Direct3D 11 Interfaces

ID3D11Device

Creates resources (buffers, textures, shaders) and manages the device state.

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ID3D11DeviceContext

Records rendering commands and controls the GPU pipeline.

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ID3D11Buffer

Represents a linear memory buffer for vertex data, constants, etc.

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ID3D11Texture1D

One‑dimensional texture resource.

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ID3D11Texture2D

Two‑dimensional texture resource.

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ID3D11Texture3D

Three‑dimensional texture resource.

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ID3D11ShaderResourceView

Allows shaders to read resource data.

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ID3D11RenderTargetView

Specifies a render target for output-merger stage.

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ID3D11DepthStencilView

Provides access to depth‑stencil buffers.

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ID3D11SamplerState

Defines how textures are sampled in shaders.

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ID3D11InputLayout

Describes the input-buffer data layout for the input‑assembler.

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ID3D11VertexShader

Executable vertex shader program.

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ID3D11PixelShader

Executable pixel (fragment) shader program.

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ID3D11GeometryShader

Executable geometry shader program.

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ID3D11HullShader

Executable hull shader for tessellation.

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ID3D11DomainShader

Executable domain shader for tessellation.

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ID3D11ComputeShader

Executable compute shader program.

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ID3D11Predicate

Used for conditional rendering.

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ID3D11Query

Retrieves data from the GPU (e.g., timestamps).

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ID3D11ClassInstance

Represents a class instance for shader linkage.

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ID3D11ClassLinkage

Manages class instances for shader linkage.

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ID3D11DeviceChild

Base interface for all Direct3D 11 device objects.

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