Direct3D 11 Structures
This section details the core structures used in Direct3D 11 programming. These structures represent various states, parameters, and configurations for rendering and device management.
Core Data Structures
- D3D11_BOX Defines a rectangular subregion within a texture or buffer. Used for operations like copy, resolve, or subresource updates.
- D3D11_VIEWPORT Defines the viewport, which maps the 3D scene to the 2D render target. Includes position, dimensions, and depth range.
- D3D11_RECT Defines a rectangular region. Often used for scissor rectangles to clip rendering.
- D3D11_SAMPLER_DESC Describes the sampler state, including texture addressing modes, filtering options, and comparison functions.
- D3D11_SHADER_RESOURCE_VIEW_DESC Describes a shader resource view, defining which part of a resource (like a texture or buffer) a shader can access.
- D3D11_RENDER_TARGET_VIEW_DESC Describes a render target view, defining which part of a resource can be written to by the output merger stage.
- D3D11_DEPTH_STENCIL_VIEW_DESC Describes a depth-stencil view, defining which part of a resource can be used for depth and stencil testing.
- D3D11_DEPTH_STENCIL_DESC Describes the depth-stencil state, including depth test parameters and stencil buffer operations.
- D3D11_RASTERIZER_DESC Describes the rasterizer state, controlling polygon rendering, culling, and anti-aliasing.
Resource Description Structures
- D3D11_TEXTURE1D_DESC Describes a 1D texture.
- D3D11_TEXTURE2D_DESC Describes a 2D texture.
- D3D11_TEXTURE3D_DESC Describes a 3D texture.
- D3D11_BUFFER_DESC Describes a buffer, which can be used for vertex data, index data, constant data, or unordered access.
Input Layout Structures
- D3D11_INPUT_ELEMENT_DESC Defines an input element for the input assembler stage, mapping vertex buffer data to shader semantics.
Shader Related Structures
- D3D11_SUBRESOURCE_DATA Provides initial data for a subresource (e.g., a texture or buffer) when it's created.
- D3D11_SHADER_DESC Contains information about a shader, such as the number of constant buffers, texture resources, etc.
Example: D3D11_VIEWPORT
The D3D11_VIEWPORT
structure is crucial for defining the rendering area on the screen.
typedef struct D3D11_VIEWPORT {
FLOAT TopLeftX;
FLOAT TopLeftY;
FLOAT Width;
FLOAT Height;
FLOAT MinDepth;
FLOAT MaxDepth;
} D3D11_VIEWPORT;
- TopLeftX
, TopLeftY
: Specify the upper-left corner of the viewport in screen coordinates.
- Width
, Height
: Define the dimensions of the viewport.
- MinDepth
, MaxDepth
: Define the range of depth values (typically 0.0 to 1.0).
Further Reading
For a comprehensive understanding of these structures and their usage, refer to the official Microsoft Windows API documentation.