Programming guide for Direct3D 11
The programming guide contains information about how to use the Microsoft Direct3D 11 programmable pipeline to create realtime 3D graphics for games as well as scientific and desktop applications.
In this section
Topic | Description |
---|---|
Devices | This section describes Direct3D 11 device and device-context objects. |
Resources | This section describes aspects of Direct3D 11 resources. |
Graphics pipeline | This section describes the Direct3D 11 programmable pipeline. |
Compute shader overview | A compute shader is a programmable shader stage that expands Direct3D 11 beyond graphics programming. The compute shader technology is also known as the DirectCompute technology. |
Rendering | This section contains information about several Direct3D 11 rendering technologies. |
Effects | A DirectX effect is a collection of pipeline state, set by expressions written in HLSL and some syntax that is specific to the effect framework. |
Migrating to Direct3D 11 | This section provides info for migrating to Direct3D 11 from an earlier version of Direct3D. |
Direct3D video interfaces | This topic lists the Direct3D video interfaces that are available in Direct3D 9Ex and that are supported on Windows 7 and later versions of Windows client operating systems and on Windows Server 2008 R2 and later versions of Windows server operating systems. |