| Name | Description |
|---|---|
| D3D11_BUFFER_DESC | Defines a buffer resource and its properties. |
| D3D11_TEXTURE2D_DESC | Describes a 2‑D texture resource. |
| D3D11_SHADER_RESOURCE_VIEW_DESC | Specifies how a resource is accessed by a shader. |
| D3D11_RENDER_TARGET_VIEW_DESC | Describes a render‑target view for a resource. |
| D3D11_INPUT_ELEMENT_DESC | Defines the layout of a vertex buffer. |
Overview
The D3D11 namespace contains the core interfaces, structures, and enumerations used for Direct3D 11 programming. It provides low‑level access to GPU resources, rendering pipelines, and shader stages.
Structures
Interfaces
| Name | Description |
|---|---|
| ID3D11Device | Creates resources and the device context. |
| ID3D11DeviceContext | Sets pipeline state and issues draw calls. |
| ID3D11ShaderResourceView | Provides shader access to resources. |
| ID3D11RenderTargetView | Represents a render target. |
| ID3D11SamplerState | Defines sampling behavior for textures. |
Enumerations
| Name | Description |
|---|---|
| D3D11_FILL_MODE | Specifies how polygons are filled. |
| D3D11_CULL_MODE | Specifies which triangle faces to cull. |
| D3D11_PRIMITIVE_TOPOLOGY | Defines the type of primitive to render. |
| D3D11_SHADER_STAGE | Enumerates shader stages. |
| D3D11_RESOURCE_MISC_FLAG | Miscellaneous resource options. |