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<?xml version="1.0"?>
<doc>
<assembly>
<name>SharpDX.Direct3D11</name>
</assembly>
<members>
<member name="T:SharpDX.Direct3D11.AssemblyDoc">
<summary>
The <see cref="A:SharpDX.Direct3D11"/> assembly provides managed Direct3D11 API.
</summary>
<msdn-id>ff476080</msdn-id>
<unmanaged>Direct3D11</unmanaged>
<unmanaged-short>Direct3D11</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.BlendState">
<summary>
<p>The blend-state interface holds a description for blending state that you can bind to the output-merger stage.</p>
</summary>
<remarks>
<p>Blending applies a simple function to combine output values from a pixel shader with data in a render target. You have control over how the pixels are blended by using a predefined set of blending operations and preblending operations.</p><p>To create a blend-state object, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)" /></strong>. To bind the blend-state object to the output-merger stage, call <strong><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetBlendState(SharpDX.Direct3D11.BlendState,System.Nullable{SharpDX.Mathematics.Interop.RawColor4},System.UInt32)" /></strong>.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState']/*" />
<msdn-id>ff476349</msdn-id>
<unmanaged>ID3D11BlendState</unmanaged>
<unmanaged-short>ID3D11BlendState</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.BlendState.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.BlendStateDescription)">
<summary>
Constructs a new <see cref = "T:SharpDX.Direct3D11.BlendState" /> based on the specified description.
</summary>
<param name = "device">The device with which to associate the state object.</param>
<param name = "description">The state description.</param>
<returns>The newly created object.</returns>
</member>
<member name="M:SharpDX.Direct3D11.BlendState.#ctor(System.IntPtr)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.BlendState"/> class.
</summary>
<param name="nativePtr">The native pointer.</param>
</member>
<member name="M:SharpDX.Direct3D11.BlendState.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.BlendState">
<summary>
Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.BlendState"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>)
</summary>
<param name="nativePointer">The native pointer.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="P:SharpDX.Direct3D11.BlendState.Description">
<summary>
<p>Gets the description for blending state that you used to create the blend-state object.</p>
</summary>
<remarks>
<p>You use the description for blending state in a call to the <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)" /></strong> method to create the blend-state object.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState::GetDesc']/*" />
<msdn-id>ff476350</msdn-id>
<unmanaged>GetDesc</unmanaged>
<unmanaged-short>GetDesc</unmanaged-short>
<unmanaged>void ID3D11BlendState::GetDesc([Out] D3D11_BLEND_DESC* pDesc)</unmanaged>
</member>
<member name="M:SharpDX.Direct3D11.BlendState.GetDescription(SharpDX.Direct3D11.BlendStateDescription@)">
<summary>
<p>Gets the description for blending state that you used to create the blend-state object.</p>
</summary>
<param name="descRef"><dd> <p>A reference to a <strong><see cref="T:SharpDX.Direct3D11.BlendStateDescription" /></strong> structure that receives a description of the blend state.</p> </dd></param>
<remarks>
<p>You use the description for blending state in a call to the <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)" /></strong> method to create the blend-state object.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState::GetDesc']/*" />
<msdn-id>ff476350</msdn-id>
<unmanaged>void ID3D11BlendState::GetDesc([Out] D3D11_BLEND_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11BlendState::GetDesc</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.BlendState1">
<summary>
<p>The blend-state interface holds a description for blending state that you can bind to the output-merger stage. This blend-state interface supports logical operations as well as blending operations.</p>
</summary>
<remarks>
<p>Blending applies a simple function to combine output values from a pixel shader with data in a render target. You have control over how the pixels are blended by using a predefined set of blending operations and preblending operations.</p><p>To create a blend-state object, call <strong><see cref="M:SharpDX.Direct3D11.Device1.CreateBlendState1(SharpDX.Direct3D11.BlendStateDescription1@,SharpDX.Direct3D11.BlendState1)" /></strong>. To bind the blend-state object to the output-merger stage, call <strong><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetBlendState(SharpDX.Direct3D11.BlendState,System.Nullable{SharpDX.Mathematics.Interop.RawColor4},System.UInt32)" /></strong>.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState1']/*" />
<msdn-id>hh404571</msdn-id>
<unmanaged>ID3D11BlendState1</unmanaged>
<unmanaged-short>ID3D11BlendState1</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.BlendState1.#ctor(SharpDX.Direct3D11.Device1,SharpDX.Direct3D11.BlendStateDescription1)">
<summary>
Constructs a new <see cref = "T:SharpDX.Direct3D11.BlendState1" /> based on the specified description.
</summary>
<param name = "device">The device with which to associate the state object.</param>
<param name = "description">The state description.</param>
<returns>The newly created object.</returns>
</member>
<member name="M:SharpDX.Direct3D11.BlendState1.#ctor(System.IntPtr)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.BlendState1"/> class.
</summary>
<param name="nativePtr">The native pointer.</param>
</member>
<member name="M:SharpDX.Direct3D11.BlendState1.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.BlendState1">
<summary>
Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.BlendState1"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>)
</summary>
<param name="nativePointer">The native pointer.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="P:SharpDX.Direct3D11.BlendState1.Description1">
<summary>
<p>Gets the description for blending state that you used to create the blend-state object.</p>
</summary>
<remarks>
<p>You use the description for blending state in a call to the <strong><see cref="M:SharpDX.Direct3D11.Device1.CreateBlendState1(SharpDX.Direct3D11.BlendStateDescription1@,SharpDX.Direct3D11.BlendState1)" /></strong> method to create the blend-state object.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState1::GetDesc1']/*" />
<msdn-id>hh404573</msdn-id>
<unmanaged>GetDesc1</unmanaged>
<unmanaged-short>GetDesc1</unmanaged-short>
<unmanaged>void ID3D11BlendState1::GetDesc1([Out] D3D11_BLEND_DESC1* pDesc)</unmanaged>
</member>
<member name="M:SharpDX.Direct3D11.BlendState1.GetDescription1(SharpDX.Direct3D11.BlendStateDescription1@)">
<summary>
<p>Gets the description for blending state that you used to create the blend-state object.</p>
</summary>
<param name="descRef"><dd> <p>A reference to a <strong><see cref="T:SharpDX.Direct3D11.BlendStateDescription1" /></strong> structure that receives a description of the blend state. This blend state can specify logical operations as well as blending operations.</p> </dd></param>
<remarks>
<p>You use the description for blending state in a call to the <strong><see cref="M:SharpDX.Direct3D11.Device1.CreateBlendState1(SharpDX.Direct3D11.BlendStateDescription1@,SharpDX.Direct3D11.BlendState1)" /></strong> method to create the blend-state object.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState1::GetDesc1']/*" />
<msdn-id>hh404573</msdn-id>
<unmanaged>void ID3D11BlendState1::GetDesc1([Out] D3D11_BLEND_DESC1* pDesc)</unmanaged>
<unmanaged-short>ID3D11BlendState1::GetDesc1</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.BlendStateDescription">
<summary>
<p> Describes the blend state that you use in a call to <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)" /></strong> to create a blend-state object. </p>
</summary>
<remarks>
<p>Here are the default values for blend state.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>IndependentBlendEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>RenderTarget[0].BlendEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>RenderTarget[0].SrcBlend</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.One" /></td></tr> <tr><td>RenderTarget[0].DestBlend</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero" /></td></tr> <tr><td>RenderTarget[0].BlendOp</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add" /></td></tr> <tr><td>RenderTarget[0].SrcBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.One" /></td></tr> <tr><td>RenderTarget[0].DestBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero" /></td></tr> <tr><td>RenderTarget[0].BlendOpAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add" /></td></tr> <tr><td>RenderTarget[0].RenderTargetWriteMask</td><td><see cref="F:SharpDX.Direct3D11.ColorWriteMaskFlags.All" /></td></tr> </table><p>?</p><strong>Note</strong>??<strong><see cref="T:SharpDX.Direct3D11.BlendStateDescription" /></strong> is identical to <strong>D3D10_BLEND_DESC1</strong>.?<p> If the driver type is set to <strong><see cref="F:SharpDX.Direct3D.DriverType.Hardware" /></strong>, the feature level is set to less than or equal to <strong><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3" /></strong>, and the pixel format of the render target is set to <strong><see cref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb" /></strong>, <strong><see cref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm_SRgb" /></strong>, or <strong><see cref="F:SharpDX.DXGI.Format.B8G8R8X8_UNorm_SRgb" /></strong>, the display device performs the blend in standard RGB (sRGB) space and not in linear space. However, if the feature level is set to greater than <strong><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3" /></strong>, the display device performs the blend in linear space, which is ideal. </p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC']/*" />
<msdn-id>ff476087</msdn-id>
<unmanaged>D3D11_BLEND_DESC</unmanaged>
<unmanaged-short>D3D11_BLEND_DESC</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.BlendStateDescription.Default">
<summary>
Returns default values for <see cref="T:SharpDX.Direct3D11.BlendStateDescription"/>.
</summary>
<remarks>
See MSDN documentation for default values.
</remarks>
</member>
<member name="M:SharpDX.Direct3D11.BlendStateDescription.Clone">
<summary>
Clones this instance.
</summary>
<returns>A copy of this instance.</returns>
<remarks>
Because this structure contains an array, it is not possible to modify it without making an explicit clone method.
</remarks>
</member>
<member name="F:SharpDX.Direct3D11.BlendStateDescription.AlphaToCoverageEnable">
<summary>
No documentation.
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC::AlphaToCoverageEnable']/*" />
<msdn-id>ff476087</msdn-id>
<unmanaged>BOOL AlphaToCoverageEnable</unmanaged>
<unmanaged-short>BOOL AlphaToCoverageEnable</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.BlendStateDescription.IndependentBlendEnable">
<summary>
No documentation.
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC::IndependentBlendEnable']/*" />
<msdn-id>ff476087</msdn-id>
<unmanaged>BOOL IndependentBlendEnable</unmanaged>
<unmanaged-short>BOOL IndependentBlendEnable</unmanaged-short>
</member>
<member name="P:SharpDX.Direct3D11.BlendStateDescription.RenderTarget">
<summary>
No documentation.
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC::RenderTarget']/*" />
<msdn-id>ff476087</msdn-id>
<unmanaged>D3D11_RENDER_TARGET_BLEND_DESC RenderTarget[8]</unmanaged>
<unmanaged-short>D3D11_RENDER_TARGET_BLEND_DESC RenderTarget</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.BlendStateDescription1">
<summary>
<strong>Note</strong>?? This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?<p> Describes the blend state that you use in a call to <strong><see cref="M:SharpDX.Direct3D11.Device1.CreateBlendState1(SharpDX.Direct3D11.BlendStateDescription1@,SharpDX.Direct3D11.BlendState1)" /></strong> to create a blend-state object. </p>
</summary>
<remarks>
<p> Here are the default values for blend state. </p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>IndependentBlendEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>RenderTarget[0].BlendEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>RenderTarget[0].LogicOpEnable</td><td><strong><see cref="F:SharpDX.Result.False" /></strong></td></tr> <tr><td>RenderTarget[0].SrcBlend</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.One" /></td></tr> <tr><td>RenderTarget[0].DestBlend</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero" /></td></tr> <tr><td>RenderTarget[0].BlendOp</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add" /></td></tr> <tr><td>RenderTarget[0].SrcBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.One" /></td></tr> <tr><td>RenderTarget[0].DestBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero" /></td></tr> <tr><td>RenderTarget[0].BlendOpAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add" /></td></tr> <tr><td>RenderTarget[0].LogicOp</td><td><see cref="F:SharpDX.Direct3D11.LogicOperation.Noop" /></td></tr> <tr><td>RenderTarget[0].RenderTargetWriteMask</td><td><see cref="F:SharpDX.Direct3D11.ColorWriteMaskFlags.All" /></td></tr> </table><p>?</p><p> If the driver type is set to <strong><see cref="F:SharpDX.Direct3D.DriverType.Hardware" /></strong>, the feature level is set to less than or equal to <strong><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3" /></strong>, and the pixel format of the render target is set to <strong><see cref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb" /></strong>, <strong><see cref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm_SRgb" /></strong>, or <strong><see cref="F:SharpDX.DXGI.Format.B8G8R8X8_UNorm_SRgb" /></strong>, the display device performs the blend in standard RGB (sRGB) space and not in linear space. However, if the feature level is set to greater than <strong><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3" /></strong>, the display device performs the blend in linear space, which is ideal. </p><p> When you set the <strong>LogicOpEnable</strong> member of the first element of the <strong>RenderTarget</strong> array (<strong>RenderTarget</strong>[0]) to <strong>TRUE</strong>, you must also set the <strong>BlendEnable</strong> member of <strong>RenderTarget</strong>[0] to <strong><see cref="F:SharpDX.Result.False" /></strong>, and the <strong>IndependentBlendEnable</strong> member of this <strong><see cref="T:SharpDX.Direct3D11.BlendStateDescription1" /></strong> to <strong><see cref="F:SharpDX.Result.False" /></strong>. This reflects the limitation in hardware that you can't mix logic operations with blending across multiple render targets, and that when you use a logic operation, you must apply the same logic operation to all render targets. </p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC1']/*" />
<msdn-id>hh404435</msdn-id>
<unmanaged>D3D11_BLEND_DESC1</unmanaged>
<unmanaged-short>D3D11_BLEND_DESC1</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.BlendStateDescription1.Default">
<summary>
Returns default values for <see cref="T:SharpDX.Direct3D11.BlendStateDescription1"/>.
</summary>
<remarks>
See MSDN documentation for default values.
</remarks>
</member>
<member name="M:SharpDX.Direct3D11.BlendStateDescription1.Clone">
<summary>
Clones this instance.
</summary>
<returns>A copy of this instance.</returns>
<remarks>
Because this structure contains an array, it is not possible to modify it without making an explicit clone method.
</remarks>
</member>
<member name="F:SharpDX.Direct3D11.BlendStateDescription1.AlphaToCoverageEnable">
<summary>
No documentation.
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC1::AlphaToCoverageEnable']/*" />
<msdn-id>hh404435</msdn-id>
<unmanaged>BOOL AlphaToCoverageEnable</unmanaged>
<unmanaged-short>BOOL AlphaToCoverageEnable</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.BlendStateDescription1.IndependentBlendEnable">
<summary>
No documentation.
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC1::IndependentBlendEnable']/*" />
<msdn-id>hh404435</msdn-id>
<unmanaged>BOOL IndependentBlendEnable</unmanaged>
<unmanaged-short>BOOL IndependentBlendEnable</unmanaged-short>
</member>
<member name="P:SharpDX.Direct3D11.BlendStateDescription1.RenderTarget">
<summary>
No documentation.
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC1::RenderTarget']/*" />
<msdn-id>hh404435</msdn-id>
<unmanaged>D3D11_RENDER_TARGET_BLEND_DESC1 RenderTarget[8]</unmanaged>
<unmanaged-short>D3D11_RENDER_TARGET_BLEND_DESC1 RenderTarget</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.Buffer">
<summary>
<p>A buffer interface accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data.</p>
</summary>
<remarks>
<p>There are three types of buffers: vertex, index, or a shader-constant buffer. Create a buffer resource by calling <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBuffer(SharpDX.Direct3D11.BufferDescription@,System.Nullable{SharpDX.DataBox},SharpDX.Direct3D11.Buffer)" /></strong>.</p><p>A buffer must be bound to the pipeline before it can be accessed. Buffers can be bound to the input-assembler stage by calls to <strong><see cref="M:SharpDX.Direct3D11.InputAssemblerStage.SetVertexBuffers(System.Int32,SharpDX.Direct3D11.VertexBufferBinding)" /></strong> and <strong><see cref="M:SharpDX.Direct3D11.InputAssemblerStage.SetIndexBuffer(SharpDX.Direct3D11.Buffer,SharpDX.DXGI.Format,System.Int32)" /></strong>, to the stream-output stage by a call to <strong><see cref="M:SharpDX.Direct3D11.StreamOutputStage.SetTargets(System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[])" /></strong>, and to a shader stage by calling the appropriate shader method (such as <strong><see cref="M:SharpDX.Direct3D11.VertexShaderStage.SetConstantBuffers(System.Int32,System.Int32,System.IntPtr)" /></strong> for example).</p><p>Buffers can be bound to multiple pipeline stages simultaneously for reading. A buffer can also be bound to a single pipeline stage for writing; however, the same buffer cannot be bound for reading and writing simultaneously.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Buffer']/*" />
<msdn-id>ff476351</msdn-id>
<unmanaged>ID3D11Buffer</unmanaged>
<unmanaged-short>ID3D11Buffer</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.Buffer.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.BufferDescription)">
<summary>
Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Buffer" /> class.
</summary>
<param name = "device">The device with which to associate the buffer.</param>
<param name = "description">The description of the buffer.</param>
<msdn-id>ff476501</msdn-id>
<unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>
<unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.Buffer.#ctor(SharpDX.Direct3D11.Device,SharpDX.DataStream,SharpDX.Direct3D11.BufferDescription)">
<summary>
Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Buffer" /> class.
</summary>
<param name = "device">The device with which to associate the buffer.</param>
<param name = "data">Initial data used to initialize the buffer.</param>
<param name = "description">The description of the buffer.</param>
<msdn-id>ff476501</msdn-id>
<unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>
<unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.Buffer.#ctor(SharpDX.Direct3D11.Device,System.IntPtr,SharpDX.Direct3D11.BufferDescription)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Buffer" /> class.
</summary>
<param name="device">The device with which to associate the buffer.</param>
<param name="dataPointer">The data pointer.</param>
<param name="description">The description of the buffer.</param>
<msdn-id>ff476501</msdn-id>
<unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>
<unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.Buffer.#ctor(SharpDX.Direct3D11.Device,System.Int32,SharpDX.Direct3D11.ResourceUsage,SharpDX.Direct3D11.BindFlags,SharpDX.Direct3D11.CpuAccessFlags,SharpDX.Direct3D11.ResourceOptionFlags,System.Int32)">
<summary>
Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Buffer" /> class.
</summary>
<param name = "device">The device with which to associate the buffer.</param>
<param name = "sizeInBytes">The size, in bytes, of the buffer.</param>
<param name = "usage">The usage pattern for the buffer.</param>
<param name = "bindFlags">Flags specifying how the buffer will be bound to the pipeline.</param>
<param name = "accessFlags">Flags specifying how the buffer will be accessible from the CPU.</param>
<param name = "optionFlags">Miscellaneous resource options.</param>
<param name = "structureByteStride">The size (in bytes) of the structure element for structured buffers.</param>
<msdn-id>ff476501</msdn-id>
<unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>
<unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.Buffer.#ctor(SharpDX.Direct3D11.Device,SharpDX.DataStream,System.Int32,SharpDX.Direct3D11.ResourceUsage,SharpDX.Direct3D11.BindFlags,SharpDX.Direct3D11.CpuAccessFlags,SharpDX.Direct3D11.ResourceOptionFlags,System.Int32)">
<summary>
Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Buffer" /> class.
</summary>
<param name = "device">The device with which to associate the buffer.</param>
<param name = "data">Initial data used to initialize the buffer.</param>
<param name = "sizeInBytes">The size, in bytes, of the buffer.</param>
<param name = "usage">The usage pattern for the buffer.</param>
<param name = "bindFlags">Flags specifying how the buffer will be bound to the pipeline.</param>
<param name = "accessFlags">Flags specifying how the buffer will be accessible from the CPU.</param>
<param name = "optionFlags">Miscellaneous resource options.</param>
<param name = "structureByteStride">The size (in bytes) of the structure element for structured buffers.</param>
<msdn-id>ff476501</msdn-id>
<unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>
<unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.Buffer.Create``1(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.BindFlags,``0@,System.Int32,SharpDX.Direct3D11.ResourceUsage,SharpDX.Direct3D11.CpuAccessFlags,SharpDX.Direct3D11.ResourceOptionFlags,System.Int32)">
<summary>
Creates a new instance of the <see cref="T:SharpDX.Direct3D11.Buffer"/> class.
</summary>
<typeparam name="T">Type of the data to upload</typeparam>
<param name="device">The device with which to associate the buffer.</param>
<param name="bindFlags">Flags specifying how the buffer will be bound to the pipeline.</param>
<param name="data">Initial data used to initialize the buffer.</param>
<param name="sizeInBytes">The size, in bytes, of the buffer. If 0 is specified, sizeof(T) is used. </param>
<param name="usage">The usage pattern for the buffer.</param>
<param name="accessFlags">Flags specifying how the buffer will be accessible from the CPU.</param>
<param name="optionFlags">Miscellaneous resource options.</param>
<param name="structureByteStride">The size (in bytes) of the structure element for structured buffers.</param>
<returns>An initialized buffer</returns>
<msdn-id>ff476501</msdn-id>
<unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>
<unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.Buffer.Create``1(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.BindFlags,``0[],System.Int32,SharpDX.Direct3D11.ResourceUsage,SharpDX.Direct3D11.CpuAccessFlags,SharpDX.Direct3D11.ResourceOptionFlags,System.Int32)">
<summary>
Creates a new instance of the <see cref="T:SharpDX.Direct3D11.Buffer"/> class.
</summary>
<typeparam name="T">Type of the data to upload</typeparam>
<param name="device">The device with which to associate the buffer.</param>
<param name="bindFlags">Flags specifying how the buffer will be bound to the pipeline.</param>
<param name="data">Initial data used to initialize the buffer.</param>
<param name="sizeInBytes">The size, in bytes, of the buffer. If 0 is specified, sizeof(T) * data.Length is used.</param>
<param name="usage">The usage pattern for the buffer.</param>
<param name="accessFlags">Flags specifying how the buffer will be accessible from the CPU.</param>
<param name="optionFlags">Miscellaneous resource options.</param>
<param name="structureByteStride">The size (in bytes) of the structure element for structured buffers.</param>
<returns>An initialized buffer</returns>
<msdn-id>ff476501</msdn-id>
<unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>
<unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.Buffer.Create``1(SharpDX.Direct3D11.Device,``0@,SharpDX.Direct3D11.BufferDescription)">
<summary>
Creates a new instance of the <see cref="T:SharpDX.Direct3D11.Buffer"/> class.
</summary>
<typeparam name="T">Type of the data to upload</typeparam>
<param name="device">The device with which to associate the buffer.</param>
<param name="data">Initial data used to initialize the buffer.</param>
<param name="description">The description.</param>
<returns>
An initialized buffer
</returns>
<remarks>
If the <see cref="F:SharpDX.Direct3D11.BufferDescription.SizeInBytes"/> is at 0, sizeof(T) is used.
</remarks>
<msdn-id>ff476501</msdn-id>
<unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>
<unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.Buffer.Create``1(SharpDX.Direct3D11.Device,``0[],SharpDX.Direct3D11.BufferDescription)">
<summary>
Creates a new instance of the <see cref="T:SharpDX.Direct3D11.Buffer"/> class.
</summary>
<typeparam name="T">Type of the data to upload</typeparam>
<param name="device">The device with which to associate the buffer.</param>
<param name="data">Initial data used to initialize the buffer.</param>
<param name="description">The description.</param>
<returns>
An initialized buffer
</returns>
<remarks>
If the <see cref="F:SharpDX.Direct3D11.BufferDescription.SizeInBytes"/> is at 0, sizeof(T) * data.Length is used.
</remarks>
<msdn-id>ff476501</msdn-id>
<unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>
<unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.Buffer.#ctor(System.IntPtr)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Buffer"/> class.
</summary>
<param name="nativePtr">The native pointer.</param>
</member>
<member name="M:SharpDX.Direct3D11.Buffer.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.Buffer">
<summary>
Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.Buffer"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>)
</summary>
<param name="nativePointer">The native pointer.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="P:SharpDX.Direct3D11.Buffer.Description">
<summary>
<p>Get the properties of a buffer resource.</p>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Buffer::GetDesc']/*" />
<msdn-id>ff476352</msdn-id>
<unmanaged>GetDesc</unmanaged>
<unmanaged-short>GetDesc</unmanaged-short>
<unmanaged>void ID3D11Buffer::GetDesc([Out] D3D11_BUFFER_DESC* pDesc)</unmanaged>
</member>
<member name="M:SharpDX.Direct3D11.Buffer.GetDescription(SharpDX.Direct3D11.BufferDescription@)">
<summary>
<p>Get the properties of a buffer resource.</p>
</summary>
<param name="descRef"><dd> <p>Pointer to a resource description (see <strong><see cref="T:SharpDX.Direct3D11.BufferDescription" /></strong>) filled in by the method.</p> </dd></param>
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<msdn-id>ff476352</msdn-id>
<unmanaged>void ID3D11Buffer::GetDesc([Out] D3D11_BUFFER_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11Buffer::GetDesc</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.BufferDescription">
<summary>
<p>Describes a buffer resource.</p>
</summary>
<remarks>
<p>This structure is used by <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBuffer(SharpDX.Direct3D11.BufferDescription@,System.Nullable{SharpDX.DataBox},SharpDX.Direct3D11.Buffer)" /></strong> to create buffer resources.</p><p>In addition to this structure, you can also use the <strong>CD3D11_BUFFER_DESC</strong> derived structure, which is defined in D3D11.h and behaves like an inherited class, to help create a buffer description.</p><p>If the bind flag is <strong><see cref="F:SharpDX.Direct3D11.BindFlags.ConstantBuffer" /></strong>, you must set the <strong>ByteWidth</strong> value in multiples of 16, and less than or equal to <strong>D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT</strong>.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC']/*" />
<msdn-id>ff476092</msdn-id>
<unmanaged>D3D11_BUFFER_DESC</unmanaged>
<unmanaged-short>D3D11_BUFFER_DESC</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.BufferDescription.#ctor(System.Int32,SharpDX.Direct3D11.ResourceUsage,SharpDX.Direct3D11.BindFlags,SharpDX.Direct3D11.CpuAccessFlags,SharpDX.Direct3D11.ResourceOptionFlags,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.BufferDescription"/> struct.
</summary>
<param name="sizeInBytes">The size in bytes.</param>
<param name="usage">The usage.</param>
<param name="bindFlags">The bind flags.</param>
<param name="cpuAccessFlags">The CPU access flags.</param>
<param name="optionFlags">The option flags.</param>
<param name="structureByteStride">The structure byte stride.</param>
</member>
<member name="M:SharpDX.Direct3D11.BufferDescription.#ctor(System.Int32,SharpDX.Direct3D11.BindFlags,SharpDX.Direct3D11.ResourceUsage)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.BufferDescription"/> struct.
</summary>
<param name="sizeInBytes">The size in bytes.</param>
<param name="bindFlags">The bind flags.</param>
<param name="usage">The usage.</param>
</member>
<member name="F:SharpDX.Direct3D11.BufferDescription.SizeInBytes">
<summary>
<dd> <p>Size of the buffer in bytes.</p> </dd>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC::ByteWidth']/*" />
<msdn-id>ff476092</msdn-id>
<unmanaged>unsigned int ByteWidth</unmanaged>
<unmanaged-short>unsigned int ByteWidth</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.BufferDescription.Usage">
<summary>
<dd> <p>Identify how the buffer is expected to be read from and written to. Frequency of update is a key factor. The most common value is typically <see cref="F:SharpDX.Direct3D11.ResourceUsage.Default" />; see <strong><see cref="T:SharpDX.Direct3D11.ResourceUsage" /></strong> for all possible values.</p> </dd>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC::Usage']/*" />
<msdn-id>ff476092</msdn-id>
<unmanaged>D3D11_USAGE Usage</unmanaged>
<unmanaged-short>D3D11_USAGE Usage</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.BufferDescription.BindFlags">
<summary>
<dd> <p>Identify how the buffer will be bound to the pipeline. Flags (see <strong><see cref="T:SharpDX.Direct3D11.BindFlags" /></strong>) can be combined with a logical OR.</p> </dd>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC::BindFlags']/*" />
<msdn-id>ff476092</msdn-id>
<unmanaged>D3D11_BIND_FLAG BindFlags</unmanaged>
<unmanaged-short>D3D11_BIND_FLAG BindFlags</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.BufferDescription.CpuAccessFlags">
<summary>
<dd> <p>CPU access flags (see <strong><see cref="T:SharpDX.Direct3D11.CpuAccessFlags" /></strong>) or 0 if no CPU access is necessary. Flags can be combined with a logical OR.</p> </dd>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC::CPUAccessFlags']/*" />
<msdn-id>ff476092</msdn-id>
<unmanaged>D3D11_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged>
<unmanaged-short>D3D11_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.BufferDescription.OptionFlags">
<summary>
<dd> <p>Miscellaneous flags (see <strong><see cref="T:SharpDX.Direct3D11.ResourceOptionFlags" /></strong>) or 0 if unused. Flags can be combined with a logical OR.</p> </dd>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC::MiscFlags']/*" />
<msdn-id>ff476092</msdn-id>
<unmanaged>D3D11_RESOURCE_MISC_FLAG MiscFlags</unmanaged>
<unmanaged-short>D3D11_RESOURCE_MISC_FLAG MiscFlags</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.BufferDescription.StructureByteStride">
<summary>
<dd> <p>The size of each element in the buffer structure (in bytes) when the buffer represents a structured buffer. For more info about structured buffers, see Structured Buffer.</p> <p>The size value in <strong>StructureByteStride</strong> must match the size of the format that you use for views of the buffer. For example, if you use a shader resource view (SRV) to read a buffer in a pixel shader, the SRV format size must match the size value in <strong>StructureByteStride</strong>.</p> </dd>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC::StructureByteStride']/*" />
<msdn-id>ff476092</msdn-id>
<unmanaged>unsigned int StructureByteStride</unmanaged>
<unmanaged-short>unsigned int StructureByteStride</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.ClassInstance">
<summary>
<p>This interface encapsulates an HLSL class.</p>
</summary>
<remarks>
<p>This interface is created by calling <strong><see cref="M:SharpDX.Direct3D11.ClassLinkage.CreateClassInstance(System.String,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.ClassInstance)" /></strong>. The interface is used when binding shader resources to the pipeline using APIs such as <strong><see cref="M:SharpDX.Direct3D11.VertexShaderStage.SetShader(SharpDX.Direct3D11.VertexShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)" /></strong>.</p>
</remarks>
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<unmanaged>ID3D11ClassInstance</unmanaged>
<unmanaged-short>ID3D11ClassInstance</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.ClassInstance.#ctor(SharpDX.Direct3D11.ClassLinkage,System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Initializes a class-instance object that represents an HLSL class instance.
</summary>
<remarks>
Instances can be created (or gotten) before or after a shader is created. Use the same shader linkage object to acquire a class instance and create the shader the instance is going to be used in. For more information about using the <see cref="T:SharpDX.Direct3D11.ClassLinkage"/> interface, see {{Dynamic Linking}}.
</remarks>
<param name="linkage">An instance of <see cref="P:SharpDX.Direct3D11.ClassInstance.ClassLinkage"/>.</param>
<param name="classTypeName">The type name of a class to initialize. </param>
<param name="constantBufferOffset">Identifies the constant buffer that contains the class data. </param>
<param name="constantVectorOffset">The four-component vector offset from the start of the constant buffer where the class data will begin. Consequently, this is not a byte offset. </param>
<param name="textureOffset">The texture slot for the first texture; there may be multiple textures following the offset. </param>
<param name="samplerOffset">The sampler slot for the first sampler; there may be multiple samplers following the offset. </param>
<returns>Returns S_OK if successful; otherwise, returns one of the following {{Direct3D 11 Return Codes}}. </returns>
<unmanaged>HRESULT ID3D11ClassLinkage::CreateClassInstance([In] const char* pClassTypeName,[In] int ConstantBufferOffset,[In] int ConstantVectorOffset,[In] int TextureOffset,[In] int SamplerOffset,[Out] ID3D11ClassInstance** ppInstance)</unmanaged>
</member>
<member name="P:SharpDX.Direct3D11.ClassInstance.InstanceName">
<summary>
Gets the instance name of the current HLSL class.
</summary>
<remarks>
GetInstanceName will return a valid name only for instances acquired using <see cref = "M:SharpDX.Direct3D11.ClassLinkage.GetClassInstance(System.String,System.Int32)" />.For more information about using the <see cref = "T:SharpDX.Direct3D11.ClassInstance" /> interface, see {{Dynamic Linking}}.
</remarks>
<returns>The instance name of the current HLSL class.</returns>
<unmanaged>void GetInstanceName([Out, Buffer, Optional] LPSTR pInstanceName,[InOut] SIZE_T* pBufferLength)</unmanaged>
</member>
<member name="P:SharpDX.Direct3D11.ClassInstance.TypeName">
<summary>
Gets the type of the current HLSL class.
</summary>
<remarks>
GetTypeName will return a valid name only for instances acquired using <see cref = "M:SharpDX.Direct3D11.ClassLinkage.GetClassInstance(System.String,System.Int32)" />.For more information about using the <see cref = "T:SharpDX.Direct3D11.ClassInstance" /> interface, see {{Dynamic Linking}}.
</remarks>
<returns>Type of the current HLSL class.</returns>
<unmanaged>void GetTypeName([Out, Buffer, Optional] LPSTR pTypeName,[InOut] SIZE_T* pBufferLength)</unmanaged>
</member>
<member name="M:SharpDX.Direct3D11.ClassInstance.#ctor(System.IntPtr)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.ClassInstance"/> class.
</summary>
<param name="nativePtr">The native pointer.</param>
</member>
<member name="M:SharpDX.Direct3D11.ClassInstance.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.ClassInstance">
<summary>
Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.ClassInstance"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>)
</summary>
<param name="nativePointer">The native pointer.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="P:SharpDX.Direct3D11.ClassInstance.ClassLinkage">
<summary>
<p> Gets the <strong><see cref="T:SharpDX.Direct3D11.ClassLinkage" /></strong> object associated with the current HLSL class. </p>
</summary>
<remarks>
<p> For more information about using the <strong><see cref="T:SharpDX.Direct3D11.ClassInstance" /></strong> interface, see Dynamic Linking. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
</remarks>
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<unmanaged>GetClassLinkage</unmanaged>
<unmanaged-short>GetClassLinkage</unmanaged-short>
<unmanaged>void ID3D11ClassInstance::GetClassLinkage([Out] ID3D11ClassLinkage** ppLinkage)</unmanaged>
</member>
<member name="P:SharpDX.Direct3D11.ClassInstance.Description">
<summary>
<p>Gets a description of the current HLSL class.</p>
</summary>
<remarks>
<p> For more information about using the <strong><see cref="T:SharpDX.Direct3D11.ClassInstance" /></strong> interface, see Dynamic Linking. </p><p> An instance is not restricted to being used for a single type in a single shader. An instance is flexible and can be used for any shader that used the same type name or instance name when the instance was generated. </p><ul> <li> A created instance will work for any shader that contains a type of the same type name. For instance, a class instance created with the type name <strong>DefaultShader</strong> would work in any shader that contained a type <strong>DefaultShader</strong> even though several shaders could describe a different type. </li> <li> A gotten instance maps directly to an instance name/index in a shader. A class instance aquired using GetClassInstance will work for any shader that contains a class instance of the name used to generate the runtime instance, the instance does not have to be the same type in all of the shaders it's used in. </li> </ul><p> An instance does not replace the importance of reflection for a particular shader since a gotten instance will not know its slot location and a created instance only specifies a type name. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
</remarks>
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<unmanaged>GetDesc</unmanaged>
<unmanaged-short>GetDesc</unmanaged-short>
<unmanaged>void ID3D11ClassInstance::GetDesc([Out] D3D11_CLASS_INSTANCE_DESC* pDesc)</unmanaged>
</member>
<member name="M:SharpDX.Direct3D11.ClassInstance.GetClassLinkage(SharpDX.Direct3D11.ClassLinkage@)">
<summary>
<p> Gets the <strong><see cref="T:SharpDX.Direct3D11.ClassLinkage" /></strong> object associated with the current HLSL class. </p>
</summary>
<param name="linkageOut">No documentation.</param>
<remarks>
<p> For more information about using the <strong><see cref="T:SharpDX.Direct3D11.ClassInstance" /></strong> interface, see Dynamic Linking. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
</remarks>
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<unmanaged>void ID3D11ClassInstance::GetClassLinkage([Out] ID3D11ClassLinkage** ppLinkage)</unmanaged>
<unmanaged-short>ID3D11ClassInstance::GetClassLinkage</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.ClassInstance.GetDescription(SharpDX.Direct3D11.ClassInstanceDescription@)">
<summary>
<p>Gets a description of the current HLSL class.</p>
</summary>
<param name="descRef"><dd> <p> A reference to a <strong><see cref="T:SharpDX.Direct3D11.ClassInstanceDescription" /></strong> structure that describes the current HLSL class. </p> </dd></param>
<remarks>
<p> For more information about using the <strong><see cref="T:SharpDX.Direct3D11.ClassInstance" /></strong> interface, see Dynamic Linking. </p><p> An instance is not restricted to being used for a single type in a single shader. An instance is flexible and can be used for any shader that used the same type name or instance name when the instance was generated. </p><ul> <li> A created instance will work for any shader that contains a type of the same type name. For instance, a class instance created with the type name <strong>DefaultShader</strong> would work in any shader that contained a type <strong>DefaultShader</strong> even though several shaders could describe a different type. </li> <li> A gotten instance maps directly to an instance name/index in a shader. A class instance aquired using GetClassInstance will work for any shader that contains a class instance of the name used to generate the runtime instance, the instance does not have to be the same type in all of the shaders it's used in. </li> </ul><p> An instance does not replace the importance of reflection for a particular shader since a gotten instance will not know its slot location and a created instance only specifies a type name. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
</remarks>
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<unmanaged>void ID3D11ClassInstance::GetDesc([Out] D3D11_CLASS_INSTANCE_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11ClassInstance::GetDesc</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.ClassInstance.GetInstanceName(System.IntPtr,SharpDX.PointerSize@)">
<summary>
<p>Gets the instance name of the current HLSL class.</p>
</summary>
<param name="instanceNameRef"><dd> <p>The instance name of the current HLSL class.</p> </dd></param>
<param name="bufferLengthRef"><dd> <p> The length of the <em>pInstanceName</em> parameter. </p> </dd></param>
<remarks>
<p>GetInstanceName will return a valid name only for instances acquired using <strong><see cref="M:SharpDX.Direct3D11.ClassLinkage.GetClassInstance(System.String,System.Int32)" /></strong>. </p><p> For more information about using the <strong><see cref="T:SharpDX.Direct3D11.ClassInstance" /></strong> interface, see Dynamic Linking. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
</remarks>
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<unmanaged>void ID3D11ClassInstance::GetInstanceName([Out, Buffer, Optional] char* pInstanceName,[InOut] SIZE_T* pBufferLength)</unmanaged>
<unmanaged-short>ID3D11ClassInstance::GetInstanceName</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.ClassInstance.GetTypeName(System.IntPtr,SharpDX.PointerSize@)">
<summary>
<p>Gets the type of the current HLSL class.</p>
</summary>
<param name="typeNameRef"><dd> <p>Type of the current HLSL class.</p> </dd></param>
<param name="bufferLengthRef"><dd> <p> The length of the <em>pTypeName</em> parameter. </p> </dd></param>
<remarks>
<p>GetTypeName will return a valid name only for instances acquired using <strong><see cref="M:SharpDX.Direct3D11.ClassLinkage.GetClassInstance(System.String,System.Int32)" /></strong>. </p><p> For more information about using the <strong><see cref="T:SharpDX.Direct3D11.ClassInstance" /></strong> interface, see Dynamic Linking. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
</remarks>
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<unmanaged>void ID3D11ClassInstance::GetTypeName([Out, Buffer, Optional] char* pTypeName,[InOut] SIZE_T* pBufferLength)</unmanaged>
<unmanaged-short>ID3D11ClassInstance::GetTypeName</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.ClassLinkage">
<summary>
<p>This interface encapsulates an HLSL dynamic linkage.</p>
</summary>
<remarks>
<p>A class linkage object can hold up to 64K gotten instances. A gotten instance is a handle that references a variable name in any shader that is created with that linkage object. When you create a shader with a class linkage object, the runtime gathers these instances and stores them in the class linkage object. For more information about how a class linkage object is used, see Storing Variables and Types for Shaders to Share.</p><p>An <strong><see cref="T:SharpDX.Direct3D11.ClassLinkage" /></strong> object is created using the <strong><see cref="M:SharpDX.Direct3D11.Device.CreateClassLinkage(SharpDX.Direct3D11.ClassLinkage)" /></strong> method.</p>
</remarks>
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<unmanaged>ID3D11ClassLinkage</unmanaged>
<unmanaged-short>ID3D11ClassLinkage</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.ClassLinkage.#ctor(SharpDX.Direct3D11.Device)">
<summary>
Create a new instance of <see cref = "T:SharpDX.Direct3D11.ClassLinkage" />.
</summary>
<param name = "device"></param>
</member>
<member name="M:SharpDX.Direct3D11.ClassLinkage.#ctor(System.IntPtr)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.ClassLinkage"/> class.
</summary>
<param name="nativePtr">The native pointer.</param>
</member>
<member name="M:SharpDX.Direct3D11.ClassLinkage.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.ClassLinkage">
<summary>
Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.ClassLinkage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>)
</summary>
<param name="nativePointer">The native pointer.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="M:SharpDX.Direct3D11.ClassLinkage.GetClassInstance(System.String,System.Int32)">
<summary>
<p>Gets the class-instance object that represents the specified HLSL class.</p>
</summary>
<param name="classInstanceNameRef"><dd> <p>The name of a class for which to get the class instance.</p> </dd></param>
<param name="instanceIndex"><dd> <p>The index of the class instance.</p> </dd></param>
<returns><dd> <p> The address of a reference to an <strong><see cref="T:SharpDX.Direct3D11.ClassInstance" /></strong> interface to initialize. </p> </dd></returns>
<remarks>
<p> For more information about using the <strong><see cref="T:SharpDX.Direct3D11.ClassLinkage" /></strong> interface, see Dynamic Linking. </p><p> A class instance must have at least 1 data member in order to be available for the runtime to use with <strong><see cref="M:SharpDX.Direct3D11.ClassLinkage.GetClassInstance(System.String,System.Int32)" /></strong>. Any instance with no members will be optimized out of a compiled shader blob as a zero-sized object. If you have a class with no data members, use <strong><see cref="M:SharpDX.Direct3D11.ClassLinkage.CreateClassInstance(System.String,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.ClassInstance)" /></strong> instead. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
</remarks>
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<unmanaged>HRESULT ID3D11ClassLinkage::GetClassInstance([In] const char* pClassInstanceName,[In] unsigned int InstanceIndex,[Out] ID3D11ClassInstance** ppInstance)</unmanaged>
<unmanaged-short>ID3D11ClassLinkage::GetClassInstance</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.ClassLinkage.CreateClassInstance(System.String,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.ClassInstance)">
<summary>
<p>Initializes a class-instance object that represents an HLSL class instance.</p>
</summary>
<param name="classTypeNameRef"><dd> <p>The type name of a class to initialize.</p> </dd></param>
<param name="constantBufferOffset"><dd> <p>Identifies the constant buffer that contains the class data.</p> </dd></param>
<param name="constantVectorOffset"><dd> <p>The four-component vector offset from the start of the constant buffer where the class data will begin. Consequently, this is not a byte offset.</p> </dd></param>
<param name="textureOffset"><dd> <p>The texture slot for the first texture; there may be multiple textures following the offset.</p> </dd></param>
<param name="samplerOffset"><dd> <p>The sampler slot for the first sampler; there may be multiple samplers following the offset.</p> </dd></param>
<param name="instanceOut"><dd> <p> The address of a reference to an <strong><see cref="T:SharpDX.Direct3D11.ClassInstance" /></strong> interface to initialize. </p> </dd></param>
<returns><p> Returns <see cref="F:SharpDX.Result.Ok" /> if successful; otherwise, returns one of the following Direct3D 11 Return Codes. </p></returns>
<remarks>
<p>Instances can be created (or gotten) before or after a shader is created. Use the same shader linkage object to acquire a class instance and create the shader the instance is going to be used in.</p><p> For more information about using the <strong><see cref="T:SharpDX.Direct3D11.ClassLinkage" /></strong> interface, see Dynamic Linking. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
</remarks>
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<unmanaged>HRESULT ID3D11ClassLinkage::CreateClassInstance([In] const char* pClassTypeName,[In] unsigned int ConstantBufferOffset,[In] unsigned int ConstantVectorOffset,[In] unsigned int TextureOffset,[In] unsigned int SamplerOffset,[Out, Fast] ID3D11ClassInstance** ppInstance)</unmanaged>
<unmanaged-short>ID3D11ClassLinkage::CreateClassInstance</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.ComputeShader">
<summary>
<p>A compute-shader interface manages an executable program (a compute shader) that controls the compute-shader stage.</p>
</summary>
<remarks>
<p>The compute-shader interface has no methods; use HLSL to implement your shader functionality. All shaders are implemented from a common set of features referred to as the common-shader core..</p><p>To create a compute-shader interface, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateComputeShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.ComputeShader)" /></strong>. Before using a compute shader you must bind it to the device by calling <strong><see cref="M:SharpDX.Direct3D11.ComputeShaderStage.SetShader(SharpDX.Direct3D11.ComputeShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)" /></strong>.</p><p>This interface is defined in D3D11.h.</p>
</remarks>
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<unmanaged>ID3D11ComputeShader</unmanaged>
<unmanaged-short>ID3D11ComputeShader</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.ComputeShader.#ctor(SharpDX.Direct3D11.Device,System.Byte[],SharpDX.Direct3D11.ClassLinkage)">
<summary>
Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.ComputeShader" /> class.
</summary>
<param name = "device">The device used to create the shader.</param>
<param name = "shaderBytecode">The compiled shader bytecode.</param>
<param name = "linkage">A dynamic class linkage interface.</param>
</member>
<member name="M:SharpDX.Direct3D11.ComputeShader.#ctor(System.IntPtr)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.ComputeShader"/> class.
</summary>
<param name="nativePtr">The native pointer.</param>
</member>
<member name="M:SharpDX.Direct3D11.ComputeShader.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.ComputeShader">
<summary>
Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.ComputeShader"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>)
</summary>
<param name="nativePointer">The native pointer.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="T:SharpDX.Direct3D11.Counter">
<summary>
<p>This interface encapsulates methods for measuring GPU performance.</p>
</summary>
<remarks>
<p>A counter can be created with <strong><see cref="M:SharpDX.Direct3D11.Device.CreateCounter(SharpDX.Direct3D11.CounterDescription,SharpDX.Direct3D11.Counter)" /></strong>.</p><p>This is a derived class of <strong><see cref="T:SharpDX.Direct3D11.Asynchronous" /></strong>.</p><p>Counter data is gathered by issuing an <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)" /></strong> command, issuing some graphics commands, issuing an <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)" /></strong> command, and then calling <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)" /></strong> to get data about what happened in between the Begin and End calls. The data returned by GetData will be different depending on the type of counter. The call to End causes the data returned by GetData to be accurate up until the last call to End.</p><p>Counters are best suited for profiling.</p><p>For a list of the types of performance counters, see <strong><see cref="T:SharpDX.Direct3D11.CounterKind" /></strong>.</p>
</remarks>
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<unmanaged>ID3D11Counter</unmanaged>
<unmanaged-short>ID3D11Counter</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.Counter.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.CounterDescription)">
<summary>
Constructs a new <see cref = "T:SharpDX.Direct3D11.Counter" /> based on the specified description.
</summary>
<param name = "device">The device with which to associate the state object.</param>
<param name = "description">The counter description.</param>
<returns>The newly created object.</returns>
</member>
<member name="M:SharpDX.Direct3D11.Counter.#ctor(System.IntPtr)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Counter"/> class.
</summary>
<param name="nativePtr">The native pointer.</param>
</member>
<member name="M:SharpDX.Direct3D11.Counter.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.Counter">
<summary>
Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.Counter"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>)
</summary>
<param name="nativePointer">The native pointer.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="P:SharpDX.Direct3D11.Counter.Description">
<summary>
<p>Get a counter description.</p>
</summary>
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<unmanaged>GetDesc</unmanaged>
<unmanaged-short>GetDesc</unmanaged-short>
<unmanaged>void ID3D11Counter::GetDesc([Out] D3D11_COUNTER_DESC* pDesc)</unmanaged>
</member>
<member name="M:SharpDX.Direct3D11.Counter.GetDescription(SharpDX.Direct3D11.CounterDescription@)">
<summary>
<p>Get a counter description.</p>
</summary>
<param name="descRef"><dd> <p>Pointer to a counter description (see <strong><see cref="T:SharpDX.Direct3D11.CounterDescription" /></strong>).</p> </dd></param>
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<unmanaged>void ID3D11Counter::GetDesc([Out] D3D11_COUNTER_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11Counter::GetDesc</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.CounterMetadata">
<summary>
Counter metadata that contains the type, name, units of measure, and a description of an existing counter.
</summary>
</member>
<member name="P:SharpDX.Direct3D11.CounterMetadata.Type">
<summary>
Gets the data type of a counter (see <see cref="T:SharpDX.Direct3D11.CounterType"/>).
</summary>
<value>The type.</value>
</member>
<member name="P:SharpDX.Direct3D11.CounterMetadata.HardwareCounterCount">
<summary>
Gets the number of hardware counters that are needed for this counter type to be created. All instances of the same counter type use the same hardware counters.
</summary>
<value>The hardware counter count.</value>
</member>
<member name="P:SharpDX.Direct3D11.CounterMetadata.Name">
<summary>
Gets a brief name for the counter.
</summary>
<value>The name.</value>
</member>
<member name="P:SharpDX.Direct3D11.CounterMetadata.Units">
<summary>
Gets the units a counter measures.
</summary>
<value>The units.</value>
</member>
<member name="P:SharpDX.Direct3D11.CounterMetadata.Description">
<summary>
Gets a description of the counter.
</summary>
<value>The description.</value>
</member>
<member name="T:SharpDX.Direct3D11.DepthStencilState">
<summary>
<p>The depth-stencil-state interface holds a description for depth-stencil state that you can bind to the output-merger stage.</p>
</summary>
<remarks>
<p>To create a depth-stencil-state object, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilState(SharpDX.Direct3D11.DepthStencilStateDescription@,SharpDX.Direct3D11.DepthStencilState)" /></strong>. To bind the depth-stencil-state object to the output-merger stage, call <strong><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetDepthStencilState(SharpDX.Direct3D11.DepthStencilState,System.Int32)" /></strong>.</p>
</remarks>
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<msdn-id>ff476375</msdn-id>
<unmanaged>ID3D11DepthStencilState</unmanaged>
<unmanaged-short>ID3D11DepthStencilState</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.DepthStencilState.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.DepthStencilStateDescription)">
<summary>
Constructs a new <see cref = "T:SharpDX.Direct3D11.DepthStencilState" /> based on the specified description.
</summary>
<param name = "device">The device with which to associate the state object.</param>
<param name = "description">The state description.</param>
<returns>The newly created object.</returns>
<msdn-id>ff476506</msdn-id>
<unmanaged>HRESULT ID3D11Device::CreateDepthStencilState([In] const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc,[Out, Fast] ID3D11DepthStencilState** ppDepthStencilState)</unmanaged>
<unmanaged-short>ID3D11Device::CreateDepthStencilState</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.DepthStencilState.#ctor(System.IntPtr)">
<summary>
Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.DepthStencilState"/> class.
</summary>
<param name="nativePtr">The native pointer.</param>
</member>
<member name="M:SharpDX.Direct3D11.DepthStencilState.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.DepthStencilState">
<summary>
Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.DepthStencilState"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>)
</summary>
<param name="nativePointer">The native pointer.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="P:SharpDX.Direct3D11.DepthStencilState.Description">
<summary>
<p>Gets the description for depth-stencil state that you used to create the depth-stencil-state object.</p>
</summary>
<remarks>
<p>You use the description for depth-stencil state in a call to the <strong><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilState(SharpDX.Direct3D11.DepthStencilStateDescription@,SharpDX.Direct3D11.DepthStencilState)" /></strong> method to create the depth-stencil-state object.</p>
</remarks>
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<unmanaged>GetDesc</unmanaged>
<unmanaged-short>GetDesc</unmanaged-short>
<unmanaged>void ID3D11DepthStencilState::GetDesc([Out] D3D11_DEPTH_STENCIL_DESC* pDesc)</unmanaged>
</member>
<member name="M:SharpDX.Direct3D11.DepthStencilState.GetDescription(SharpDX.Direct3D11.DepthStencilStateDescription@)">
<summary>
<p>Gets the description for depth-stencil state that you used to create the depth-stencil-state object.</p>
</summary>
<param name="descRef"><dd> <p>A reference to a <strong><see cref="T:SharpDX.Direct3D11.DepthStencilStateDescription" /></strong> structure that receives a description of the depth-stencil state.</p> </dd></param>
<remarks>
<p>You use the description for depth-stencil state in a call to the <strong><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilState(SharpDX.Direct3D11.DepthStencilStateDescription@,SharpDX.Direct3D11.DepthStencilState)" /></strong> method to create the depth-stencil-state object.</p>
</remarks>
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<unmanaged>void ID3D11DepthStencilState::GetDesc([Out] D3D11_DEPTH_STENCIL_DESC* pDesc)</unmanaged>
<unmanaged-short>ID3D11DepthStencilState::GetDesc</unmanaged-short>
</member>
<member name="T:SharpDX.Direct3D11.DepthStencilStateDescription">
<summary>
<p>Describes depth-stencil state.</p>
</summary>
<remarks>
<p>Pass a reference to <strong><see cref="T:SharpDX.Direct3D11.DepthStencilStateDescription" /></strong> to the <strong><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilState(SharpDX.Direct3D11.DepthStencilStateDescription@,SharpDX.Direct3D11.DepthStencilState)" /></strong> method to create the depth-stencil state object.</p><p>Depth-stencil state controls how depth-stencil testing is performed by the output-merger stage.</p><p>The following table shows the default values of depth-stencil states.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>DepthEnable</td><td>TRUE</td></tr> <tr><td>DepthWriteMask</td><td><see cref="F:SharpDX.Direct3D11.DepthWriteMask.All" /></td></tr> <tr><td>DepthFunc</td><td><see cref="F:SharpDX.Direct3D11.Comparison.Less" /></td></tr> <tr><td>StencilEnable</td><td><see cref="F:SharpDX.Result.False" /></td></tr> <tr><td>StencilReadMask</td><td>D3D11_DEFAULT_STENCIL_READ_MASK</td></tr> <tr><td>StencilWriteMask</td><td>D3D11_DEFAULT_STENCIL_WRITE_MASK</td></tr> <tr><td> <p>FrontFace.StencilFunc</p> <p>and</p> <p>BackFace.StencilFunc</p> </td><td><see cref="F:SharpDX.Direct3D11.Comparison.Always" /></td></tr> <tr><td> <p>FrontFace.StencilDepthFailOp</p> <p>and</p> <p>BackFace.StencilDepthFailOp</p> </td><td><see cref="F:SharpDX.Direct3D11.StencilOperation.Keep" /></td></tr> <tr><td> <p>FrontFace.StencilPassOp</p> <p>and</p> <p>BackFace.StencilPassOp</p> </td><td><see cref="F:SharpDX.Direct3D11.StencilOperation.Keep" /></td></tr> <tr><td> <p>FrontFace.StencilFailOp</p> <p>and</p> <p>BackFace.StencilFailOp</p> </td><td><see cref="F:SharpDX.Direct3D11.StencilOperation.Keep" /></td></tr> </table><p>?</p><p>The formats that support stenciling are <see cref="F:SharpDX.DXGI.Format.D24_UNorm_S8_UInt" /> and <see cref="F:SharpDX.DXGI.Format.D32_Float_S8X24_UInt" />.</p>
</remarks>
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<msdn-id>ff476110</msdn-id>
<unmanaged>D3D11_DEPTH_STENCIL_DESC</unmanaged>
<unmanaged-short>D3D11_DEPTH_STENCIL_DESC</unmanaged-short>
</member>
<member name="M:SharpDX.Direct3D11.DepthStencilStateDescription.Default">
<summary>
Returns default values for <see cref="T:SharpDX.Direct3D11.DepthStencilStateDescription"/>.
</summary>
<remarks>
See MSDN documentation for default values.
</remarks>
</member>
<member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.IsDepthEnabled">
<summary>
<dd> <p>Enable depth testing.</p> </dd>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC::DepthEnable']/*" />
<msdn-id>ff476110</msdn-id>
<unmanaged>BOOL DepthEnable</unmanaged>
<unmanaged-short>BOOL DepthEnable</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.DepthWriteMask">
<summary>
<dd> <p>Identify a portion of the depth-stencil buffer that can be modified by depth data (see <strong><see cref="T:SharpDX.Direct3D11.DepthWriteMask" /></strong>).</p> </dd>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC::DepthWriteMask']/*" />
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<unmanaged>D3D11_DEPTH_WRITE_MASK DepthWriteMask</unmanaged>
<unmanaged-short>D3D11_DEPTH_WRITE_MASK DepthWriteMask</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.DepthComparison">
<summary>
<dd> <p>A function that compares depth data against existing depth data. The function options are listed in <strong><see cref="T:SharpDX.Direct3D11.Comparison" /></strong>.</p> </dd>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC::DepthFunc']/*" />
<msdn-id>ff476110</msdn-id>
<unmanaged>D3D11_COMPARISON_FUNC DepthFunc</unmanaged>
<unmanaged-short>D3D11_COMPARISON_FUNC DepthFunc</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.IsStencilEnabled">
<summary>
<dd> <p>Enable stencil testing.</p> </dd>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC::StencilEnable']/*" />
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<unmanaged>BOOL StencilEnable</unmanaged>
<unmanaged-short>BOOL StencilEnable</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.StencilReadMask">
<summary>
<dd> <p>Identify a portion of the depth-stencil buffer for reading stencil data.</p> </dd>
</summary>
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<msdn-id>ff476110</msdn-id>
<unmanaged>unsigned char StencilReadMask</unmanaged>
<unmanaged-short>unsigned char StencilReadMask</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.StencilWriteMask">
<summary>
<dd> <p>Identify a portion of the depth-stencil buffer for writing stencil data.</p> </dd>
</summary>
<!-- No matching elements were found for the following include tag --><include file=".\..\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC::StencilWriteMask']/*" />
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<unmanaged>unsigned char StencilWriteMask</unmanaged>
<unmanaged-short>unsigned char StencilWriteMask</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.FrontFace">
<summary>
<dd> <p>Identify how to use the results of the depth test and the stencil test for pixels whose surface normal is facing towards the camera (see <strong><see cref="T:SharpDX.Direct3D11.DepthStencilOperationDescription" /></strong>).</p> </dd>
</summary>
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<msdn-id>ff476110</msdn-id>
<unmanaged>D3D11_DEPTH_STENCILOP_DESC FrontFace</unmanaged>
<unmanaged-short>D3D11_DEPTH_STENCILOP_DESC FrontFace</unmanaged-short>
</member>
<member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.BackFace">
<summary>
<dd> <p>Identify how to use the results of the depth test and the stencil test for pixels whose surface normal is facing away from the camera (see <strong><see cref="T:SharpDX.Direct3D11.DepthStencilOperationDescription" /></strong>).</p> </dd>