# C1.Util.DX.Direct3D11

## Content

<div class="doc-site-dotnet-api-container">

  <h1 id="C1_Util_DX_Direct3D11" data-uid="C1.Util.DX.Direct3D11" class="text-break">C1.Util.DX.Direct3D11 Namespace
</h1>
  <div class="markdown level0 summary"></div>
  <div class="markdown level0 conceptual"></div>
  <div class="markdown level0 remarks"></div>
    <h3 id="classes">
Classes
</h3>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Asynchronous.html">Asynchronous</a></h4>
      <section><p>ID3D11Asynchronous</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.BlendState.html">BlendState</a></h4>
      <section><p>ID3D11BlendState</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.BlendState1.html">BlendState1</a></h4>
      <section><p>ID3D11BlendState1</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Blob.html">Blob</a></h4>
      <section><p>ID3D10Blob</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Buffer.html">Buffer</a></h4>
      <section><p>ID3D11Buffer</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ClassInstance.html">ClassInstance</a></h4>
      <section><p>ID3D11ClassInstance</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ClassLinkage.html">ClassLinkage</a></h4>
      <section><p>ID3D11ClassLinkage</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CommandList.html">CommandList</a></h4>
      <section><p>ID3D11CommandList</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CommonGuid.html">CommonGuid</a></h4>
      <section><p>D3D11 common guid constants.</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStageBase.html">CommonShaderStageBase</a></h4>
      <section><p>Common Shader class. Provides a common set of methods for a Shader Stage.
TODO: check if usage of abstract is not introducing an unacceptable overhead...</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CommonShaderStage-1.html">CommonShaderStage&lt;T&gt;</a></h4>
      <section><p>Common Shader class. Provides a common set of methods for a Shader Stage.
TODO: check if usage of abstract is not introducing an unacceptable overhead...</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ComputeShader.html">ComputeShader</a></h4>
      <section><p>ID3D11ComputeShader</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ComputeShaderStage.html">ComputeShaderStage</a></h4>
      <section><p>ID3D11DeviceContext</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Counter.html">Counter</a></h4>
      <section><p>ID3D11Counter</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CounterMetadata.html">CounterMetadata</a></h4>
      <section><p>Counter metadata that contains the type, name, units of measure, and a description of an existing counter.</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.D3D11.html">D3D11</a></h4>
      <section><p>D3D11 functions.</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilState.html">DepthStencilState</a></h4>
      <section><p>ID3D11DepthStencilState</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilView.html">DepthStencilView</a></h4>
      <section><p>ID3D11DepthStencilView</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Device.html">Device</a></h4>
      <section><p>ID3D11Device</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Device1.html">Device1</a></h4>
      <section><p>ID3D11Device1</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Device2.html">Device2</a></h4>
      <section><p>ID3D11Device2</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DeviceChild.html">DeviceChild</a></h4>
      <section><p>ID3D11DeviceChild</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DeviceContext.html">DeviceContext</a></h4>
      <section><p>ID3D11DeviceContext</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DeviceContext1.html">DeviceContext1</a></h4>
      <section><p>ID3D11DeviceContext1</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DeviceContext2.html">DeviceContext2</a></h4>
      <section><p>ID3D11DeviceContext2</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DeviceContextState.html">DeviceContextState</a></h4>
      <section><p>ID3DDeviceContextState</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DeviceMultithread.html">DeviceMultithread</a></h4>
      <section><p>ID3D10Multithread</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DomainShader.html">DomainShader</a></h4>
      <section><p>ID3D11DomainShader</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DomainShaderStage.html">DomainShaderStage</a></h4>
      <section><p>ID3D11DeviceContext</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.GeometryShader.html">GeometryShader</a></h4>
      <section><p>ID3D11GeometryShader</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.GeometryShaderStage.html">GeometryShaderStage</a></h4>
      <section><p>ID3D11DeviceContext</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.HullShader.html">HullShader</a></h4>
      <section><p>ID3D11HullShader</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.HullShaderStage.html">HullShaderStage</a></h4>
      <section><p>ID3D11DeviceContext</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.InputAssemblerStage.html">InputAssemblerStage</a></h4>
      <section><p>ID3D11DeviceContext</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.InputLayout.html">InputLayout</a></h4>
      <section><p>ID3D11InputLayout</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.OutputMergerStage.html">OutputMergerStage</a></h4>
      <section><p>ID3D11DeviceContext</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.PixelShader.html">PixelShader</a></h4>
      <section><p>ID3D11PixelShader</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.PixelShaderStage.html">PixelShaderStage</a></h4>
      <section><p>ID3D11DeviceContext</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Predicate.html">Predicate</a></h4>
      <section><p>ID3D11Predicate</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Query.html">Query</a></h4>
      <section><p>ID3D11Query</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RasterizerStage.html">RasterizerStage</a></h4>
      <section><p>ID3D11DeviceContext</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RasterizerState.html">RasterizerState</a></h4>
      <section><p>ID3D11RasterizerState</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RasterizerState1.html">RasterizerState1</a></h4>
      <section><p>ID3D11RasterizerState1</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RenderTargetView.html">RenderTargetView</a></h4>
      <section><p>ID3D11RenderTargetView</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Resource.html">Resource</a></h4>
      <section><p>ID3D11Resource</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ResourceView.html">ResourceView</a></h4>
      <section><p>ID3D11View</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ResultCode.html">ResultCode</a></h4>
      <section><p>D3D11 result codes.</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.SamplerState.html">SamplerState</a></h4>
      <section><p>ID3D11SamplerState</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceView.html">ShaderResourceView</a></h4>
      <section><p>ID3D11ShaderResourceView</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.StreamOutputStage.html">StreamOutputStage</a></h4>
      <section><p>ID3D11DeviceContext</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Texture1D.html">Texture1D</a></h4>
      <section><p>ID3D11Texture1D</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Texture2D.html">Texture2D</a></h4>
      <section><p>ID3D11Texture2D</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Texture3D.html">Texture3D</a></h4>
      <section><p>ID3D11Texture3D</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.UnorderedAccessView.html">UnorderedAccessView</a></h4>
      <section><p>ID3D11UnorderedAccessView</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.UserDefinedAnnotation.html">UserDefinedAnnotation</a></h4>
      <section><p>ID3DUserDefinedAnnotation</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.VertexShader.html">VertexShader</a></h4>
      <section><p>ID3D11VertexShader</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.VertexShaderStage.html">VertexShaderStage</a></h4>
      <section><p>ID3D11DeviceContext</p>
</section>
    <h3 id="structs">
Structs
</h3>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.BlendStateDescription.html">BlendStateDescription</a></h4>
      <section><p>D3D11_BLEND_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.BlendStateDescription1.html">BlendStateDescription1</a></h4>
      <section><p>D3D11_BLEND_DESC1</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.BufferDescription.html">BufferDescription</a></h4>
      <section><p>D3D11_BUFFER_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ClassInstanceDescription.html">ClassInstanceDescription</a></h4>
      <section><p>D3D11_CLASS_INSTANCE_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CounterCapabilities.html">CounterCapabilities</a></h4>
      <section><p>D3D11_COUNTER_INFO</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CounterDescription.html">CounterDescription</a></h4>
      <section><p>D3D11_COUNTER_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilOperationDescription.html">DepthStencilOperationDescription</a></h4>
      <section><p>D3D11_DEPTH_STENCILOP_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilStateDescription.html">DepthStencilStateDescription</a></h4>
      <section><p>D3D11_DEPTH_STENCIL_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilViewDescription.html">DepthStencilViewDescription</a></h4>
      <section><p>D3D11_DEPTH_STENCIL_VIEW_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilViewDescription.Texture1DArrayResource.html">DepthStencilViewDescription.Texture1DArrayResource</a></h4>
      <section><p>D3D11_TEX1D_ARRAY_DSV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilViewDescription.Texture1DResource.html">DepthStencilViewDescription.Texture1DResource</a></h4>
      <section><p>D3D11_TEX1D_DSV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilViewDescription.Texture2DArrayResource.html">DepthStencilViewDescription.Texture2DArrayResource</a></h4>
      <section><p>D3D11_TEX2D_ARRAY_DSV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilViewDescription.Texture2DMultisampledArrayResource.html">DepthStencilViewDescription.Texture2DMultisampledArrayResource</a></h4>
      <section><p>D3D11_TEX2DMS_ARRAY_DSV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilViewDescription.Texture2DMultisampledResource.html">DepthStencilViewDescription.Texture2DMultisampledResource</a></h4>
      <section><p>D3D11_TEX2DMS_DSV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilViewDescription.Texture2DResource.html">DepthStencilViewDescription.Texture2DResource</a></h4>
      <section><p>D3D11_TEX2D_DSV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataArchitectureInformation.html">FeatureDataArchitectureInformation</a></h4>
      <section><p>D3D11_FEATURE_DATA_ARCHITECTURE_INFO</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataD3D10XHardwareOptions.html">FeatureDataD3D10XHardwareOptions</a></h4>
      <section><p>D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataD3D11Options.html">FeatureDataD3D11Options</a></h4>
      <section><p>D3D11_FEATURE_DATA_D3D11_OPTIONS</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataD3D11Options1.html">FeatureDataD3D11Options1</a></h4>
      <section><p>D3D11_FEATURE_DATA_D3D11_OPTIONS1</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataD3D9Options.html">FeatureDataD3D9Options</a></h4>
      <section><p>D3D11_FEATURE_DATA_D3D9_OPTIONS</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataD3D9Options1.html">FeatureDataD3D9Options1</a></h4>
      <section><p>D3D11_FEATURE_DATA_D3D9_OPTIONS1</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataD3D9ShadowSupport.html">FeatureDataD3D9ShadowSupport</a></h4>
      <section><p>D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataD3D9SimpleInstancingSupport.html">FeatureDataD3D9SimpleInstancingSupport</a></h4>
      <section><p>D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataDoubles.html">FeatureDataDoubles</a></h4>
      <section><p>D3D11_FEATURE_DATA_DOUBLES</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataFormatSupport.html">FeatureDataFormatSupport</a></h4>
      <section><p>D3D11_FEATURE_DATA_FORMAT_SUPPORT</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataFormatSupport2.html">FeatureDataFormatSupport2</a></h4>
      <section><p>D3D11_FEATURE_DATA_FORMAT_SUPPORT2</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataMarkerSupport.html">FeatureDataMarkerSupport</a></h4>
      <section><p>D3D11_FEATURE_DATA_MARKER_SUPPORT</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataShaderMinimumPrecisionSupport.html">FeatureDataShaderMinimumPrecisionSupport</a></h4>
      <section><p>D3D11_FEATURE_DATA_SHADER_MIN_PRECISION_SUPPORT</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureDataThreading.html">FeatureDataThreading</a></h4>
      <section><p>D3D11_FEATURE_DATA_THREADING</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.InputElement.html">InputElement</a></h4>
      <section><p>D3D11_INPUT_ELEMENT_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.PackedMipDescription.html">PackedMipDescription</a></h4>
      <section><p>D3D11_PACKED_MIP_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.QueryDataPipelineStatistics.html">QueryDataPipelineStatistics</a></h4>
      <section><p>D3D11_QUERY_DATA_PIPELINE_STATISTICS</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.QueryDataTimestampDisjoint.html">QueryDataTimestampDisjoint</a></h4>
      <section><p>D3D11_QUERY_DATA_TIMESTAMP_DISJOINT</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.QueryDescription.html">QueryDescription</a></h4>
      <section><p>D3D11_QUERY_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RasterizerStateDescription.html">RasterizerStateDescription</a></h4>
      <section><p>D3D11_RASTERIZER_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RasterizerStateDescription1.html">RasterizerStateDescription1</a></h4>
      <section><p>D3D11_RASTERIZER_DESC1</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RenderTargetBlendDescription.html">RenderTargetBlendDescription</a></h4>
      <section><p>D3D11_RENDER_TARGET_BLEND_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RenderTargetBlendDescription1.html">RenderTargetBlendDescription1</a></h4>
      <section><p>D3D11_RENDER_TARGET_BLEND_DESC1</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RenderTargetViewDescription.html">RenderTargetViewDescription</a></h4>
      <section><p>D3D11_RENDER_TARGET_VIEW_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RenderTargetViewDescription.BufferResource.html">RenderTargetViewDescription.BufferResource</a></h4>
      <section><p>D3D11_BUFFER_RTV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RenderTargetViewDescription.Texture1DArrayResource.html">RenderTargetViewDescription.Texture1DArrayResource</a></h4>
      <section><p>D3D11_TEX1D_ARRAY_RTV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RenderTargetViewDescription.Texture1DResource.html">RenderTargetViewDescription.Texture1DResource</a></h4>
      <section><p>D3D11_TEX1D_RTV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RenderTargetViewDescription.Texture2DArrayResource.html">RenderTargetViewDescription.Texture2DArrayResource</a></h4>
      <section><p>D3D11_TEX2D_ARRAY_RTV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RenderTargetViewDescription.Texture2DMultisampledArrayResource.html">RenderTargetViewDescription.Texture2DMultisampledArrayResource</a></h4>
      <section><p>D3D11_TEX2DMS_ARRAY_RTV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RenderTargetViewDescription.Texture2DMultisampledResource.html">RenderTargetViewDescription.Texture2DMultisampledResource</a></h4>
      <section><p>D3D11_TEX2DMS_RTV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RenderTargetViewDescription.Texture2DResource.html">RenderTargetViewDescription.Texture2DResource</a></h4>
      <section><p>D3D11_TEX2D_RTV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RenderTargetViewDescription.Texture3DResource.html">RenderTargetViewDescription.Texture3DResource</a></h4>
      <section><p>D3D11_TEX3D_RTV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ResourceRegion.html">ResourceRegion</a></h4>
      <section><p>D3D11_BOX</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.SamplerStateDescription.html">SamplerStateDescription</a></h4>
      <section><p>D3D11_SAMPLER_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewDescription.html">ShaderResourceViewDescription</a></h4>
      <section><p>D3D11_SHADER_RESOURCE_VIEW_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewDescription.BufferResource.html">ShaderResourceViewDescription.BufferResource</a></h4>
      <section><p>D3D11_BUFFER_SRV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewDescription.ExtendedBufferResource.html">ShaderResourceViewDescription.ExtendedBufferResource</a></h4>
      <section><p>D3D11_BUFFEREX_SRV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewDescription.Texture1DArrayResource.html">ShaderResourceViewDescription.Texture1DArrayResource</a></h4>
      <section><p>D3D11_TEX1D_ARRAY_SRV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewDescription.Texture1DResource.html">ShaderResourceViewDescription.Texture1DResource</a></h4>
      <section><p>D3D11_TEX1D_SRV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewDescription.Texture2DArrayResource.html">ShaderResourceViewDescription.Texture2DArrayResource</a></h4>
      <section><p>D3D11_TEX2D_ARRAY_SRV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewDescription.Texture2DMultisampledArrayResource.html">ShaderResourceViewDescription.Texture2DMultisampledArrayResource</a></h4>
      <section><p>D3D11_TEX2DMS_ARRAY_SRV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewDescription.Texture2DMultisampledResource.html">ShaderResourceViewDescription.Texture2DMultisampledResource</a></h4>
      <section><p>D3D11_TEX2DMS_SRV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewDescription.Texture2DResource.html">ShaderResourceViewDescription.Texture2DResource</a></h4>
      <section><p>D3D11_TEX2D_SRV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewDescription.Texture3DResource.html">ShaderResourceViewDescription.Texture3DResource</a></h4>
      <section><p>D3D11_TEX3D_SRV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewDescription.TextureCubeArrayResource.html">ShaderResourceViewDescription.TextureCubeArrayResource</a></h4>
      <section><p>D3D11_TEXCUBE_ARRAY_SRV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewDescription.TextureCubeResource.html">ShaderResourceViewDescription.TextureCubeResource</a></h4>
      <section><p>D3D11_TEXCUBE_SRV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.StreamOutputBufferBinding.html">StreamOutputBufferBinding</a></h4>
      <section><p>Properties defining the way a buffer is bound to the pipeline as a target for stream output operations.</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.StreamOutputElement.html">StreamOutputElement</a></h4>
      <section><p>D3D11_SO_DECLARATION_ENTRY</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.StreamOutputStatistics.html">StreamOutputStatistics</a></h4>
      <section><p>D3D11_QUERY_DATA_SO_STATISTICS</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.SubResourceTiling.html">SubResourceTiling</a></h4>
      <section><p>D3D11_SUBRESOURCE_TILING</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Texture1DDescription.html">Texture1DDescription</a></h4>
      <section><p>D3D11_TEXTURE1D_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Texture2DDescription.html">Texture2DDescription</a></h4>
      <section><p>D3D11_TEXTURE2D_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Texture3DDescription.html">Texture3DDescription</a></h4>
      <section><p>D3D11_TEXTURE3D_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.TileRegionSize.html">TileRegionSize</a></h4>
      <section><p>D3D11_TILE_REGION_SIZE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.TileShape.html">TileShape</a></h4>
      <section><p>D3D11_TILE_SHAPE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.TiledResourceCoordinate.html">TiledResourceCoordinate</a></h4>
      <section><p>D3D11_TILED_RESOURCE_COORDINATE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.UnorderedAccessViewDescription.html">UnorderedAccessViewDescription</a></h4>
      <section><p>D3D11_UNORDERED_ACCESS_VIEW_DESC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.UnorderedAccessViewDescription.BufferResource.html">UnorderedAccessViewDescription.BufferResource</a></h4>
      <section><p>D3D11_BUFFER_UAV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.UnorderedAccessViewDescription.Texture1DArrayResource.html">UnorderedAccessViewDescription.Texture1DArrayResource</a></h4>
      <section><p>D3D11_TEX1D_ARRAY_UAV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.UnorderedAccessViewDescription.Texture1DResource.html">UnorderedAccessViewDescription.Texture1DResource</a></h4>
      <section><p>D3D11_TEX1D_UAV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.UnorderedAccessViewDescription.Texture2DArrayResource.html">UnorderedAccessViewDescription.Texture2DArrayResource</a></h4>
      <section><p>D3D11_TEX2D_ARRAY_UAV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.UnorderedAccessViewDescription.Texture2DResource.html">UnorderedAccessViewDescription.Texture2DResource</a></h4>
      <section><p>D3D11_TEX2D_UAV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.UnorderedAccessViewDescription.Texture3DResource.html">UnorderedAccessViewDescription.Texture3DResource</a></h4>
      <section><p>D3D11_TEX3D_UAV</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.VertexBufferBinding.html">VertexBufferBinding</a></h4>
      <section><p>Properties defining the way a buffer (containing vertex data) is bound to the pipeline for rendering.</p>
</section>
    <h3 id="enums">
Enums
</h3>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.AsynchronousFlags.html">AsynchronousFlags</a></h4>
      <section><p>D3D11_ASYNC_GETDATA_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.BindFlags.html">BindFlags</a></h4>
      <section><p>D3D11_BIND_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.BlendOperation.html">BlendOperation</a></h4>
      <section><p>D3D11_BLEND_OP</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.BlendOption.html">BlendOption</a></h4>
      <section><p>D3D11_BLEND</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CheckMultisampleQualityLevelsFlags.html">CheckMultisampleQualityLevelsFlags</a></h4>
      <section><p>D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ColorWriteMaskFlags.html">ColorWriteMaskFlags</a></h4>
      <section><p>D3D11_COLOR_WRITE_ENABLE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Comparison.html">Comparison</a></h4>
      <section><p>D3D11_COMPARISON_FUNC</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ComputeShaderFormatSupport.html">ComputeShaderFormatSupport</a></h4>
      <section><p>D3D11_FORMAT_SUPPORT2</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CopyFlags.html">CopyFlags</a></h4>
      <section><p>D3D11_COPY_FLAGS</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CounterKind.html">CounterKind</a></h4>
      <section><p>D3D11_COUNTER</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CounterType.html">CounterType</a></h4>
      <section><p>D3D11_COUNTER_TYPE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CpuAccessFlags.html">CpuAccessFlags</a></h4>
      <section><p>D3D11_CPU_ACCESS_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CreateDeviceContextStateFlags.html">CreateDeviceContextStateFlags</a></h4>
      <section><p>D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.CullMode.html">CullMode</a></h4>
      <section><p>D3D11_CULL_MODE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DebugFeatureFlags.html">DebugFeatureFlags</a></h4>
      <section><p>D3D11_DEBUG_FEATURE_FLAGS</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilClearFlags.html">DepthStencilClearFlags</a></h4>
      <section><p>D3D11_CLEAR_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilViewDimension.html">DepthStencilViewDimension</a></h4>
      <section><p>D3D11_DSV_DIMENSION</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthStencilViewFlags.html">DepthStencilViewFlags</a></h4>
      <section><p>D3D11_DSV_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DepthWriteMask.html">DepthWriteMask</a></h4>
      <section><p>D3D11_DEPTH_WRITE_MASK</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DeviceContextType.html">DeviceContextType</a></h4>
      <section><p>D3D11_DEVICE_CONTEXT_TYPE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DeviceCreationFlags.html">DeviceCreationFlags</a></h4>
      <section><p>D3D11_CREATE_DEVICE_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.DriverType.html">DriverType</a></h4>
      <section><p>D3D_DRIVER_TYPE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Feature.html">Feature</a></h4>
      <section><p>D3D11_FEATURE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FeatureLevel.html">FeatureLevel</a></h4>
      <section><p>D3D_FEATURE_LEVEL</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FillMode.html">FillMode</a></h4>
      <section><p>D3D11_FILL_MODE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.Filter.html">Filter</a></h4>
      <section><p>D3D11_FILTER</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FilterReductionType.html">FilterReductionType</a></h4>
      <section><p>D3D11_FILTER_REDUCTION_TYPE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FilterType.html">FilterType</a></h4>
      <section><p>D3D11_FILTER_TYPE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.FormatSupport.html">FormatSupport</a></h4>
      <section><p>D3D11_FORMAT_SUPPORT</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.InputClassification.html">InputClassification</a></h4>
      <section><p>D3D11_INPUT_CLASSIFICATION</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.LogicOperation.html">LogicOperation</a></h4>
      <section><p>D3D11_LOGIC_OP</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.MapFlags.html">MapFlags</a></h4>
      <section><p>D3D11_MAP_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.MapMode.html">MapMode</a></h4>
      <section><p>D3D11_MAP</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.MinimumPrecision.html">MinimumPrecision</a></h4>
      <section><p>D3D_MIN_PRECISION</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.PrimitiveTopology.html">PrimitiveTopology</a></h4>
      <section><p>D3D_PRIMITIVE_TOPOLOGY</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.QueryFlags.html">QueryFlags</a></h4>
      <section><p>D3D11_QUERY_MISC_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.QueryType.html">QueryType</a></h4>
      <section><p>D3D11_QUERY</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.RenderTargetViewDimension.html">RenderTargetViewDimension</a></h4>
      <section><p>D3D11_RTV_DIMENSION</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ResourceDimension.html">ResourceDimension</a></h4>
      <section><p>D3D11_RESOURCE_DIMENSION</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ResourceMiscFlags.html">ResourceMiscFlags</a></h4>
      <section><p>D3D11_RESOURCE_MISC_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ResourceUsage.html">ResourceUsage</a></h4>
      <section><p>D3D11_USAGE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderMinimumPrecisionSupport.html">ShaderMinimumPrecisionSupport</a></h4>
      <section><p>D3D11_SHADER_MIN_PRECISION_SUPPORT</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewDimension.html">ShaderResourceViewDimension</a></h4>
      <section><p>D3D_SRV_DIMENSION</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.ShaderResourceViewExtendedBufferFlags.html">ShaderResourceViewExtendedBufferFlags</a></h4>
      <section><p>D3D11_BUFFEREX_SRV_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.StandardMultisampleQualityLevels.html">StandardMultisampleQualityLevels</a></h4>
      <section><p>D3D11_STANDARD_MULTISAMPLE_QUALITY_LEVELS</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.StencilOperation.html">StencilOperation</a></h4>
      <section><p>D3D11_STENCIL_OP</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.TextureAddressMode.html">TextureAddressMode</a></h4>
      <section><p>D3D11_TEXTURE_ADDRESS_MODE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.TextureCubeFace.html">TextureCubeFace</a></h4>
      <section><p>D3D11_TEXTURECUBE_FACE</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.TileCopyFlags.html">TileCopyFlags</a></h4>
      <section><p>D3D11_TILE_COPY_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.TileMappingFlags.html">TileMappingFlags</a></h4>
      <section><p>D3D11_TILE_MAPPING_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.TileRangeFlags.html">TileRangeFlags</a></h4>
      <section><p>D3D11_TILE_RANGE_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.TiledResourcesTier.html">TiledResourcesTier</a></h4>
      <section><p>D3D11_TILED_RESOURCES_TIER</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.UnorderedAccessViewBufferFlags.html">UnorderedAccessViewBufferFlags</a></h4>
      <section><p>D3D11_BUFFER_UAV_FLAG</p>
</section>
      <h4><a class="xref" href="C1.Util.DX.Direct3D11.UnorderedAccessViewDimension.html">UnorderedAccessViewDimension</a></h4>
      <section><p>D3D11_UAV_DIMENSION</p>
</section>


</div>
