Graphics API Reference - Overview
Welcome to the comprehensive API reference for the Microsoft Graphics API. This documentation provides detailed information on all aspects of graphics programming, from basic rendering primitives to advanced shader development and pipeline configuration.
Core Concepts
Rendering Pipeline
Understand the stages involved in transforming 3D geometry into a 2D image on the screen.
Shading Models
Explore different techniques for calculating the color of surfaces based on lighting and material properties.
Key API Components
Device Object
Represents the graphics hardware adapter and provides access to its capabilities and resources.
Device object is the primary interface for interacting with the graphics subsystem. It is used for creating resources like buffers, textures, and shaders, as well as for issuing rendering commands.Key Methods:
CreateBuffer(...)CreateTexture(...)CreateShader(...)CreatePipelineState(...)
CommandList
A sequential list of graphics commands to be executed by the GPU.
CommandList and then submitted to the GPU for execution. This allows for asynchronous execution and optimization of rendering workloads.Key Methods:
SetPipelineState(...)SetVertexBuffer(...)DrawIndexed(...)
Buffer Objects
Generic data containers for vertices, indices, constant data, or structured data.
Common Types:
VertexBufferIndexBufferConstantBuffer
Getting Started
Explore the following sections to begin your journey with the Graphics API: