. Blending weight data. Position data ranging from (-1, -1) to (1, 1). Specifies the declaration types supported by the device. D3DDTCAPS The device supports .HalfFour. The device supports .HalfTwo. The device supports .Dec3N. The device supports .UDec3. The device supports .UShort4N. The device supports .UShort2N. The device supports .Short4N. The device supports .Short2N. The device supports .UByte4N. The device supports .UByte4. Defines a vertex declaration data type. D3DDECLTYPE Type field in the declaration is unused. Four component, 16 bit, floating point. Two component, 16 bit, floating point. Three component, signed, 10 10 10 format normalized by dividing by 511.0f. Three component, unsigned, 10 10 10 format. Normalized, four component, unsigned short normalized by dividing by 65535.0f. Normalized, two component, unsigned short normalized by dividing by 65535.0f. Normalized, four component, signed short normalized by dividing by 32767.0f. Normalized, two component, signed short normalized by dividing by 32767.0f. Four component byte with each byte normalized by dividing by 255.0f. Four component, signed short. Two component, signed short. Four component, unsigned byte. Four component, packed, unsigned bytes mapped to the 0 to 1 range. Input is a color and is expanded to RGBA order. Vertex data contains diffuse or specular color. Four component float. Three component float. Two component float. One component float. Defines the vertex declaration method which is a predefined operation performed by the tessellator (or any procedural geometry routine on the vertex data during tessellation). D3DDECLMETHOD Lookup a presampled displacement map. Look up a displacement map. Copies out the U and V values at a point on the rectangle or triangle patch. Computes the normal at a point on the rectangle or triangle patch by taking the cross product of the two tangents. Computes the tangent at a point on the rectangle or triangle patch in the V direction. Computes the tangent at a point on the rectangle or triangle patch in the U direction. Default value. The tessellator copies the vertex data as is, with no additional calculations. Defines settings for debug monitor tokens. D3DDEBUGMONITORTOKENS Disable the debug monitor. Enable the debug monitor. Driver cursor capability flags. D3DCURSORCAPS The driver supports cursors in low resolution modes. The driver supports color cursors. Defines the supported culling modes. D3DCULL Do not cull back faces. Cull back faces with counterclockwise vertices. Cull back faces with clockwise vertices. Defines the faces of a cubemap. D3DCUBEMAP_FACES Negative z-face of the cubemap. Positive z-face of the cubemap. Negative y-face of the cubemap. Positive y-face of the cubemap. Negative x-face of the cubemap. Positive x-face of the cubemap. Specifies how to combine glyph data from the source and destination surfaces in a ComposeRect operation. D3DCOMPOSERECTSOP Copy the negated source to the destination. Bitwise AND the source and the destination. Bitwise OR the source and the destination. Copy the source to the destination. A combination of one or more flags that control the device creation behavior. D3DCREATE Tells the device to use software vertex processing. Allows screensavers during a fullscreen application. Specifies that the device does not support Get* calls for anything that can be stored in state blocks. Indicates that Direct3D must not alter the focus window in any way. Indicates that the application requests Direct3D to be multithread safe. Tells the device to use mixed vertex processing. Tells the device to use hardware vertex processing. Preserve the floating point precision used in the calling thread. Enables the gathering of presentation statistics. Only available in Direct3D9Ex. Restrict computation to the main application thread. Only available on Windows Vista. Causes the runtime to not register hotkeys for print screen. Only available in Direct3D9Ex. Direct3D will managed resources instead of the driver. Errors will still be thrown for conditions such as insufficient video memory. Direct3D will managed resources instead of the driver. Asks the device to drive all heads that the master adapter owns. No extra creation flags specified. Specifies a set of flags that describe the supported compare capabilities of the device. D3DPCMPCAPS The device supports .Always. The device supports .GreaterEqual. The device supports .NotEqual. The device supports .Greater. The device supports .lessEqual. The device supports .Equal. The device supports .Less. The device supports .Never. Specifies possible compare functions. D3DCMPFUNC Always pass the test. Accept the new pixel if its value is greater than or equal to the value of the current pixel. Accept the new pixel if its value does not equal the value of the current pixel. Accept the new pixel if its value is greater than the value of the current pixel. Accept the new pixel if its value is less than or equal to the value of the current pixel. Accept the new pixel if its value equals the value of the current pixel. Accept the new pixel if its value is less than the value of the current pixel. Always fail the test. Flags that enable a per-channel write for the render target color buffer. D3DCOLORWRITEENABLE Allow writes to all channels. Allow writes to the red channel. Allow writes to the green channel. Allow writes to the blue channel. Allow writes to the alpha channel. Defines the location at which a color or color component must be accessed for lighting calculations. D3DMATERIALCOLORSOURCE Use the specular vertex color. Use the diffuse vertex color. Use the color from the current material. Specifies a set of values that describe the current clip status. D3DCS Application defined clipping plane. Application defined clipping plane. Application defined clipping plane. Application defined clipping plane. Application defined clipping plane. Application defined clipping plane. All vertices are clipped by the back plane of the viewing frustum. All vertices are clipped by the front plane of the viewing frustum. All vertices are clipped by the bottom plane of the viewing frustum. All vertices are clipped by the top plane of the viewing frustum. All vertices are clipped by the right plane of the viewing frustum. All vertices are clipped by the left plane of the viewing frustum. Combination of all clip flags. These flags identify a surface to reset when calling Device.Clear. D3DCLEAR Clear the depth buffer. Clear the render target. Clear the stencil surface. Don't clear any surfaces. Defines possible character sets for fonts. CHARSET The Mac character set. The Baltic character set. The Russian character set. The East Europe character set. The Thai character set. The Vietnamese character set. The Turkish character set. The Greek character set. The Arabic character set. The Hebrew character set. The Johab character set. The OEM character set. The Chinese character set. The GB2312 character set. The Hangul character set. The ShiftJIS character set. The symbol character set. The default system character set. The ANSI character set. Driver-specific capability flags. D3DCAPS3 Device can accelerate a memory copy from local video memory to system memory. Device can accelerate a memory copy from system memory to local video memory. Indicates that the device can perform gamma correction from a windowed back buffer to an sRGB desktop. Indicates that the device can respect the AlphaBlendEnable render state in fullscreen mode while using the Flip or Discard swap effect. No extra capabilities defined. Driver-specific capability flags. D3DCAPS2 The driver is capable of automatically generating mipmaps. The driver supports dynamic textures. The driver is capable of managing resources. The system has a calibrator installed that can automatically adjust the gamma ramp so that the result is identical on all systems that have a calibrator. The driver supports dynamic gamma ramp adjustment in fullscreen mode. No extra capabilities defined. Driver-specific capability flags. D3DCAPS Display hardware is capable of returning the current scan line. No extra capabilities defined. Defines the supported blend operations. D3DBLENDOP The result is the maximum of the source and destination. The result is the minimum of the source and destination. The result is the source subtracted from the destination. The result is the destination subtracted from the source. The result is the destination added to the source. Defines possible source blending capabilities. D3DPBLENDCAPS The device supports .BlendFactor and .InverseBlendFactor. The device supports .BothInverseSourceAlpha. The device supports .SourceAlphaSaturated. The device supports .InverseDestinationColor. The device supports .DestinationColor. The device supports .InverseDestinationAlpha. The device supports .DestinationAlpha. The device supports .InverseSourceAlpha. The device supports .SourceAlpha. The device supports .InverseSourceColor. The device supports .SourceColor. The device supports .One. The device supports .Zero. Defines the supported blend mode. D3DBLEND Blend factor is one minus the output color of the pixel shader. Only available in Direct3D9Ex. Blend factor is the output color of the pixel shader. Only available in Direct3D9Ex. Inverted constant color blending factor used by the frame-buffer blender. Constant color blending factor used by the frame-buffer blender. Source blend factor is one minus the source alpha, and destination blend factor is one minus the destination alpha. Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad). Blend factor is one minus the destination color. Blend factor is the destination color. Blend factor is one minus the destination alpha. Blend factor is the destination alpha. Blend factor is one minus the source alpha. Blend factor is the source alpha. Blend factor is one minus the source color. Blend factor is the source color. Blend factor is (1, 1, 1, 1). Blend factor is (0, 0, 0, 0). Defines the basis type of a high-order patch surface. D3DBASISTYPE An interpolation basis defines the surface so that the surface goes through all the input vertices specified. Input vertices are treated as control points of a B-spline surface. Input vertices are treated as a series of Bezier patches. Z-buffer usage types. D3DZBUFFERTYPE Used to enable a W-buffer. Used to disable the depth buffer. Used to enable the depth buffer. Specifies possible XFile formats. D3DXF_FILEFORMAT Compressed file. Text file format. Legacy file format. Specifies vertex shader capabilities supported by the device. D3DVS20CAPS Instruction predication is supported. No extra vertex shader capabilities specified. Specifies vertex processing capabilities supported by the device. D3DVTXCAPS Device does not support texture generation in non-local viewer mode. Device supports sphere maps. Device supports vertex tweening. Device supports local viewer. Device can support positional lights. Device can support directional lights. Indicates that the device supports the color material states. Device can do texture generation. Specifies the flexible vertex format capabilities of the device. D3DFVFCAPS Point size is determined by either the render state or the vertex data. If an FVF is used, point size can come from point size data in the vertex declaration. It is preferable that vertex elements not be stripped. That is, if the vertex format contains elements that are not used with the current render states, there is no need to regenerate the vertices. If this capability flag is not present, stripping extraneous elements from the vertex format provides better performance. Masks the low WORD of FVFCaps. These bits, cast to the WORD data type, describe the total number of texture coordinate sets that the device can simultaneously use for multiple texture blending. Specifies codes that can be used to define Flexible-Vertex-Formats (FVF). D3DFVF The last beta field in the vertex position data will be of type Color. The data in the beta fields are used with matrix palette skinning to specify matrix indices. The last beta field in the vertex position data will be of type UByte4. The data in the beta fields are used with matrix palette skinning to specify matrix indices. The number of bits by which to shift an integer value that identifies the number of texture coordinates for a vertex. Mask for texture flag bits. Mask for position bits. Vertex format contains 8 texture coordinate sets. Vertex format contains 7 texture coordinate sets. Vertex format contains 6 texture coordinate sets. Vertex format contains 5 texture coordinate sets. Vertex format contains 4 texture coordinate sets. Vertex format contains 3 texture coordinate sets. Vertex format contains 2 texture coordinate sets. Vertex format contains 1 texture coordinate set. Vertex format contains no texture coordinate sets. Vertex format contains a position and a normal. Vertex format contains transformed and clipped data. Vertex format contains position and weighting values for multimatrix blending operations. Vertex format contains position and weighting values for multimatrix blending operations. Vertex format contains position and weighting values for multimatrix blending operations. Vertex format contains position and weighting values for multimatrix blending operations. Vertex format contains position and weighting values for multimatrix blending operations. Vertex format includes the position of a transformed vertex. Vertex format includes the position of an untransformed vertex. Vertex format includes a specular color component. Vertex format includes a diffuse color component. Vertex format contains a point size. Vertex format includes a vertex normal vector. No vertex format defined. Defines flags used to control the number or matrices that the system applies when performing multimatrix vertex blending. D3DVERTEXBLENDFLAGS Vertex blending is performed using vertex tweening. Enable vertex blending between one matrix and a weight of 1.0. Enable vertex blending between four matrices. Enable vertex blending between three matrices. Enable vertex blending between two matrices. Disable vertex blending. Usage options that identify how resources are to be used. D3DUSAGE The resource will be a Render-To-Vertex-Buffer (R2VB) target. Query the resource to verify support for texture wrapping and mip-mapping. Query the resource to verify support for vertex shader texture sampling. Query the resource to verify support for post pixel shader blending support. Query the resource to verify if a texture supports gamma correction during a write operation. Query the resource format to see if it supports texture filters. Query the resource to verify if a texture supports gamma correction during a read operation. Query the resource abour a legacy bump map. Indicates that the resource will be used for composition. Available for Direct3D9Ex only. Indicates that vertex processing for this resource should be done in software. Informs the system that the application will only ever write to the buffer. Indicates that the vertex buffer is to be used for drawing high-order primitives. The resource will be a render target. Indicates that the buffer will be used to draw points. Indicates that the vertex buffer is to be used for drawing N-patches. Allow a shared surface created by a secure application to be opened by a non-secure application that has the shared handle. Available for Direct3D9Ex only. Indicates that the resource requires dynamic memory use. Set to indicate that the vertex buffer content will never require clipping. The resource will be a displacement map. The resource will be a depth/stencil buffer. The resource will automatically generate mipmaps. No specified usage options. Specifies wrapping options for texture coordinates. D3DWRAPCOORD Wrap all coordinates. Wrap the 3 coordinate. Wrap the 2 coordinate. Wrap the 1 coordinate. Wrap the 0 coordinate. No wrapping is performed. Defines possible transformation states. D3DTRANSFORMSTATETYPE Identifies the transformation matrix being set for the specified texture stage. Identifies the transformation matrix being set for the specified texture stage. Identifies the transformation matrix being set for the specified texture stage. Identifies the transformation matrix being set for the specified texture stage. Identifies the transformation matrix being set for the specified texture stage. Identifies the transformation matrix being set for the specified texture stage. Identifies the transformation matrix being set for the specified texture stage. Identifies the transformation matrix being set for the specified texture stage. Identifies the transformation matrix being set as a world transformation matrix. Identifies the transformation matrix being set as a world transformation matrix. Identifies the transformation matrix being set as a world transformation matrix. Identifies the transformation matrix being set as a world transformation matrix. Identifies the transformation matrix being set as the projection transformation matrix. Identifies the transformation matrix being set as the view transformation matrix. Defines texture coordinate transformation values. D3DTEXTURETRANSFORMFLAGS Forces all coordinates to be projected before being sent to the rasterizer. The rasterizer should expect 4D coordinates. The rasterizer should expect 3D coordinates. The rasterizer should expect 2D coordinates. The rasterizer should expect 1D coordinates. Texture coordinates are passed directly to the rasterizer. Defines the possible shading modes. D3DSHADEMODE Gouraud shading. Flat shading. Defines the texture-addressing modes. D3DTEXTUREADDRESS Similar to a combination of Wrap, Mirror, and Clamp. Texture coordinates outside the range are set to the border color. Texture coordinates outside the range are clamped to the maximum values. The texture is flipped at every integer junction. Tile the texture at every integer junction. Defines swap effects. D3DSWAPEFFECT Designates when an application is adopting flip mode, during which time an application's frame is passed instead of copied to the Desktop Window Manager(DWM) for composition when the application is presenting in windowed mode. Flip mode allows an application to more efficiently use memory bandwidth as well as enabling an application to take advantage of full-screen-present statistics. Flip mode does not affect full-screen behavior. Available in Direct3D 9Ex on Windows 7 only. Use a dedicated area of video memory that can be overlayed on the primary surface. No copy is performed when the overlay is displayed. The overlay operation is performed in hardware, without modifying the data in the primary surface. Available in Direct3D 9Ex on Windows 7 only. Copies the data between back buffers. Flips between multiple back buffers. Discards the data in the back buffers and render targets after a presentation. Defines stencil buffer operations. D3DSTENCILOP Decrement the stencil value. Increment the stencil value. Invert the stencil value. Decrement and clamp the stencil value. Increment and clamp the stencil value. Replace the stencil value. Zero the stencil value. Keep the current stencil value. Defines texture filtering modes for a texture stage. D3DTEXTUREFILTERTYPE Convolution filter for monochrome textures. Available for Direct3D9Ex only. A 4 sample Guassian filter is used. A 4 sample tent filter is used. Anisotropic interpolation is used. Bilinear interpolation is used. Point filtering is used. Mipmapping is disabled. Defines stream sources for hardware instancing. D3DSTREAMSOURCE Instance data. Indexed data. Specifies options for welding together vertices. D3DXWELDEPSILONSFLAGS Instructs the weld not to split vertices that are in separate attribute groups. Instructs the weld to allow only modifications to vertices and not removal. This flag is valid only if WeldPartialMatches is set. It is useful to modify vertices to be equal, but not to allow vertices to be removed. If a given vertex component is within epsilon, modify partially matched vertices so that both components are identical. If all components are equal, remove one of the vertices. Weld together all vertices that are at the same location. Defines the transition style between values of a mesh animation. D3DXTRANSITION_TYPE Ease-in, ease-out spline transition between values. Linear transition between values. Defines the priority type to which an animation track is assigned. D3DXPRIORITY_TYPE Track should be blended with all the high-priority tracks before the high-priority blend is mixed with the low-priority blend. Track should be blended with all the low-priority tracks before the low-priority blend is mixed with the high-priority blend. Defines settings used for mesh tangent frame computations. D3DXTANGENT The results are stored in the original input mesh, and the output mesh is not used. Compute the per-vertex normal vector for each triangle of the input mesh, and ignore any normal vectors already in the input mesh. Vertices are ordered in a clockwise direction around each triangle. The computed normal vector direction is therefore inverted 180 degrees from the direction computed using counterclockwise vertex ordering. Compute a unit-length normal vector for each triangle of the input mesh. Mutually exclusive with WeightByArea. Weight the direction of the computed per-vertex normal or partial derivative vector according to the areas of triangles attached to that vertex. Mutually exclusive with WeightEqual. Compute the partial derivative with respect to texture coordinate u independently for each vertex, and then compute the partial derivative with respect to V as the cross product of the normal vector and the partial derivative with respect to U. Mutually exclusive with DontOrthogonalize and OrthogonalizeFromV. Compute the partial derivative with respect to texture coordinate V independently for each vertex, and then compute the partial derivative with respect to U as the cross product of the partial derivative with respect to V and the normal vector. Mutually exclusive with DontOrthogonalize and OrthogonalizeFromU. Do not transform texture coordinates to orthogonal Cartesian coordinates. Mutually exclusive with OrthogonalizeFromU and OrthogonalizeFromV. Do not normalize partial derivatives with respect to texture coordinates. If not normalized, the scale of the partial derivatives is proportional to the scale of the 3D model divided by the scale of the triangle in (U, V) space. This scale value provides a measure of how much the texture is stretched in a given direction. The resulting vector length is a weighted sum of the lengths of the partial derivatives. Texture coordinate values in both U and V directions are between 0 and 1. In this case a texture coordinate set will be chosen that minimizes the perimeter of the triangle. Texture coordinate values in the V direction are between 0 and 1. In this case a texture coordinate set will be chosen that minimizes the perimeter of the triangle. Texture coordinate values in the U direction are between 0 and 1. In this case a texture coordinate set will be chosen that minimizes the perimeter of the triangle. No options. Flags used to specify sprite rendering options to the flags parameter in the Sprite.Begin method. D3DXSPRITE Disables calling AddRef() on every draw, and Release() on Flush() for better performance. Sprites are sorted by depth in back-to-front order prior to drawing. This procedure is recommended when drawing transparent sprites of varying depths. You may combine SortDepthBackToFront with SortTexture to sort first by depth, and second by texture. Sprites are sorted by depth in front-to-back order prior to drawing. This procedure is recommended when drawing opaque sprites of varying depths. You may combine SortDepthFrontToBack with SortTexture to sort first by depth, and second by texture. Sort sprites by texture prior to drawing. This can improve performance when drawing non-overlapping sprites of uniform depth. You may also combine SortTexture with either SortDepthFrontToBack or SortDepthBackToFront. This will sort the list of sprites by depth first and texture second. Enables alpha blending with RenderState.AlphaTestEnable set to true (for nonzero alpha). Blend.SourceAlpha will be the source blend state, and Blend.InverseSourceAlpha will be the destination blend state in calls to Device.SetRenderState. Font expects this flag to be set when drawing text. Each sprite will be rotated about its center so that it is facing the viewer. Sprite.SetWorldViewLH or Sprite.SetWorldViewRH must be called first. The world, view, and projection transforms are not modified. The transforms currently set to the device are used to transform the sprites when the batched sprites are drawn (when Sprite.Flush or Sprite.End is called). If this flag is not specified, then world, view, and projection transforms are modified so that sprites are drawn in screen-space coordinates. The device render state is not to be changed when Sprite.Begin is called. The device is assumed to be in a valid state to draw vertices containing UsageIndex = 0 in the DeclarationUsage.Position, DeclarationUsage.TexCoord, and DeclarationUsage.Color data. The device state is not to be saved or restored when Sprite.Begin or Sprite.End is called. No flags. Flags used for parsing, compiling, or assembling shaders. D3DXSHADER Enable the use of the original Direct3D 9 HLSL compiler. OCT2006_d3dx9_31_x86.cab or OCT2006_d3dx9_31_x64.cab must be included as part of the applications redist. This flag is required to compile ps_1_x shaders without using the promotion flag to ps_2_0. Specifying this flag when obtaining an EffectCompiler interface causes subsequent calls to EffectCompiler.CompileEffect and EffectCompiler/CompileShader through this object to use the legacy compiler. Do not validate the generated code against known capabilities and constraints. This option is recommended only when compiling shaders that are known to work (that is, shaders that have compiled before without this option). Shaders are always validated by the runtime before they are set to the device. Instruct the compiler to skip optimization steps during code generation. Unless you are trying to isolate a problem in your code and you suspect the compiler, using this option is not recommended. This is a hint to the compiler to prefer using flow-control instructions. Force all computations in the resulting shader to occur at partial precision This may result in faster evaluation of shaders on some hardware. Highest optimization level. Will produce best possible code but may take significantly longer to do so. This will be useful for final builds of an application where performance is the most important factor. Second highest optimization level. Second lowest optimization level. Lowest optimization level. May produce slower code but will do so more quickly. This may be useful in a highly iterative shader development cycle. Disables preshaders. The compiler will not pull out static expressions for evaluation on the host CPU. Additionally, the compiler will not loft any expressions when compiling stand-alone functions. Disable optimizations that may cause the output of a compiled shader program to differ from the output of a program compiled with the DirectX 9 shader compiler due to small precision erros in floating point math. Force the compiler to compile against the next highest available software target for vertex shaders. This flag also turns optimizations off and debugging on. Force the compiler to compile against the next highest available software target for pixel shaders. This flag also turns optimizations off and debugging on. Compile ps_1_x shaders as ps_2_0. Effects that specify ps_1_x targets will instead compile to ps_2_0 targets because this is the minimum shader version supported by the DirectX 10 shader compiler. This flag has no effect when used with higher level compile targets. Insert debug filename, line numbers, and type and symbol information during shader compile. This is a hint to the compiler to avoid using flow-control instructions. Unless explicitly specified, matrices will be packed in row-major order (each vector will be in a single row) when passed to or from the shader. Unless explicitly specified, matrices will be packed in column-major order (each vector will be in a single column) when passed to and from the shader. This is generally more efficient because it allows vector-matrix multiplication to be performed using a series of dot products. No flags. Data type of the register. D3DXREGISTER_SET The register contains 4D sampler data. 4D floating-point number. 4D integer number. Boolean value. Defines the type of animation set looping modes used for playback. D3DXPLAYBACK_TYPE The animation alternates endlessly between playing forward and playing backward. The animation plays once, and then it stops on the last frame. The animation repeats endlessly. Mesh patch types. D3DXPATCHMESHTYPE N-patch mesh type. Triangle patch mesh type. Rectangle patch mesh type. Describes the data contained by the enumeration. D3DXPARAMETER_TYPE Parameter is not supported. Parameter is a vertex shader fragment. Parameter is a pixel shader fragment. Parameter is a vertex shader. Parameter is a pixel shader. Parameter is a cube sampler. Parameter is a 3D sampler. Parameter is a 2D sampler. Parameter is a 1D sampler. Parameter is a sampler. Parameter is a cube texture. Parameter is a DD texture. Parameter is a 2D texture. Parameter is a 1D texture. Parameter is a texture. Parameter is a string. Parameter is a floating-point number. Parameter is an integer. Any floating-point values passed into ConstantTable.SetValue, ConstantTable.SetVector, or ConstantTable::SetVectorArray will be rounded off (to zero decimal places) before being written into the constant table. Parameter is a Boolean. Any non-zero value passed into ConstantTable.SetBool, ConstantTable.SetBoolArray, ConstantTable.SetValue, ConstantTable.SetVector, or ConstantTable.SetVectorArray will be mapped to 1 (true) before being written into the constant table; otherwise, the value will be set to 0 in the constant table. Parameter is a void pointer. These flags provide additional information about effect parameters. D3DX_PARAMETER This parameter is marked as an annotation. This parameter is marked as a literal value. The value of a parameter will be shared by all effects in the same namespace. Changing the value in one effect will change it in all shared effects. This parameter is not marked. The type of object. D3DXPARAMETER_CLASS Constant is a structure. Constant is either a texture, shader, or a string. Constant is a column major matrix. Constant is a row major matrix. Constant is a vector. Constant is a scalar. Normal maps generation constants. D3DX_NORMALMAP Computes the per-pixel occlusion term and encodes it into the alpha. An alpha of 1 means that the pixel is not obscured in any way, and an alpha of 0 means that the pixel is completely obscured. Inverts the direction of each normal. Same as specifying the MirrorU and MirrorV flags. Indicates that pixels off the edge of the texture on the v-axis should be mirrored, not wrapped. Indicates that pixels off the edge of the texture on the u-axis should be mirrored, not wrapped. Specifies simplification options for a mesh. D3DXMESHSIMP The mesh will be simplified by the number of faces specified in the MinValue parameter. The mesh will be simplified by the number of vertices specified in the MinValue parameter. Specifies the type of mesh optimization to be performed. D3DXMESHOPT Affects the vertex cache size. Using this flag specifies a default vertex cache size that works well on legacy hardware. While attribute sorting, do not split vertices that are shared between attribute groups. Optimize the faces only; do not optimize the vertices. Reorders faces to maximize length of adjacent triangles. Reorders faces to increase the cache hit rate of vertex caches. Reorders faces to optimize for fewer attribute bundle state changes and enhanced BaseMesh.DrawSubset performance. Reorders faces to remove unused vertices and faces. Flags used to specify creation options for a mesh. D3DXMESH Equivalent to specifying both D3DXMESH_VB_SOFTWAREPROCESSING and D3DXMESH_IB_SOFTWAREPROCESSING. Equivalent to specifying both D3DXMESH_VB_DYNAMIC and D3DXMESH_IB_DYNAMIC. Equivalent to specifying both VertexBufferDynamic and IndexBufferDynamic. Equivalent to specifying both VertexBufferManaged and IndexBufferManaged. Equivalent to specifying both VertexBufferSystemMemory and IndexBufferSystemMemory. Use hardware processing only. For mixed-mode device, this flag will cause the system to use hardware (if supported in hardware) or will default to software processing. Forces the cloned meshes to share vertex buffers. Use the SoftwareProcessing usage flag for index buffers. Use the Dynamic usage flag for index buffers. Use the WriteOnly usage flag for index buffers. Use the Managed usage flag for index buffers. Use the SystemMemory usage flag for index buffers. Use the SoftwareProcessing usage flag for vertex buffers. Use the Dynamic usage flag for vertex buffers. Use the WriteOnly usage flag for vertex buffers. Use the Managed usage flag for vertex buffers. Use the SystemMemory usage flag for vertex buffers. Specifying this flag causes the vertex and index buffer of the mesh to be created with the NPatches flag. This is required if the mesh object is to be rendered using N-patch enhancement using Direct3D. Use the RTPatches usage flag for vertex and index buffers. Use the Points usage flag for vertex and index buffers. Use the DoNotClip usage flag for vertex and index buffers. The mesh has 32-bit indices instead of 16-bit indices. Defines the type of mesh data present in MeshData. D3DXMESHDATATYPE The data type is a patch mesh. See PatchMesh. The data type is a progressive mesh. See ProgressiveMesh. The data type is a mesh. See Mesh. Describes the location for the include file. D3DXINCLUDE_TYPE Look in the system path for the include file. Look in the local project for the include file. Describes the supported image file formats. D3DXIMAGE_FILEFORMAT Portable float map file format. High dynamic range (HDR) file format. Windows device-independent bitmap (DIB) file format. Portable pixmap (PPM) file format. DirectDraw surface (DDS) file format. Portable Network Graphics (PNG) file format. Truevision (Targa, or TGA) image file format. Joint Photographics Experts Group (JPEG) compressed file format. Windows bitmap (BMP) file format. Options for saving and creating effects. D3DXFX A stateblock saves state (except shaders and shader constants) when calling Effect.Begin and restores state when calling Effect.End. A stateblock saves state when calling Effect.Begin and restores state when calling Effect.End. No state is saved when calling Effect.Begin or restored when calling Effect.End. No flags. Flags used to specify what filters to use when processing an image. D3DX_FILTER The output data is in sRGB (gamma 2.2) color space. Input data is in sRGB (gamma 2.2) color space. Specifying this flag is the same as specifying the SrgbIn and SrgbOut flags. The resulting image must be dithered using a 4x4 ordered dither algorithm. Specifying this flag is the same as specifying the MirrorU, MirrorV, and MirrorW flags. Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped. Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped. Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped. Each pixel is computed by averaging a 2x2(x2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps. Every pixel in the source image contributes equally to the destination image. This is the slowest of the filters. Each destination pixel is computed by sampling the four nearest pixels from the source image. This filter works best when the scale on both axes is less than two. Each destination pixel is computed by sampling the nearest pixel from the source image. No scaling or filtering will take place. Pixels outside the bounds of the source image are assumed to be transparent black. Uses the default behavior. Describes the type of events that can be keyed by the animation controller. D3DXEVENT_TYPE Priority blend value. Enable flag. Track position. Track weight. Track speed. Effect data types. The data is contained in the Value member of EffectDefault. D3DXEFFECTDEFAULTTYPE The data type is a DWORD. The data type is an array of type float. The number of float types in the array is specified by Value.Length in EffectDefault. The data type is a NULL-terminated ASCII text string. Defines operations to perform on vertices in preparation for mesh cleaning. D3DXCLEANTYPE Use this flag to prevent infinite loops during mesh simplification operations. Use this flag to prevent infinite loops during mesh optimization operations. Use this flag to prevent infinite loops during skinning setup mesh operations. If a vertex is the apex of two triangle fans (a bowtie) and mesh operations will affect one of the fans, then split the shared vertex into two new vertices. Bowties can cause problems for operations such as mesh simplification that remove vertices, because removing one vertex affects two distinct sets of triangles. Merge triangles that share the same vertex indices but have face normals pointing in opposite directions (back-facing triangles). Unless the triangles are not split by adding a replicated vertex, mesh adjacency data from the two triangles may conflict. The following flags are used to specify which channels in a texture to operate on. D3DX_CHANNEL Indicates the luminances of the red, green, and blue channels should be used. Indicates the alpha channel should be used. Indicates the green channel should be used. Indicates the blue channel should be used. Indicates the red channel should be used. Flags used to obtain callback information. D3DXCALLBACK_SEARCH_FLAGS Reverse the callback search direction. Exclude callbacks located at the initial position from the search. Specifies which members of the structure are valid. None The rotation member is valid. The scale member is valid. The translation member is valid. The transformation member is valid. None of the members are valid. Releases all resources used by the . Extra tag data stored along with the object. This member is intended for use by users of SlimDX and has no internal meaning to the library. Gets or sets a value indicating whether or not the object is in the default allocation pool. Gets the timestamp, in milliseconds, of the object'ss creation. Gets a to the location where the object was created. Gets an IntPtr to the underlying native COM interface. Gets a value that indicates whether the object has been disposed. The base class for all SlimDX types which represent COM interfaces. IUnknown Checks that a range to be read is within the boundaries of a source array, and fills in the number of elements to read if necessary. The source array to be read from. The index at which the caller intends to begin reading from the source. The number of elements intended to be read from the source. If 0 is passed, count will be adjusted to be size - offset. is a null reference. or is negative. The sum of and is greater than the buffer length. Checks that a range to be read are within the boundaries of a source. The minimum bound that can be read from the source, and fills in the number of elements to read if necessary. The total size of the source. The index at which the caller intends to begin reading from the source. The number of elements intended to be read from the source. If 0 is passed, count will be adjusted to be size - offset. is less than . is negative. The sum of and is greater than the buffer length. Clears out all watches on all result codes. Removes a watch on the specified result code. If no watch was set, this call is ignored. The result code to stop watching. Adds a watch indicating the action to be taken when a method returns the specified result code. The result code to watch for. The action to take when the specified result code occurs. Gets or sets the SlimDX wide timer object. This Timer is automatically created and started when SlimDX is loaded. Gets or sets whether SlimDX detects double disposal of objects. If set to true, SlimDX will throw an when an already disposed object is disposed. If set to false, double disposals will be silently ignored. The default value is false. Gets or sets whether SlimDX defaults to throwing exceptions when a shader or effect compilation fails. The default value is true. Gets or sets whether SlimDX defaults to throwing exceptions on result codes that indicate errors. The default value is true. Gets or sets whether SlimDX is currently tracking call stacks from object creation. If set to false, objects will not carry a call stack from when they were created. The default value is false. Object tracking is a useful debugging facility, but may have a significant negative impact on performance. The default value is false. Used to control global options that affect all of SlimDX. Returns a value indicating whether the two results are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified result. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Converts the value of the result to its equivalent string representation. The string representation of the value of this instance. Tests for inequality between two results. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two results. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Gets the last recorded result of a method or operation. Gets a value indicating whether or not the result represents a failed operation. Gets a value indicating whether or not the result represents a successful operation. Gets the friendly description of the result. Gets the name of the result. Gets the actual HRESULT result code. Represents the result of a method or operation. HRESULT Specifies possible behaviors of result watches. Throw an exception whenever the result occurs. Break whenever the result occurs. Always ignore the result. Specifies possible performance profiling options. Do not allow performance profiling. No performance options specified. Generates a report of all outstanding COM objects (objects that have not been disposed) tracked by SlimDX. The report includes the object's type and a stack trace to its creation point. A string containing the leak report. Removes a COM object from the table. The object to remove. true if the object was in the table and was removed; otherwise, false. Adds a COM object to the table. This will set the object's ::CreationSource property if ::EnableObjectTrackingobject tracking is on. The object to add. Gets the synchronization object used by the ObjectTable. This object can be used to safely access the internal object list. This member should only be used if it is necesssary to access the property in a thread-safe manner, and should not be used as anything other than a parameter for functions in . Occurs after an object has been removed from the object table. Occurs after a new object has been added to the object table. Gets a list of all the COM objects tracked by SlimDX. Access through this member is NOT thread-safe. Use to protect multithreaded access if necessary. Maintains a list of all the COM objects managed by SlimDX. The COM object that this notification refers to. Returns a value indicating whether the two BufferDescriptions are equivalent. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. A to compare with this instance. true if has the same value as this instance; otherwise, false. Returns a value indicating whether this instance is equal to the specified object. An object to compare with this instance. true if has the same value as this instance; otherwise, false. Returns the hash code for this instance. A 32-bit signed integer hash code. Tests for inequality between two QueryDescriptions. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Tests for equality between two QueryDescriptions. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Constructs a new QueryDescription object. The query type. Query options. Gets or sets the query flags. Gets or sets the query type. Describes a query object. D3D10_QUERY_DESC The stencil operations that can be performed during depth-stencil testing. D3D10_STENCIL_OP Flags that control the behavior of rendering. D3DX10_SPRITE_FLAG Increases the reference count of textures when DrawSpritesBuffered is called. Saves render state when sprites are rendered, and restores the previous state once rendering is complete. Sort the sprites from front to back based on their depth; sprites closer to the camera will be rendered first. Sort the sprites from back to front based on their depth; sprites further away from the camera will be rendered first. Group sprites by texture before rendering; improves performance when many sprites share textures. No flags. Identifies the type of the resource that will be viewed. D3D10_SRV_DIMENSION D3D10_RTV_DIMENSION D3D10_USAGE D3D10_RESOURCE_MISC_FLAG D3D10_RESOURCE_DIMENSION D3D10_RTV_DIMENSION Values which description query types. D3D10_QUERY Flags for describing query options and behavior. D3D10_QUERY_MISC_FLAG Specifies how the pipeline should interpret vertex data bound to the input assembler stage. D3D10_PRIMITIVE_TOPOLOGY Interpret the vertex data as triangle strip with adjacency data. Interpret the vertex data as list of triangles with adjacency data. Interpret the vertex data as line strip with adjacency data. Interpret the vertex data as list of lines with adjacency data. Interpret the vertex data as a triangle strip. Interpret the vertex data as a list of triangles. Interpret the vertex data as a line strip. Interpret the vertex data as a list of lines. Interpret the vertex data as a list of points. The IA stage has not been initialized with a primitive topology. The IA stage will not function properly unless a primitive topology is defined. Normal maps generation constants. D3DX10_NORMALMAP_FLAG Computes the per-pixel occlusion term and encodes it into the alpha. An alpha of 1 means that the pixel is not obscured in any way, and an alpha of 0 means that the pixel is completely obscured. Inverts the direction of each normal. Same as specifying the MirrorU and MirrorV flags. Indicates that pixels off the edge of the texture on the v-axis should be mirrored, not wrapped. Indicates that pixels off the edge of the texture on the u-axis should be mirrored, not wrapped. Values that indicate how to alter mesh data during an optimization operation. D3DX10_MESHOPT Affects the vertex cache size. Using this flag specifies a default vertex cache size that works well on legacy hardware. While attribute sorting, do not split vertices that are shared between attribute groups. Optimize the faces only; do not optimize the vertices. Reorders faces to maximize length of adjacent triangles. Reorders faces to increase the cache hit rate of vertex caches. Reorders faces to optimize for fewer attribute bundle state changes and enhanced draw performance. Reorders faces to remove unused vertices and faces. Specifies which types of mesh data to discard from the device. D3DX10_MESH_DISCARD_FLAGS Indicates that any buffers committed to the device should be discarded. Indicates that the adjacency buffer should be discarded. Indicates that the point representation buffer should be discarded. Indicates that the attribute table should be discarded. Indicates that the attribute buffer should be discarded. Specifies creation options for a mesh. D3DX10_MESH Indicates that the mesh should contain adjacency information. Indicates that the mesh should use 32-bit indices rather than 16-bit indices. Indicates standard mesh creation options.. Specifies how the CPU should respond when Map() is called on a resource being used by the GPU. D3D10_MAP_FLAG Do not wait for the resource to become available. The map method will return WasStillRendering when the GPU blocks the CPU from accessing a resource. Wait for the resource to become available. Identifies a resource to be accessed for reading and writing by the CPU. D3D10_MAP Resource is mapped for writing; the existing contents of the resource cannot be overwritten. This flag is only valid on vertex and index buffers. The resource must have been created with write access. Resource is mapped for writing; the previous contents of the resource will be undefined. The resource must have been created with write access. Resource is mapped for reading and writing. The resource must have been created with read and write access. Resource is mapped for writing. The resource must have been created with write access. Resource is mapped for reading. The resource must have been created with read access. Type of data contained in an input slot. D3D10_INPUT_CLASSIFICATION The data in the input slot is per-instance data. The data in the input slot is per-vertex data. Specifies image file formats supported by runtime. D3DX10_IMAGE_FILE_FORMAT Windows Media Player format (WMP). Graphics Interchange Format (GIF). Tagged Image File Format (TIFF). DirectDraw surface (DDS) file format. Stores textures, volume textures, and cubic environment maps, with or without mipmap levels, and with or without pixel compression. Portable Network Graphics (PNG) file format. A non-proprietary bitmap format using lossless compression. Joint Photographic Experts Group (JPEG) compressed file format. Specifies variable compression of 24-bit RGB color and 8-bit gray-scale Tagged Image File Format (TIFF) image document files. Windows bitmap (BMP) file format. Contains a header that describes the resolution of the device on which the rectangle of pixels was created, the dimensions of the rectangle, the size of the array of bits, a logical palette, and an array of bits that defines the relationship between pixels in the bitmapped image and entries in the logical palette. Identifies which resources are supported for a given format and given device. D3D10_FORMAT_SUPPORT The format can be used as a multisample texture and read into a shader with the HLSL "load" function. The format can be used as a multisample render target. The format can be cast to another format. The format can be displayed on screen. Multisampling resolution is supported. CPU locking is supported. Depth-stencil surfaces are supported. Blend operations are supported. Rendertargets are supported. Automatic generation of mipmaps is supported. Mipmaps are supported. The intrinsic HLSL "samplecmp" and "samplecmplevelzero" are supported. The intrinsic HLSL "sample" function is supported. The intrinsic HLSL "load" function is supported. Cube textures are supported. 3D textures are supported. 2D textures are supported. 1D textures are supported. Streaming output buffers are supported. Index buffers are supported. Vertex buffers are supported. Buffer resources are supported. No features are supported. Specifies weights for font rendering. FW Use a black weight. Use a heavy weight. Use an ultra bold weight. Use an extra bold weight. Use a bold weight. Use a demi-bold weight. Use a semi-bold weight. Use a medium weight. Use a regular weight. Use a normal weight. Make the font light. Make the font ultra light. Make the font extra light. Make the font thin. The font weight doesn't matter. Specifies quality options for font rendering. QUALITY Clear type natural quality. Clear type quality. Antialiased quality. Non-antialiased quality. Proof quality. Draft quality. Default quality levels. Defines precision levels for font rendering. OutPrecision PostScript only precision. Screen outline precision. Outline precision. TrueType only precision. Raster precision. Device precision. TrueType precision. Stroke-level precision. Character-level precision. String-level precision. Default precision. Defines pitch and family settings for fonts. (various font constants) Use the Decorative family. Use the Script family. Use the Modern family. Use the Swiss family. Use the Roman family. The font family doesn't matter. Mono pitch. Variable pitch. Fixed pitch. Default pitch. Specifies formatting options for text rendering. DT Rendering the text in right-to-left reading order. Don't clip the text. Expand tab characters. Force all text to a single line. Allow word breaks. Align the text to the bottom. Vertically align the text to the center. Align the text to the right. Align the text to the center. Align the text to the left. Align the text to the top. Defines possible character sets for fonts. CHARSET The Mac character set. The Baltic character set. The Russian character set. The East Europe character set. The Thai character set. The Vietnamese character set. The Turkish character set. The Greek character set. The Arabic character set. The Hebrew character set. The Johab character set. The OEM character set. The Chinese character set. The GB2312 character set. The Hangul character set. The ShiftJIS character set. The symbol character set. The default system character set. The ANSI character set. Specifies possible texture filtering flags. D3DX10_FILTER_FLAG Combines the StandardRgbIn and StandardRgbOut flags. Output data is in standard RGB (sRGB) color space. Input data is in standard RGB (sRGB) color space. Do diffuse dithering on the image when changing from one format to another. The resulting image must be dithered using a 4x4 ordered dither algorithm. This happens when converting from one format to another. Combines the MirrorU, MirrorV, and MirrorW flags. Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped. Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped. Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped. Each pixel is computed by averaging a 2x2(x2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps. Every pixel in the source image contributes equally to the destination image. This is the slowest of the filters. Each destination pixel is computed by sampling the four nearest pixels from the source image. This filter works best when the scale on both axes is less than two. Each destination pixel is computed by sampling the nearest pixel from the source image. No scaling or filtering will take place. Pixels outside the bounds of the source image are assumed to be transparent black. Specifies filtering options used during texture sampling. D3D10_FILTER For use with pixel shaders utilizing textures in the R1_UNorm format. Use anisotropic interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value. Use linear interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value. Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. Compare the result to the comparison value. Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value. Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. Compare the result to the comparison value. Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. Compare the result to the comparison value. Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. Compare the result to the comparison value. Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value. Use point sampling for minification, magnification, and mip-level sampling. Compare the result to the comparison value. Use anisotropic interpolation for minification, magnification, and mip-level sampling. Use linear interpolation for minification, magnification, and mip-level sampling. Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. Use point sampling for minification, magnification, and mip-level sampling. Determines the fill mode to use when rendering triangles. D3D10_FILL_MODE Fill the triangles formed by the vertices. Adjacent vertices are not drawn. Draw lines connecting the vertices. Adjacent vertices are not drawn. Specifies detailed information about Effect variables. D3D10_EFFECT_VARIABLE Indicates the variable has been explicitly bound using the register keyword in the effect code. Indicates that the variable or constant buffer resides in an effect pool. Indicates that the variable is an annotation or global. Standard effect variable. Specifies a device driver type. D3D10_DRIVER_TYPE A WARP high performance software rasterizer. Reserved. Do not use. A null device (a REF device with no rendering capability). A software reference (REF) device. A hardware (HAL) device. Flags controlling the creation of a device. D3D10_CREATE_DEVICE_FLAG Reserved. Do not use. Indicates that both a REF and HAL device should be created, allowing the application to toggle between them. Indicates that the device should support the debug layer. Indicates that a single-threaded device should be created; by default, Direct3D 10 devices are thread-safe. Specifying this flag causes thread-safety to be disabled. Indicates no specific behavior. Identifies mask values for writing to a depth-stencil buffer. D3D10_DEPTH_WRITE_MASK Enables all writes to the depth-stencil buffer. Disables all writes to the depth-stencil buffer. Specified the dimension (and access methodology) for depth-stencil resource views. D3D10_DSV_DIMENSION The resource will be accessed as an array of 2D textures with multisampling support. The resource will be accessed as a 2D texture with multisampling support. The resource will be accessed as an array of 2D textures. The resource will be accessed as a 2D texture. The resource will be accessed as an array of 1D textures. The resource will be accessed as a 1D texture. The resource will be accessed according to its type, determined by the actual resource specified during the creation of the view. Specifies which parts of the depth stencil buffer to clear. D3D10_CLEAR_FLAG Indicates the stencil buffer should be cleared. Indicates the depth buffer should be cleared. Flags controlling which debug features are enabled. D3D10_DEBUG_FEATURE The runtime will call SwapChain.Present after the render operation. Presentation of buffers will occur according to the settings specified by the Debug.SwapChain and Debug.PresentDelay properties. The runtime will call Device.Flush after the render operation. The application will wait for the GPU to complete the render operation before continuing. Indicates triangles facing a particular direction are not drawn. D3D10_CULL_MODE Cull triangles that are back-facing. Cull triangles that are front-facing. Do not cull; all triangles are rendered. Specifies the types of CPU access allowed for a resource. D3D10_CPU_ACCESS_FLAG Read access is required on the CPU. Write access is required on the CPU. No access is required on the CPU. Data type of a performance counter. D3D10_COUNTER_TYPE 64-bit unsigned integer. 32-bit unsigned integer. 16-bit unsigned integer. 32-bit floating point. Performance counter types. D3D10_COUNTER The counter for the percentage of texel data that was read from the cache. The counter for the percentage of vertex data that was read from the cache. The counter for the percentage of time the pixel shader spends performing computations. The counter for the percentage of time the pixel shader spends sampling resources. The counter for the percentage of time the geometry shader spends performing computations. The counter for the percentage of time the geometry shader spends sampling resources. The counter for the percentage of time the vertex shader spends performing computations. The counter for the percentage of time the vertex shader spends sampling resources. The counter for the percentage of throughput used for fillrate. The counter for the percentage of throughput used for triangle setup. The counter for the percentage of throughput for vertices. The counter for the percentage of bandwidth used by local video memory. The counter for the percentage of bandwidth used on a host adapter. The counter for the percentage of time the GPU is performing processing that is not vertex, pixel or geometry processing. The counter for the percentage of time the GPU is processing pixels. The counter for the percentage of time the GPU is processing geometry. The counter for the percentage of time the GPU is processing vertices. The counter for the percentage of time the GPU is idle. Comparison options. D3D10_COMPARISON_FUNC The test always passes. The test passes if (source >= destination). The test passes if (source != destination). The test passes if (source > destination). The test passes if (source <= destination). The test passes if (source == destination). The test passes if (source < destination). The test never passes. Identifies mask values for writing to a render target. D3D10_COLOR_WRITE_ENABLE Indicates that writes to all components should be enabled. Indicates that writes to the alpha component should be enabled. Indicates that writes to the blue component should be enabled. Indicates that writes to the green component should be enabled. Indicates that writes to the red component should be enabled. The following flags are used to specify which channels in a texture to operate on. D3DX10_CHANNEL_FLAG Indicates the luminances of the red, green, and blue channels should be used. Indicates the alpha channel should be used. Indicates the green channel should be used. Indicates the blue channel should be used. Indicates the red channel should be used. Blend options. A blend option identifies the data source and an optional pre-blend operation. D3D10_BLEND The sources are both alpha (A) outputs from a pixel shader. There is an inverting pre-blend (1 - A). This option allows for dual-source blending. The sources are both alpha (A) outputs from a pixel shader. There is no pre-blend. This option allows for dual-source blending. The sources are both color (RGB) outputs from a pixel shader. There is an inverting pre-blend (1 - RGB). This option allows for dual-source blending. The sources are both color (RGB) outputs from a pixel shader. There is no pre-blend operation. This option allows for dual-source blending. The source is the blend factor (F) from the current blend state with an inverting pre-blend (1 - F). The source is the blend factor (F) from the current blend state with no pre-blend operation. The source is the alpha (A) from a render target with a saturation pre-blend (clamping to 1 or less). The source is the color (RGB) from a rendertarget with an inverting pre-blend (1 - A). The source is the color (RGB) from a rendertarget with no pre-blend. The source is the alpha (A) from a rendertarget with an inverting pre-blend (1 - A). The source is the alpha (A) from a rendertarget with no pre-blend. The source is the alpha (A) from a pixel shader with an inverting pre-blend (1 - A). The source is the alpha (A) from a pixel shader with no pre-blend. The source is the color (RGB) from a pixel shader with an inverting pre-blend (1 - RGB). The source is the color (RGB) from a pixel shader with no pre-blend. The source is the color (1,1,1,1) with no pre-blend. The source is the color (0,0,0,0) with no pre-blend. RGB or alpha blending operation. D3D10_BLEND_OP Takes the greater of the source and destination values. Takes the lesser of the source and destination values. Subtracts the destination from the source. Subtracts the source from the destination. Adds the source to the destination. Identifies how to bind a resource to the pipeline. D3D10_BIND_FLAG Indicates the resource can be bound to the output-merger stage as a depth-stencil target. Indicates the resource can be bound to the output-merger stage as a render target. Indicates the resource can be bound to the stream-output stage as an output buffer. Indicates the resource can be bound to the shader stage as a buffer or texture. Note that it is invalid to specify this flag and subsequently map the resource using MapMode.WriteNoOverwrite. Indicates the resource can be bound to the shader stage as a constant buffer Indicates the resource can be bound to the input-assembler stage as an index buffer Indicates the resource can be bound to the input-assembler stage as a vertex buffer. Indicates no specific behavior. Optional flags that control the behavior of Asynchronous.GetData. D3D10_ASYNC_GETDATA_FLAG Indicates the command buffer should not be flushed. Note that this can cause an infinite loop if GetData() is called repeatedly until returning successfully: there may still be commands in the buffer than need to be processed in order for GetData() to return successfully. Since the buffer will not be flushed, those commands will not be processed and GetData() will never return successfully. Indicates no specific behavior.