The
A display subsystem is often referred to as a video card, however, on some machines the display subsystem is part of the motherboard.
To enumerate the display subsystems, use
To get an interface to the adapter for a particular device, use
To create a software adapter, use
Windows?Phone?8: This API is supported.
Gets a DXGI 1.0 description of an adapter (or video card).
Graphics apps can use the DXGI API to retrieve an accurate set of graphics memory values on systems that have Windows Display Driver Model (WDDM) drivers. The following are the critical steps involved.
HasWDDMDriver() { LPDIRECT3DCREATE9EX pD3D9Create9Ex =null ; HMODULE hD3D9 =null ; hD3D9 = LoadLibrary( L"d3d9.dll" ); if (null == hD3D9 ) { return false; } // /* Try to create IDirect3D9Ex interface (also known as a DX9L interface). This interface can only be created if the driver is a WDDM driver. */ // pD3D9Create9Ex = (LPDIRECT3DCREATE9EX) GetProcAddress( hD3D9, "Direct3DCreate9Ex" ); return pD3D9Create9Ex !=null ; }
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice); * pDXGIAdapter; pDXGIDevice->GetAdapter(&pDXGIAdapter); adapterDesc; pDXGIAdapter->GetDesc(&adapterDesc);
Enumerate adapter (video card) outputs.
The index of the output.
The address of a reference to an
A code that indicates success or failure (see DXGI_ERROR).
If the adapter came from a device created using
When the EnumOutputs method succeeds and fills the ppOutput parameter with the address of the reference to the output interface, EnumOutputs increments the output interface's reference count. To avoid a memory leak, when you finish using the output interface, call the Release method to decrement the reference count.
EnumOutputs first returns the output on which the desktop primary is displayed. This output corresponds with an index of zero. EnumOutputs then returns other outputs.
Gets a DXGI 1.0 description of an adapter (or video card).
A reference to a
Returns
Graphics apps can use the DXGI API to retrieve an accurate set of graphics memory values on systems that have Windows Display Driver Model (WDDM) drivers. The following are the critical steps involved.
HasWDDMDriver() { LPDIRECT3DCREATE9EX pD3D9Create9Ex =null ; HMODULE hD3D9 =null ; hD3D9 = LoadLibrary( L"d3d9.dll" ); if (null == hD3D9 ) { return false; } // /* Try to create IDirect3D9Ex interface (also known as a DX9L interface). This interface can only be created if the driver is a WDDM driver. */ // pD3D9Create9Ex = (LPDIRECT3DCREATE9EX) GetProcAddress( hD3D9, "Direct3DCreate9Ex" ); return pD3D9Create9Ex !=null ; }
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice); * pDXGIAdapter; pDXGIDevice->GetAdapter(&pDXGIAdapter); adapterDesc; pDXGIAdapter->GetDesc(&adapterDesc);
Checks whether the system supports a device interface for a graphics component.
The
The user mode driver version of InterfaceName. This is returned only if the interface is supported, otherwise this parameter will be
An
The
The Direct3D create device functions return a Direct3D device object. This Direct3D device object implements the
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice);
Windows?Phone?8: This API is supported.
Returns the adapter for the specified device.
If the GetAdapter method succeeds, the reference count on the adapter interface will be incremented. To avoid a memory leak, be sure to release the interface when you are finished using it.
Gets or sets the GPU thread priority.
Returns the adapter for the specified device.
The address of an
Returns
If the GetAdapter method succeeds, the reference count on the adapter interface will be incremented. To avoid a memory leak, be sure to release the interface when you are finished using it.
Returns a surface. This method is used internally and you should not call it directly in your application.
A reference to a
The number of surfaces to create.
A DXGI_USAGE flag that specifies how the surface is expected to be used.
An optional reference to a
The address of an
Returns
The CreateSurface method creates a buffer to exchange data between one or more devices. It is used internally, and you should not directly call it.
The runtime automatically creates an
Gets the residency status of an array of resources.
An array of
An array of
The number of resources in the ppResources argument array and pResidencyStatus argument array.
Returns
The information returned by the pResidencyStatus argument array describes the residency status at the time that the QueryResourceResidency method was called.
Note??The residency status will constantly change.?If you call the QueryResourceResidency method during a device removed state, the pResidencyStatus argument will return the
Gets the residency status of an array of resources.
An array of
An array of
The number of resources in the ppResources argument array and pResidencyStatus argument array.
Returns
The information returned by the pResidencyStatus argument array describes the residency status at the time that the QueryResourceResidency method was called.
Note??The residency status will constantly change.?If you call the QueryResourceResidency method during a device removed state, the pResidencyStatus argument will return the
Gets the residency status of an array of resources.
An array of
An array of
The number of resources in the ppResources argument array and pResidencyStatus argument array.
Returns
The information returned by the pResidencyStatus argument array describes the residency status at the time that the QueryResourceResidency method was called.
Note??The residency status will constantly change.?If you call the QueryResourceResidency method during a device removed state, the pResidencyStatus argument will return the
Sets the GPU thread priority.
A value that specifies the required GPU thread priority. This value must be between -7 and 7, inclusive, where 0 represents normal priority.
Return
The values for the Priority parameter function as follows:
To use the SetGPUThreadPriority method, you should have a comprehensive understanding of GPU scheduling. You should profile your application to ensure that it behaves as intended. If used inappropriately, the SetGPUThreadPriority method can impede rendering speed and result in a poor user experience.
Gets the GPU thread priority.
A reference to a variable that receives a value that indicates the current GPU thread priority. The value will be between -7 and 7, inclusive, where 0 represents normal priority.
Return
Inherited from objects that are tied to the device so that they can retrieve a reference to it.
Windows?Phone?8: This API is supported.
Retrieves the device.
The reference id for the device.
The address of a reference to the device.
A code that indicates success or failure (see DXGI_ERROR).
The type of interface that is returned can be any interface published by the device. For example, it could be an
An
Windows?Phone?8: This API is supported.
Sets application-defined data to the object and associates that data with a
A
The size of the object's data.
A reference to the object's data.
Returns one of the DXGI_ERROR values.
SetPrivateData makes a copy of the specified data and stores it with the object.
Private data that SetPrivateData stores in the object occupies the same storage space as private data that is stored by associated Direct3D objects (for example, by a Microsoft Direct3D?11 device through
The debug layer reports memory leaks by outputting a list of object interface references along with their friendly names. The default friendly name is "<unnamed>". You can set the friendly name so that you can determine if the corresponding object interface reference caused the leak. To set the friendly name, use the SetPrivateData method and the well-known private data
static const char c_szName[] = "My name"; hr = pContext->SetPrivateData(, sizeof( c_szName ) - 1, c_szName );
You can use
Set an interface in the object's private data.
A
The interface to set.
Returns one of the following DXGI_ERROR.
This API associates an interface reference with the object.
When the interface is set its reference count is incremented. When the data are overwritten (by calling SPD or SPDI with the same
Get a reference to the object's data.
A
The size of the data.
Pointer to the data.
Returns one of the following DXGI_ERROR.
If the data returned is a reference to an
You can pass GUID_DeviceType in the Name parameter of GetPrivateData to retrieve the device type from the display adapter object (
To get the type of device on which the display adapter was created
On Windows?7 or earlier, this type is either a value from D3D10_DRIVER_TYPE or
Gets the parent of the object.
The ID of the requested interface.
The address of a reference to the parent object.
Returns one of the DXGI_ERROR values.
An
Create a factory by calling CreateDXGIFactory.
Because you can create a Direct3D device without creating a swap chain, you might need to retrieve the factory that is used to create the device in order to create a swap chain. You can request the
* pDXGIDevice = nullptr; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice); * pDXGIAdapter = nullptr; hr = pDXGIDevice->GetAdapter( &pDXGIAdapter ); * pIDXGIFactory = nullptr; pDXGIAdapter->GetParent(__uuidof( ), (void **)&pIDXGIFactory);
Windows?Phone?8: This API is supported.
Enumerates the adapters (video cards).
The index of the adapter to enumerate.
The address of a reference to an
Returns
When you create a factory, the factory enumerates the set of adapters that are available in the system. Therefore, if you change the adapters in a system, you must destroy and recreate the
When the EnumAdapters method succeeds and fills the ppAdapter parameter with the address of the reference to the adapter interface, EnumAdapters increments the adapter interface's reference count. When you finish using the adapter interface, call the Release method to decrement the reference count before you destroy the reference.
EnumAdapters first returns the adapter with the output on which the desktop primary is displayed. This adapter corresponds with an index of zero. EnumAdapters next returns other adapters with outputs. EnumAdapters finally returns adapters without outputs.
Allows DXGI to monitor an application's message queue for the alt-enter key sequence (which causes the application to switch from windowed to full screen or vice versa).
The handle of the window that is to be monitored. This parameter can be
One or more of the following values:
The combination of WindowHandle and Flags informs DXGI to stop monitoring window messages for the previously-associated window.
If the application switches to full-screen mode, DXGI will choose a full-screen resolution to be the smallest supported resolution that is larger or the same size as the current back buffer size.
Applications can make some changes to make the transition from windowed to full screen more efficient. For example, on a WM_SIZE message, the application should release any outstanding swap-chain back buffers, call
While windowed, the application can, if it chooses, restrict the size of its window's client area to sizes to which it is comfortable rendering. A fully flexible application would make no such restriction, but UI elements or other design considerations can, of course, make this flexibility untenable. If the application further chooses to restrict its window's client area to just those that match supported full-screen resolutions, the application can field WM_SIZING, then check against
Applications that want to handle mode changes or Alt+Enter themselves should call MakeWindowAssociation with the
Get the window through which the user controls the transition to and from full screen.
A reference to a window handle.
[Starting with Direct3D 11.1, we recommend not to use CreateSwapChain anymore to create a swap chain. Instead, use CreateSwapChainForHwnd, CreateSwapChainForCoreWindow, or CreateSwapChainForComposition depending on how you want to create the swap chain.]
Creates a swap chain.
If you attempt to create a swap chain in full-screen mode, and full-screen mode is unavailable, the swap chain will be created in windowed mode and
If the buffer width or the buffer height is zero, the sizes will be inferred from the output window size in the swap-chain description.
Because the target output can't be chosen explicitly when the swap chain is created, we recommend not to create a full-screen swap chain. This can reduce presentation performance if the swap chain size and the output window size do not match. Here are two ways to ensure that the sizes match:
If the swap chain is in full-screen mode, before you release it you must use SetFullscreenState to switch it to windowed mode. For more information about releasing a swap chain, see the "Destroying a Swap Chain" section of DXGI Overview.
After the runtime renders the initial frame in full screen, the runtime might unexpectedly exit full screen during a call to
// Detect if newly created full-screen swap chain isn't actually full screen.* pTarget; bFullscreen; if (SUCCEEDED(pSwapChain->GetFullscreenState(&bFullscreen, &pTarget))) { pTarget->Release(); } else bFullscreen = ; // If not full screen, enable full screen again. if (!bFullscreen) { ShowWindow(hWnd, SW_MINIMIZE); ShowWindow(hWnd, SW_RESTORE); pSwapChain->SetFullscreenState(TRUE, null ); }
You can specify
However, to use stereo presentation and to change resize behavior for the flip model, applications must use the
Create an adapter interface that represents a software adapter.
Handle to the software adapter's dll. HMODULE can be obtained with GetModuleHandle or LoadLibrary.
Address of a reference to an adapter (see
A software adapter is a DLL that implements the entirety of a device driver interface, plus emulation, if necessary, of kernel-mode graphics components for Windows. Details on implementing a software adapter can be found in the Windows Vista Driver Development Kit. This is a very complex development task, and is not recommended for general readers.
Calling this method will increment the module's reference count by one. The reference count can be decremented by calling FreeLibrary.
The typical calling scenario is to call LoadLibrary, pass the handle to CreateSoftwareAdapter, then immediately call FreeLibrary on the DLL and forget the DLL's HMODULE. Since the software adapter calls FreeLibrary when it is destroyed, the lifetime of the DLL will now be owned by the adapter, and the application is free of any further consideration of its lifetime.
The
This interface is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
To create a factory, call the CreateDXGIFactory1 function.
Because you can create a Direct3D device without creating a swap chain, you might need to retrieve the factory that is used to create the device in order to create a swap chain.
You can request the
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice); * pDXGIAdapter; hr = pDXGIDevice->GetParent(__uuidof( ), (void **)&pDXGIAdapter); * pIDXGIFactory; pDXGIAdapter->GetParent(__uuidof( ), (void **)&pIDXGIFactory);
Informs an application of the possible need to re-enumerate adapters.
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Enumerates both adapters (video cards) with or without outputs.
The index of the adapter to enumerate.
The address of a reference to an
Returns
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
When you create a factory, the factory enumerates the set of adapters that are available in the system. Therefore, if you change the adapters in a system, you must destroy and recreate the
When the EnumAdapters1 method succeeds and fills the ppAdapter parameter with the address of the reference to the adapter interface, EnumAdapters1 increments the adapter interface's reference count. When you finish using the adapter interface, call the Release method to decrement the reference count before you destroy the reference.
EnumAdapters1 first returns the adapter with the output on which the desktop primary is displayed. This adapter corresponds with an index of zero. EnumAdapters1 next returns other adapters with outputs. EnumAdapters1 finally returns adapters without outputs.
Informs an application of the possible need to re-enumerate adapters.
IsCurrent returns
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
The
To create a Microsoft DirectX Graphics Infrastructure (DXGI) 1.2 factory interface, pass
Because you can create a Direct3D device without creating a swap chain, you might need to retrieve the factory that is used to create the device in order to create a swap chain.
You can request the
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice); * pDXGIAdapter; hr = pDXGIDevice->GetParent(__uuidof( ), (void **)&pDXGIAdapter); * pIDXGIFactory; pDXGIAdapter->GetParent(__uuidof( ), (void **)&pIDXGIFactory);
Determines whether to use stereo mode.
We recommend that windowed applications call IsWindowedStereoEnabled before they attempt to use stereo. IsWindowedStereoEnabled returns TRUE if both of the following items are true:
The creation of a windowed stereo swap chain succeeds if the first requirement is met. However, if the adapter can't scan out stereo, the output on that adapter is reduced to mono.
The Direct3D 11.1 Simple Stereo 3D Sample shows how to add a stereoscopic 3D effect and how to respond to system stereo changes.
Determines whether to use stereo mode.
Indicates whether to use stereo mode. TRUE indicates that you can use stereo mode; otherwise,
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, IsWindowedStereoEnabled always returns
We recommend that windowed applications call IsWindowedStereoEnabled before they attempt to use stereo. IsWindowedStereoEnabled returns TRUE if both of the following items are true:
The creation of a windowed stereo swap chain succeeds if the first requirement is met. However, if the adapter can't scan out stereo, the output on that adapter is reduced to mono.
The Direct3D 11.1 Simple Stereo 3D Sample shows how to add a stereoscopic 3D effect and how to respond to system stereo changes.
Creates a swap chain that is associated with an
CreateSwapChainForHwnd returns:
Platform Update for Windows?7:??
If you specify the width, height, or both (Width and Height members of
Because you can associate only one flip presentation model swap chain at a time with an
For info about how to choose a format for the swap chain's back buffer, see Converting data for the color space.
Creates a swap chain that is associated with the CoreWindow object for the output window for the swap chain.
CreateSwapChainForCoreWindow returns:
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, CreateSwapChainForCoreWindow fails with E_NOTIMPL. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
If you specify the width, height, or both (Width and Height members of
Because you can associate only one flip presentation model swap chain (per layer) at a time with a CoreWindow, the Microsoft Direct3D?11 policy of deferring the destruction of objects can cause problems if you attempt to destroy a flip presentation model swap chain and replace it with another swap chain. For more info about this situation, see Deferred Destruction Issues with Flip Presentation Swap Chains.
For info about how to choose a format for the swap chain's back buffer, see Converting data for the color space.
Identifies the adapter on which a shared resource object was created.
A handle to a shared resource object. The
A reference to a variable that receives a locally unique identifier (
GetSharedResourceAdapterLuid returns:
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, GetSharedResourceAdapterLuid fails with E_NOTIMPL. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
You cannot share resources across adapters. Therefore, you cannot open a shared resource on an adapter other than the adapter on which the resource was created. Call GetSharedResourceAdapterLuid before you open a shared resource to ensure that the resource was created on the appropriate adapter. To open a shared resource, call the
Registers an application window to receive notification messages of changes of stereo status.
The handle of the window to send a notification message to when stereo status change occurs.
Identifies the notification message to send.
A reference to a key value that an application can pass to the
RegisterStereoStatusWindow returns:
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, RegisterStereoStatusWindow fails with E_NOTIMPL. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Registers to receive notification of changes in stereo status by using event signaling.
A handle to the event object that the operating system sets when notification of stereo status change occurs. The CreateEvent or OpenEvent function returns this handle.
A reference to a key value that an application can pass to the
RegisterStereoStatusEvent returns:
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, RegisterStereoStatusEvent fails with E_NOTIMPL. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Unregisters a window or an event to stop it from receiving notification when stereo status changes.
A key value for the window or event to unregister. The
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, UnregisterStereoStatus has no effect. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Registers an application window to receive notification messages of changes of occlusion status.
The handle of the window to send a notification message to when occlusion status change occurs.
Identifies the notification message to send.
A reference to a key value that an application can pass to the
RegisterOcclusionStatusWindow returns:
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, RegisterOcclusionStatusWindow fails with E_NOTIMPL. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Apps choose the Windows message that Windows sends when occlusion status changes.
Registers to receive notification of changes in occlusion status by using event signaling.
A handle to the event object that the operating system sets when notification of occlusion status change occurs. The CreateEvent or OpenEvent function returns this handle.
A reference to a key value that an application can pass to the
RegisterOcclusionStatusEvent returns:
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, RegisterOcclusionStatusEvent fails with E_NOTIMPL. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
If you call RegisterOcclusionStatusEvent multiple times with the same event handle, RegisterOcclusionStatusEvent fails with
If you call RegisterOcclusionStatusEvent multiple times with the different event handles, RegisterOcclusionStatusEvent properly registers the events.
Unregisters a window or an event to stop it from receiving notification when occlusion status changes.
A key value for the window or event to unregister. The
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, UnregisterOcclusionStatus has no effect. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Creates a swap chain that you can use to send Direct3D content into the DirectComposition API or the Windows.UI.Xaml framework to compose in a window.
CreateSwapChainForComposition returns:
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, CreateSwapChainForComposition fails with E_NOTIMPL. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
You can use composition swap chains with either DirectComposition?s
The
For info about how to choose a format for the swap chain's back buffer, see Converting data for the color space.
Enables creating Microsoft DirectX Graphics Infrastructure (DXGI) objects.
Outputs the
Returns
For Direct3D 12, it's no longer possible to backtrack from a device to the
Provides an adapter which can be provided to
The globally unique identifier (
The address of an
Returns
For more information, see DXGI 1.4 Improvements.
Identifies the type of DXGI adapter.
The
Specifies no flags.
Value always set to 0. This flag is reserved.
Specifies a software adapter. For more info about this flag, see new info in Windows?8 about enumerating adapters.
Direct3D 11:??This enumeration value is supported starting with Windows?8.
Identifies the type of DXGI adapter.
The
Specifies no flags.
Value always set to 0. This flag is reserved.
Specifies a software adapter. For more info about this flag, see new info in Windows?8 about enumerating adapters.
Direct3D 11:??This enumeration value is supported starting with Windows?8.
Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.
Identifies the alpha value, transparency behavior, of a surface.
For more information about alpha mode, see
Indicates that the transparency behavior is not specified.
Indicates that the transparency behavior is premultiplied. Each color is first scaled by the alpha value. The alpha value itself is the same in both straight and premultiplied alpha. Typically, no color channel value is greater than the alpha channel value. If a color channel value in a premultiplied format is greater than the alpha channel, the standard source-over blending math results in an additive blend.
Indicates that the transparency behavior is not premultiplied. The alpha channel indicates the transparency of the color.
Indicates to ignore the transparency behavior.
Specifies color space types.
This enum is used within DXGI in the CheckColorSpaceSupport, SetColorSpace1 and CheckOverlayColorSpaceSupport methods. It is also referenced in D3D11 video methods such as
The following color parameters are defined:
Property | Value |
Colorspace | RGB |
Range | 0-255 |
Gamma | 2.2 |
Siting | Image |
Primaries | BT.709 |
?
This is the standard definition for sRGB. Note that this is often implemented with a linear segment, but in that case the exponent is corrected to stay aligned with a gamma 2.2 curve. This is usually used with 8 bit and 10 bit color channels.
Property | Value |
Colorspace | RGB |
Range | 0-255 |
Gamma | 1.0 |
Siting | Image |
Primaries | BT.709 |
?
This is the standard definition for scRGB, and is usually used with 16 bit integer, 16 bit floating point, and 32 bit floating point channels.
Property | Value |
Colorspace | RGB |
Range | 16-235 |
Gamma | 2.2 |
Siting | Image |
Primaries | BT.709 |
?
This is the standard definition for ITU-R Recommendation BT.709. Note that due to the inclusion of a linear segment, the transfer curve looks similar to a pure exponential gamma of 1.9. This is usually used with 8 bit and 10 bit color channels.
Property | Value |
Colorspace | RGB |
Range | 16-235 |
Gamma | 2.2 |
Siting | Image |
Primaries | BT.2020 |
?
This is usually used with 10, 12, or 16 bit color channels.
Reserved.
Property | Value |
Colorspace | YCbCr |
Range | 0-255 |
Gamma | 2.2 |
Siting | Image |
Primaries | BT.709 |
Transfer | BT.601 |
?
This definition is commonly used for JPG, and is usually used with 8, 10, 12, or 16 bit color channels.
Property | Value |
Colorspace | YCbCr |
Range | 16-235 |
Gamma | 2.2 |
Siting | Video |
Primaries | BT.601 |
?
This definition is commonly used for MPEG2, and is usually used with 8, 10, 12, or 16 bit color channels.
Property | Value |
Colorspace | YCbCr |
Range | 0-255 |
Gamma | 2.2 |
Siting | Video |
Primaries | BT.601 |
?
This is sometimes used for H.264 camera capture, and is usually used with 8, 10, 12, or 16 bit color channels.
Property | Value |
Colorspace | YCbCr |
Range | 16-235 |
Gamma | 2.2 |
Siting | Video |
Primaries | BT.709 |
?
This definition is commonly used for H.264 and HEVC, and is usually used with 8, 10, 12, or 16 bit color channels.
Property | Value |
Colorspace | YCbCr |
Range | 0-255 |
Gamma | 2.2 |
Siting | Video |
Primaries | BT.709 |
?
This is sometimes used for H.264 camera capture, and is usually used with 8, 10, 12, or 16 bit color channels.
Property | Value |
Colorspace | YCbCr |
Range | 16-235 |
Gamma | 2.2 |
Siting | Video |
Primaries | BT.2020 |
?
This definition may be used by HEVC, and is usually used with 10, 12, or 16 bit color channels.
Property | Value |
Colorspace | YCbCr |
Range | 0-255 |
Gamma | 2.2 |
Siting | Video |
Primaries | BT.2020 |
?
This is usually used with 10, 12, or 16 bit color channels.
Property | Value |
Colorspace | RGB |
Range | 0-255 |
Gamma | 2084 |
Siting | Image |
Primaries | BT.2020 |
?
This is usually used with 10, 12, or 16 bit color channels.
Property | Value |
Colorspace | YCbCr |
Range | 16-235 |
Gamma | 2084 |
Siting | Video |
Primaries | BT.2020 |
?
This is usually used with 10, 12, or 16 bit color channels.
Property | Value |
Colorspace | RGB |
Range | 16-235 |
Gamma | 2084 |
Siting | Image |
Primaries | BT.2020 |
?
This is usually used with 10, 12, or 16 bit color channels.
Property | Value |
Colorspace | YCbCr |
Range | 16-235 |
Gamma | 2.2 |
Siting | Video |
Primaries | BT.2020 |
?
This is usually used with 10, 12, or 16 bit color channels.
Property | Value |
Colorspace | YCbCr |
Range | 16-235 |
Gamma | 2084 |
Siting | Video |
Primaries | BT.2020 |
?
This is usually used with 10, 12, or 16 bit color channels.
Property | Value |
Colorspace | RGB |
Range | 0-255 |
Gamma | 2.2 |
Siting | Image |
Primaries | BT.2020 |
?
This is usually used with 10, 12, or 16 bit color channels.
A custom color definition is used.
A custom color definition is used.
Identifies the granularity at which the graphics processing unit (GPU) can be preempted from performing its current compute task.
You call the
Indicates the preemption granularity as a compute packet.
Indicates the preemption granularity as a dispatch (for example, a call to the
Indicates the preemption granularity as a thread group. A thread group is a part of a dispatch.
Indicates the preemption granularity as a thread in a thread group. A thread is a part of a thread group.
Indicates the preemption granularity as a compute instruction in a thread.
Flags that indicate how the back buffers should be rotated to fit the physical rotation of a monitor.
Unspecified rotation.
Specifies no rotation.
Specifies 90 degrees of rotation.
Specifies 180 degrees of rotation.
Specifies 270 degrees of rotation.
Flags indicating how an image is stretched to fit a given monitor's resolution.
Selecting the CENTERED or STRETCHED modes can result in a mode change even if you specify the native resolution of the display in the
This enum is used by the
Unspecified scaling.
Specifies no scaling. The image is centered on the display. This flag is typically used for a fixed-dot-pitch display (such as an LED display).
Specifies stretched scaling.
Flags indicating the method the raster uses to create an image on a surface.
This enum is used by the
Scanline order is unspecified.
The image is created from the first scanline to the last without skipping any.
The image is created beginning with the upper field.
The image is created beginning with the lower field.
Status codes that can be returned by DXGI functions.
The
#define _FACDXGI 0x87a #define MAKE_DXGI_STATUS(code) MAKE_HRESULT(0, _FACDXGI, code)
For example,
#defineMAKE_DXGI_STATUS(1)
Specifies a range of hardware features, to be used when checking for feature support.
This enum is used by the CheckFeatureSupport method.
The display supports tearing, a requirement of variable refresh rate displays.
Resource data formats, including fully-typed and typeless formats. A list of modifiers at the bottom of the page more fully describes each format type.
The format is not known.
A four-component, 128-bit typeless format that supports 32 bits per channel including alpha. ?
A four-component, 128-bit floating-point format that supports 32 bits per channel including alpha. 1,5,8
A four-component, 128-bit unsigned-integer format that supports 32 bits per channel including alpha. ?
A four-component, 128-bit signed-integer format that supports 32 bits per channel including alpha. ?
A three-component, 96-bit typeless format that supports 32 bits per color channel.
A three-component, 96-bit floating-point format that supports 32 bits per color channel.5,8
A three-component, 96-bit unsigned-integer format that supports 32 bits per color channel.
A three-component, 96-bit signed-integer format that supports 32 bits per color channel.
A four-component, 64-bit typeless format that supports 16 bits per channel including alpha.
A four-component, 64-bit floating-point format that supports 16 bits per channel including alpha.5,7
A four-component, 64-bit unsigned-normalized-integer format that supports 16 bits per channel including alpha.
A four-component, 64-bit unsigned-integer format that supports 16 bits per channel including alpha.
A four-component, 64-bit signed-normalized-integer format that supports 16 bits per channel including alpha.
A four-component, 64-bit signed-integer format that supports 16 bits per channel including alpha.
A two-component, 64-bit typeless format that supports 32 bits for the red channel and 32 bits for the green channel.
A two-component, 64-bit floating-point format that supports 32 bits for the red channel and 32 bits for the green channel.5,8
A two-component, 64-bit unsigned-integer format that supports 32 bits for the red channel and 32 bits for the green channel.
A two-component, 64-bit signed-integer format that supports 32 bits for the red channel and 32 bits for the green channel.
A two-component, 64-bit typeless format that supports 32 bits for the red channel, 8 bits for the green channel, and 24 bits are unused.
A 32-bit floating-point component, and two unsigned-integer components (with an additional 32 bits). This format supports 32-bit depth, 8-bit stencil, and 24 bits are unused.?
A 32-bit floating-point component, and two typeless components (with an additional 32 bits). This format supports 32-bit red channel, 8 bits are unused, and 24 bits are unused.?
A 32-bit typeless component, and two unsigned-integer components (with an additional 32 bits). This format has 32 bits unused, 8 bits for green channel, and 24 bits are unused.
A four-component, 32-bit typeless format that supports 10 bits for each color and 2 bits for alpha.
A four-component, 32-bit unsigned-normalized-integer format that supports 10 bits for each color and 2 bits for alpha.
A four-component, 32-bit unsigned-integer format that supports 10 bits for each color and 2 bits for alpha.
Three partial-precision floating-point numbers encoded into a single 32-bit value (a variant of s10e5, which is sign bit, 10-bit mantissa, and 5-bit biased (15) exponent). There are no sign bits, and there is a 5-bit biased (15) exponent for each channel, 6-bit mantissa for R and G, and a 5-bit mantissa for B, as shown in the following illustration.5,7
A four-component, 32-bit typeless format that supports 8 bits per channel including alpha.
A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits per channel including alpha.
A four-component, 32-bit unsigned-normalized integer sRGB format that supports 8 bits per channel including alpha.
A four-component, 32-bit unsigned-integer format that supports 8 bits per channel including alpha.
A four-component, 32-bit signed-normalized-integer format that supports 8 bits per channel including alpha.
A four-component, 32-bit signed-integer format that supports 8 bits per channel including alpha.
A two-component, 32-bit typeless format that supports 16 bits for the red channel and 16 bits for the green channel.
A two-component, 32-bit floating-point format that supports 16 bits for the red channel and 16 bits for the green channel.5,7
A two-component, 32-bit unsigned-normalized-integer format that supports 16 bits each for the green and red channels.
A two-component, 32-bit unsigned-integer format that supports 16 bits for the red channel and 16 bits for the green channel.
A two-component, 32-bit signed-normalized-integer format that supports 16 bits for the red channel and 16 bits for the green channel.
A two-component, 32-bit signed-integer format that supports 16 bits for the red channel and 16 bits for the green channel.
A single-component, 32-bit typeless format that supports 32 bits for the red channel.
A single-component, 32-bit floating-point format that supports 32 bits for depth.5,8
A single-component, 32-bit floating-point format that supports 32 bits for the red channel.5,8
A single-component, 32-bit unsigned-integer format that supports 32 bits for the red channel.
A single-component, 32-bit signed-integer format that supports 32 bits for the red channel.
A two-component, 32-bit typeless format that supports 24 bits for the red channel and 8 bits for the green channel.
A 32-bit z-buffer format that supports 24 bits for depth and 8 bits for stencil.
A 32-bit format, that contains a 24 bit, single-component, unsigned-normalized integer, with an additional typeless 8 bits. This format has 24 bits red channel and 8 bits unused.
A 32-bit format, that contains a 24 bit, single-component, typeless format, with an additional 8 bit unsigned integer component. This format has 24 bits unused and 8 bits green channel.
A two-component, 16-bit typeless format that supports 8 bits for the red channel and 8 bits for the green channel.
A two-component, 16-bit unsigned-normalized-integer format that supports 8 bits for the red channel and 8 bits for the green channel.
A two-component, 16-bit unsigned-integer format that supports 8 bits for the red channel and 8 bits for the green channel.
A two-component, 16-bit signed-normalized-integer format that supports 8 bits for the red channel and 8 bits for the green channel.
A two-component, 16-bit signed-integer format that supports 8 bits for the red channel and 8 bits for the green channel.
A single-component, 16-bit typeless format that supports 16 bits for the red channel.
A single-component, 16-bit floating-point format that supports 16 bits for the red channel.5,7
A single-component, 16-bit unsigned-normalized-integer format that supports 16 bits for depth.
A single-component, 16-bit unsigned-normalized-integer format that supports 16 bits for the red channel.
A single-component, 16-bit unsigned-integer format that supports 16 bits for the red channel.
A single-component, 16-bit signed-normalized-integer format that supports 16 bits for the red channel.
A single-component, 16-bit signed-integer format that supports 16 bits for the red channel.
A single-component, 8-bit typeless format that supports 8 bits for the red channel.
A single-component, 8-bit unsigned-normalized-integer format that supports 8 bits for the red channel.
A single-component, 8-bit unsigned-integer format that supports 8 bits for the red channel.
A single-component, 8-bit signed-normalized-integer format that supports 8 bits for the red channel.
A single-component, 8-bit signed-integer format that supports 8 bits for the red channel.
A single-component, 8-bit unsigned-normalized-integer format for alpha only.
A single-component, 1-bit unsigned-normalized integer format that supports 1 bit for the red channel. ?.
Three partial-precision floating-point numbers encoded into a single 32-bit value all sharing the same 5-bit exponent (variant of s10e5, which is sign bit, 10-bit mantissa, and 5-bit biased (15) exponent). There is no sign bit, and there is a shared 5-bit biased (15) exponent and a 9-bit mantissa for each channel, as shown in the following illustration. 2,6,7.
A four-component, 32-bit unsigned-normalized-integer format. This packed RGB format is analogous to the UYVY format. Each 32-bit block describes a pair of pixels: (R8, G8, B8) and (R8, G8, B8) where the R8/B8 values are repeated, and the G8 values are unique to each pixel. ?
Width must be even.
A four-component, 32-bit unsigned-normalized-integer format. This packed RGB format is analogous to the YUY2 format. Each 32-bit block describes a pair of pixels: (R8, G8, B8) and (R8, G8, B8) where the R8/B8 values are repeated, and the G8 values are unique to each pixel. ?
Width must be even.
Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
One-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
One-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
One-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Two-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Two-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Two-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.
A three-component, 16-bit unsigned-normalized-integer format that supports 5 bits for blue, 6 bits for green, and 5 bits for red.
Direct3D 10 through Direct3D 11:??This value is defined for DXGI. However, Direct3D 10, 10.1, or 11 devices do not support this format.
Direct3D 11.1:??This value is not supported until Windows?8.
A four-component, 16-bit unsigned-normalized-integer format that supports 5 bits for each color channel and 1-bit alpha.
Direct3D 10 through Direct3D 11:??This value is defined for DXGI. However, Direct3D 10, 10.1, or 11 devices do not support this format.
Direct3D 11.1:??This value is not supported until Windows?8.
A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits for each color channel and 8-bit alpha.
A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits for each color channel and 8 bits unused.
A four-component, 32-bit 2.8-biased fixed-point format that supports 10 bits for each color channel and 2-bit alpha.
A four-component, 32-bit typeless format that supports 8 bits for each channel including alpha. ?
A four-component, 32-bit unsigned-normalized standard RGB format that supports 8 bits for each channel including alpha. ?
A four-component, 32-bit typeless format that supports 8 bits for each color channel, and 8 bits are unused. ?
A four-component, 32-bit unsigned-normalized standard RGB format that supports 8 bits for each color channel, and 8 bits are unused. ?
A typeless block-compression format. ? For information about block-compression formats, see Texture Block Compression in Direct3D 11.
A block-compression format. ? For information about block-compression formats, see Texture Block Compression in Direct3D 11.?
A block-compression format. ? For information about block-compression formats, see Texture Block Compression in Direct3D 11.?
A typeless block-compression format. ? For information about block-compression formats, see Texture Block Compression in Direct3D 11.
A block-compression format. ? For information about block-compression formats, see Texture Block Compression in Direct3D 11.
A block-compression format. ? For information about block-compression formats, see Texture Block Compression in Direct3D 11.
Most common YUV 4:4:4 video resource format. Valid view formats for this video resource format are
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Direct3D 11.1:??This value is not supported until Windows?8.
10-bit per channel packed YUV 4:4:4 video resource format. Valid view formats for this video resource format are
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Direct3D 11.1:??This value is not supported until Windows?8.
16-bit per channel packed YUV 4:4:4 video resource format. Valid view formats for this video resource format are
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Direct3D 11.1:??This value is not supported until Windows?8.
Most common YUV 4:2:0 video resource format. Valid luminance data view formats for this video resource format are
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Width and height must be even. Direct3D 11 staging resources and initData parameters for this format use (rowPitch * (height + (height / 2))) bytes. The first (SysMemPitch * height) bytes are the Y plane, the remaining (SysMemPitch * (height / 2)) bytes are the UV plane.
An app using the YUY 4:2:0 formats must map the luma (Y) plane separately from the chroma (UV) planes. Developers do this by calling
Direct3D 11.1:??This value is not supported until Windows?8.
10-bit per channel planar YUV 4:2:0 video resource format. Valid luminance data view formats for this video resource format are
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Width and height must be even. Direct3D 11 staging resources and initData parameters for this format use (rowPitch * (height + (height / 2))) bytes. The first (SysMemPitch * height) bytes are the Y plane, the remaining (SysMemPitch * (height / 2)) bytes are the UV plane.
An app using the YUY 4:2:0 formats must map the luma (Y) plane separately from the chroma (UV) planes. Developers do this by calling
Direct3D 11.1:??This value is not supported until Windows?8.
16-bit per channel planar YUV 4:2:0 video resource format. Valid luminance data view formats for this video resource format are
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Width and height must be even. Direct3D 11 staging resources and initData parameters for this format use (rowPitch * (height + (height / 2))) bytes. The first (SysMemPitch * height) bytes are the Y plane, the remaining (SysMemPitch * (height / 2)) bytes are the UV plane.
An app using the YUY 4:2:0 formats must map the luma (Y) plane separately from the chroma (UV) planes. Developers do this by calling
Direct3D 11.1:??This value is not supported until Windows?8.
8-bit per channel planar YUV 4:2:0 video resource format. This format is subsampled where each pixel has its own Y value, but each 2x2 pixel block shares a single U and V value. The runtime requires that the width and height of all resources that are created with this format are multiples of 2. The runtime also requires that the left, right, top, and bottom members of any
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Width and height must be even. Direct3D 11 staging resources and initData parameters for this format use (rowPitch * (height + (height / 2))) bytes.
An app using the YUY 4:2:0 formats must map the luma (Y) plane separately from the chroma (UV) planes. Developers do this by calling
Direct3D 11.1:??This value is not supported until Windows?8.
Most common YUV 4:2:2 video resource format. Valid view formats for this video resource format are
A unique valid view format for this video resource format is
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Width must be even.
Direct3D 11.1:??This value is not supported until Windows?8.
10-bit per channel packed YUV 4:2:2 video resource format. Valid view formats for this video resource format are
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Width must be even.
Direct3D 11.1:??This value is not supported until Windows?8.
16-bit per channel packed YUV 4:2:2 video resource format. Valid view formats for this video resource format are
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Width must be even.
Direct3D 11.1:??This value is not supported until Windows?8.
Most common planar YUV 4:1:1 video resource format. Valid luminance data view formats for this video resource format are
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Width must be a multiple of 4. Direct3D11 staging resources and initData parameters for this format use (rowPitch * height * 2) bytes. The first (SysMemPitch * height) bytes are the Y plane, the next ((SysMemPitch / 2) * height) bytes are the UV plane, and the remainder is padding.
Direct3D 11.1:??This value is not supported until Windows?8.
4-bit palletized YUV format that is commonly used for DVD subpicture.
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Direct3D 11.1:??This value is not supported until Windows?8.
4-bit palletized YUV format that is commonly used for DVD subpicture.
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Direct3D 11.1:??This value is not supported until Windows?8.
8-bit palletized format that is used for palletized RGB data when the processor processes ISDB-T data and for palletized YUV data when the processor processes BluRay data.
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Direct3D 11.1:??This value is not supported until Windows?8.
8-bit palletized format with 8 bits of alpha that is used for palletized YUV data when the processor processes BluRay data.
For more info about YUV formats for video rendering, see Recommended 8-Bit YUV Formats for Video Rendering.
Direct3D 11.1:??This value is not supported until Windows?8.
A four-component, 16-bit unsigned-normalized integer format that supports 4 bits for each channel including alpha.
Direct3D 11.1:??This value is not supported until Windows?8.
A video format; an 8-bit version of a hybrid planar 4:2:2 format.
An 8 bit YCbCrA 4:4 rendering format.
An 8 bit YCbCrA 4:4:4:4 rendering format.
Indicates options for presenting frames to the swap chain.
This enum is used by the
Specifies that the presentation mode is a composition surface, meaning that the conversion from YUV to RGB is happening once per output refresh (for example, 60 Hz). When this value is returned, the media app should discontinue use of the decode swap chain and perform YUV to RGB conversion itself, reducing the frequency of YUV to RGB conversion to once per video frame.
Specifies that the presentation mode is an overlay surface, meaning that the YUV to RGB conversion is happening efficiently in hardware (once per video frame). When this value is returned, the media app can continue to use the decode swap chain. See
No presentation is specified.
An issue occurred that caused content protection to be invalidated in a swap-chain with hardware content protection, and is usually because the system ran out of hardware protected memory. The app will need to do one of the following:
Note that simply re-creating the swap chain or the device will usually have no impact as the DWM will continue to run out of memory and will return the same failure.
Identifies the granularity at which the graphics processing unit (GPU) can be preempted from performing its current graphics rendering task.
You call the
The following figure shows granularity of graphics rendering tasks.
Indicates the preemption granularity as a DMA buffer.
Indicates the preemption granularity as a graphics primitive. A primitive is a section in a DMA buffer and can be a group of triangles.
Indicates the preemption granularity as a triangle. A triangle is a part of a primitive.
Indicates the preemption granularity as a pixel. A pixel is a part of a triangle.
Indicates the preemption granularity as a graphics instruction. A graphics instruction operates on a pixel.
Specifies the header metadata type.
This enum is used by the SetHDRMetaData method.
Indicates there is no header metadata.
Indicates the header metadata is held by a
Get a reference to the data contained in the surface, and deny GPU access to the surface.
Use
A reference to the surface data (see
CPU read-write flags. These flags can be combined with a logical OR.
Specifies the memory segment group to use.
This enum is used by QueryVideoMemoryInfo and SetVideoMemoryReservation.
Refer to the remarks for
The grouping of segments which is considered local to the video adapter, and represents the fastest available memory to the GPU. Applications should target the local segment group as the target size for their working set.
The grouping of segments which is considered non-local to the video adapter, and may have slower performance than the local segment group.
Options for swap-chain color space.
This enum is used by SetColorSpace.
Specifies nominal range YCbCr, which isn't an absolute color space, but a way of encoding RGB info.
Specifies BT.709, which standardizes the format of high-definition television and has 16:9 (widescreen) aspect ratio.
Specifies xvYCC or extended-gamut YCC (also x.v.Color) color space that can be used in the video electronics of television sets to support a gamut 1.8 times as large as that of the sRGB color space.
Specifies flags for the OfferResources1 method.
Identifies the importance of a resource?s content when you call the
Priority determines how likely the operating system is to discard an offered resource. Resources offered with lower priority are discarded first.
Identifies the type of reference shape.
The reference type is a monochrome mouse reference, which is a monochrome bitmap. The bitmap's size is specified by width and height in a 1 bits per pixel (bpp) device independent bitmap (DIB) format AND mask that is followed by another 1 bpp DIB format XOR mask of the same size.
The reference type is a color mouse reference, which is a color bitmap. The bitmap's size is specified by width and height in a 32 bpp ARGB DIB format.
The reference type is a masked color mouse reference. A masked color mouse reference is a 32 bpp ARGB format bitmap with the mask value in the alpha bits. The only allowed mask values are 0 and 0xFF. When the mask value is 0, the RGB value should replace the screen pixel. When the mask value is 0xFF, an XOR operation is performed on the RGB value and the screen pixel; the result replaces the screen pixel.
Specifies support for overlay color space.
Overlay color space support is present.
Specifies overlay support to check for in a call to
Presents a rendered image to the user.
Starting with Direct3D 11.1, consider using
For the best performance when flipping swap-chain buffers in a full-screen application, see Full-Screen Application Performance Hints.
Because calling Present might cause the render thread to wait on the message-pump thread, be careful when calling this method in an application that uses multiple threads. For more details, see Multithreading Considerations.
Differences between Direct3D 9 and Direct3D 10: Specifying |
?
For flip presentation model swap chains that you create with the
For info about how data values change when you present content to the screen, see Converting data for the color space.
An integer that specifies how to synchronize presentation of a frame with the vertical blank.
For the bit-block transfer (bitblt) model (
For the flip model (
For an example that shows how sync-interval values affect a flip presentation queue, see Remarks.
If the update region straddles more than one output (each represented by
An integer value that contains swap-chain presentation options. These options are defined by the DXGI_PRESENT constants.
Specifies result flags for the ReclaimResources1 method.
Flags indicating the memory location of a resource.
This enum is used by QueryResourceResidency.
The resource is located in video memory.
At least some of the resource is located in CPU memory.
At least some of the resource has been paged out to the hard drive.
Set the priority for evicting the resource from memory.
The eviction priority is a memory-management variable that is used by DXGI for determining how to populate overcommitted memory.
You can set priority levels other than the defined values when appropriate. For example, you can set a resource with a priority level of 0x78000001 to indicate that the resource is slightly above normal.
The priority is one of the following values:
Value | Meaning |
---|---|
| The resource is unused and can be evicted as soon as another resource requires the memory that the resource occupies. |
| The eviction priority of the resource is low. The placement of the resource is not critical, and minimal work is performed to find a location for the resource. For example, if a GPU can render with a vertex buffer from either local or non-local memory with little difference in performance, that vertex buffer is low priority. Other more critical resources (for example, a render target or texture) can then occupy the faster memory. |
| The eviction priority of the resource is normal. The placement of the resource is important, but not critical, for performance. The resource is placed in its preferred location instead of a low-priority resource. |
| The eviction priority of the resource is high. The resource is placed in its preferred location instead of a low-priority or normal-priority resource. |
| The resource is evicted from memory only if there is no other way of resolving the memory requirement. |
?
Identifies resize behavior when the back-buffer size does not match the size of the target output.
The
float aspectRatio = backBufferWidth / float(backBufferHeight); // Horizontal fill float scaledWidth = outputWidth; float scaledHeight = outputWidth / aspectRatio; if (scaledHeight >= outputHeight) { // Do vertical fill scaledWidth = outputHeight * aspectRatio; scaledHeight = outputHeight; } float offsetX = (outputWidth - scaledWidth) * 0.5f; float offsetY = (outputHeight - scaledHeight) * 0.5f; rect.left = static_cast<LONG>(offsetX); rect.top = static_cast<LONG>(offsetY); rect.right = static_cast<LONG>(offsetX + scaledWidth); rect.bottom = static_cast<LONG>(offsetY + scaledHeight); rect.left = std::max<LONG>(0, rect.left); rect.top = std::max<LONG>(0, rect.top); rect.right = std::min<LONG>(static_cast<LONG>(outputWidth), rect.right); rect.bottom = std::min<LONG>(static_cast<LONG>(outputHeight), rect.bottom);
Note that outputWidth and outputHeight are the pixel sizes of the presentation target size. In the case of CoreWindow, this requires converting the logicalWidth and logicalHeight values from DIPS to pixels using the window's DPI property.
Directs DXGI to make the back-buffer contents scale to fit the presentation target size. This is the implicit behavior of DXGI when you call the
Directs DXGI to make the back-buffer contents appear without any scaling when the presentation target size is not equal to the back-buffer size. The top edges of the back buffer and presentation target are aligned together. If the WS_EX_LAYOUTRTL style is associated with the
This value specifies that all target areas outside the back buffer of a swap chain are filled with the background color that you specify in a call to
Directs DXGI to make the back-buffer contents scale to fit the presentation target size, while preserving the aspect ratio of the back-buffer. If the scaled back-buffer does not fill the presentation area, it will be centered with black borders.
This constant is supported on Windows Phone 8 and Windows 10.
Note that with legacy Win32 window swapchains, this works the same as
Specifies color space support for the swap chain.
Color space support is present.
Overlay color space support is present.
Options for swap-chain behavior.
This enumeration is used by the
This enumeration is also used by the
You don't need to set
Swap chains that you create with the
When you call
Set this flag to turn off automatic image rotation; that is, do not perform a rotation when transferring the contents of the front buffer to the monitor. Use this flag to avoid a bandwidth penalty when an application expects to handle rotation. This option is valid only during full-screen mode.
Set this flag to enable an application to switch modes by calling
Set this flag to enable an application to render using GDI on a swap chain or a surface. This will allow the application to call
Set this flag to indicate that the swap chain might contain protected content; therefore, the operating system supports the creation of the swap chain only when driver and hardware protection is used. If the driver and hardware do not support content protection, the call to create a resource for the swap chain fails.
Direct3D 11:??This enumeration value is supported starting with Windows?8.
Set this flag to indicate that shared resources that are created within the swap chain must be protected by using the driver?s mechanism for restricting access to shared surfaces.
Direct3D 11:??This enumeration value is supported starting with Windows?8.
Set this flag to restrict presented content to the local displays. Therefore, the presented content is not accessible via remote accessing or through the desktop duplication APIs.
This flag supports the window content protection features of Windows. Applications can use this flag to protect their own onscreen window content from being captured or copied through a specific set of public operating system features and APIs.
If you use this flag with windowed (
Direct3D 11:??This enumeration value is supported starting with Windows?8.
Set this flag to create a waitable object you can use to ensure rendering does not begin while a frame is still being presented. When this flag is used, the swapchain's latency must be set with the
Note??This enumeration value is supported starting with Windows?8.1.
Set this flag to create a swap chain in the foreground layer for multi-plane rendering. This flag can only be used with CoreWindow swap chains, which are created with CreateSwapChainForCoreWindow. Apps should not create foreground swap chains if
Note that
Note??This enumeration value is supported starting with Windows?8.1.
Set this flag to create a swap chain for full-screen video.
Note??This enumeration value is supported starting with Windows?8.1.
Set this flag to create a swap chain for YUV video.
Note??This enumeration value is supported starting with Windows?8.1.
Indicates that the swap chain should be created such that all underlying resources can be protected by the hardware. Resource creation will fail if hardware content protection is not supported.
This flag has the following restrictions:
Note??This enumeration value is supported starting with Windows?10.
Tearing support is a requirement to enable displays that support variable refresh rates to function properly when the application presents a swap chain tied to a full screen borderless window. Win32 apps can already achieve tearing in fullscreen exclusive mode by calling SetFullscreenState(TRUE), but the recommended approach for Win32 developers is to use this tearing flag instead.
To check for hardware support of this feature, refer to
Options for handling pixels in a display surface after calling
This enumeration is used by the
To use multisampling with
The primary difference between presentation models is how back-buffer contents get to the Desktop Window Manager (DWM) for composition. In the bitblt model, which is used with the
When you call
Regardless of whether the flip model is more efficient, an application still might choose the bitblt model because the bitblt model is the only way to mix GDI and DirectX presentation. In the flip model, the application must create the swap chain with
For more info about the flip-model swap chain and optimizing presentation, see Enhancing presentation with the flip model, dirty rectangles, and scrolled areas.
Creates a DXGI 1.1 factory that you can use to generate other DXGI objects.
The globally unique identifier (
Address of a reference to an
Returns
Use a DXGI 1.1 factory to generate objects that enumerate adapters, create swap chains, and associate a window with the alt+enter key sequence for toggling to and from the full-screen display mode.
If the CreateDXGIFactory1 function succeeds, the reference count on the
This entry point is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Note??Do not mix the use of DXGI 1.0 (Creates a DXGI 1.3 factory that you can use to generate other DXGI objects.
In Windows?8, any DXGI factory created while DXGIDebug.dll was present on the system would load and use it. Starting in Windows?8.1, apps explicitly request that DXGIDebug.dll be loaded instead. Use CreateDXGIFactory2 and specify the
Valid values include the
The globally unique identifier (
Address of a reference to an
Returns
This function accepts a flag indicating whether DXGIDebug.dll is loaded. The function otherwise behaves identically to CreateDXGIFactory1.
The
This interface is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
A display sub-system is often referred to as a video card, however, on some machines the display sub-system is part of the mother board.
To enumerate the display sub-systems, use
Windows?Phone?8: This API is supported.
Gets a DXGI 1.1 description of an adapter (or video card).
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Use the GetDesc1 method to get a DXGI 1.1 description of an adapter. To get a DXGI 1.0 description, use the
Gets a DXGI 1.1 description of an adapter (or video card).
A reference to a
Returns
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Use the GetDesc1 method to get a DXGI 1.1 description of an adapter. To get a DXGI 1.0 description, use the
The
A display subsystem is often referred to as a video card; however, on some computers, the display subsystem is part of the motherboard.
To enumerate the display subsystems, use
To get an interface to the adapter for a particular device, use
To create a software adapter, use
Gets a Microsoft DirectX Graphics Infrastructure (DXGI) 1.2 description of an adapter or video card. This description includes information about the granularity at which the graphics processing unit (GPU) can be preempted from performing its current task.
Use the GetDesc2 method to get a DXGI 1.2 description of an adapter. To get a DXGI 1.1 description, use the
The Windows Display Driver Model (WDDM) scheduler can preempt the GPU's execution of application tasks. The granularity at which the GPU can be preempted from performing its current task in the WDDM 1.1 or earlier driver model is a direct memory access (DMA) buffer for graphics tasks or a compute packet for compute tasks. The GPU can switch between tasks only after it completes the currently executing unit of work, a DMA buffer or a compute packet.
A DMA buffer is the largest independent unit of graphics work that the WDDM scheduler can submit to the GPU. This buffer contains a set of GPU instructions that the WDDM driver and GPU use. A compute packet is the largest independent unit of compute work that the WDDM scheduler can submit to the GPU. A compute packet contains dispatches (for example, calls to the
Gets a Microsoft DirectX Graphics Infrastructure (DXGI) 1.2 description of an adapter or video card. This description includes information about the granularity at which the graphics processing unit (GPU) can be preempted from performing its current task.
A reference to a
Returns
Use the GetDesc2 method to get a DXGI 1.2 description of an adapter. To get a DXGI 1.1 description, use the
The Windows Display Driver Model (WDDM) scheduler can preempt the GPU's execution of application tasks. The granularity at which the GPU can be preempted from performing its current task in the WDDM 1.1 or earlier driver model is a direct memory access (DMA) buffer for graphics tasks or a compute packet for compute tasks. The GPU can switch between tasks only after it completes the currently executing unit of work, a DMA buffer or a compute packet.
A DMA buffer is the largest independent unit of graphics work that the WDDM scheduler can submit to the GPU. This buffer contains a set of GPU instructions that the WDDM driver and GPU use. A compute packet is the largest independent unit of compute work that the WDDM scheduler can submit to the GPU. A compute packet contains dispatches (for example, calls to the
This interface adds some memory residency methods, for budgeting and reserving physical memory.
For more details, refer to the Residency section of the D3D12 documentation.
Registers to receive notification of hardware content protection teardown events.
A handle to the event object that the operating system sets when hardware content protection teardown occurs. The CreateEvent or OpenEvent function returns this handle.
A reference to a key value that an application can pass to the
Call
Unregisters an event to stop it from receiving notification of hardware content protection teardown events.
A key value for the window or event to unregister. The
This method informs the process of the current budget and process usage.
Specifies the device's physical adapter for which the video memory information is queried. For single-GPU operation, set this to zero. If there are multiple GPU nodes, set this to the index of the node (the device's physical adapter) for which the video memory information is queried. See Multi-Adapter.
Specifies a
Fills in a
Applications must explicitly manage their usage of physical memory explicitly and keep usage within the budget assigned to the application process. Processes that cannot kept their usage within their assigned budgets will likely experience stuttering, as they are intermittently frozen and paged-out to allow other processes to run.
This method sends the minimum required physical memory for an application, to the OS.
Specifies the device's physical adapter for which the video memory information is being set. For single-GPU operation, set this to zero. If there are multiple GPU nodes, set this to the index of the node (the device's physical adapter) for which the video memory information is being set. See Multi-Adapter.
Specifies a
Specifies a UINT64 that sets the minimum required physical memory, in bytes.
Returns
Applications are encouraged to set a video reservation to denote the amount of physical memory they cannot go without. This value helps the OS quickly minimize the impact of large memory pressure situations.
This method establishes a correlation between a CPU synchronization object and the budget change event.
Specifies a HANDLE for the event.
A key value for the window or event to unregister. The
Instead of calling QueryVideoMemoryInfo regularly, applications can use CPU synchronization objects to efficiently wake threads when budget changes occur.
This method stops notifying a CPU synchronization object whenever a budget change occurs. An application may switch back to polling the information regularly.
A key value for the window or event to unregister. The
An application may switch back to polling for the information regularly.
The
A display subsystem is often referred to as a video card, however, on some machines the display subsystem is part of the motherboard.
To enumerate the display subsystems, use
To get an interface to the adapter for a particular device, use
To create a software adapter, use
Windows?Phone?8: This API is supported.
Represents a swap chain that is used by desktop media apps to decode video data and show it on a DirectComposition surface.
Decode swap chains are intended for use primarily with YUV surface formats. When using decode buffers created with an RGB surface format, the TargetRect and DestSize must be set equal to the buffer dimensions. SourceRect cannot exceed the buffer dimensions.
In clone mode, the decode swap chain is only guaranteed to be shown on the primary output.
Decode swap chains cannot be used with dirty rects.
Gets or sets the source region that is used for the swap chain.
Gets or sets the rectangle that defines the target region for the video processing blit operation.
Gets or sets the color space used by the swap chain.
Presents a frame on the output adapter. The frame is a subresource of the
This method returns
Sets the rectangle that defines the source region for the video processing blit operation.
The source rectangle is the portion of the input surface that is blitted to the destination surface. The source rectangle is given in pixel coordinates, relative to the input surface.
A reference to a
This method returns
Sets the rectangle that defines the target region for the video processing blit operation.
The target rectangle is the area within the destination surface where the output will be drawn. The target rectangle is given in pixel coordinates, relative to the destination surface.
A reference to a
This method returns
Sets the size of the destination surface to use for the video processing blit operation.
The destination rectangle is the portion of the output surface that receives the blit for this stream. The destination rectangle is given in pixel coordinates, relative to the output surface.
The width of the destination size, in pixels.
The height of the destination size, in pixels.
This method returns
Gets the source region that is used for the swap chain.
A reference to a
This method returns
Gets the rectangle that defines the target region for the video processing blit operation.
A reference to a
This method returns
Gets the size of the destination surface to use for the video processing blit operation.
A reference to a variable that receives the width in pixels.
A reference to a variable that receives the height in pixels.
This method returns
Sets the color space used by the swap chain.
A reference to a combination of
This method returns
Gets the color space used by the swap chain.
A combination of
An
This interface is not supported by Direct3D 12 devices. Direct3D 12 applications have direct control over their swapchain management, so better latency control should be handled by the application. You can make use of Waitable objects (refer to
This interface is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
The
The Direct3D create device functions return a Direct3D device object. This Direct3D device object implements the
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice);
Windows?Phone?8: This API is supported.
Gets or sets the number of frames that the system is allowed to queue for rendering.
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. It is often beneficial for applications that have no user input (for example, video playback) to queue more than 3 frames of data.
Sets the number of frames that the system is allowed to queue for rendering.
The maximum number of back buffer frames that a driver can queue. The value defaults to 3, but can range from 1 to 16. A value of 0 will reset latency to the default. For multi-head devices, this value is specified per-head.
Returns
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. It is often beneficial for applications that have no user input (for example, video playback) to queue more than 3 frames of data.
Gets the number of frames that the system is allowed to queue for rendering.
This value is set to the number of frames that can be queued for render. This value defaults to 3, but can range from 1 to 16.
Returns
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. It is often beneficial for applications that have no user input (for example, video playback) to queue more than 3 frames of data.
The
The
The Direct3D create device functions return a Direct3D device object. This Direct3D device object implements the
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice);
Windows?Phone?8: This API is supported.
Allows the operating system to free the video memory of resources by discarding their content.
The number of resources in the ppResources argument array.
An array of references to
A
OfferResources returns:
The priority value that the Priority parameter specifies describes how valuable the caller considers the content to be. The operating system uses the priority value to discard resources in order of priority. The operating system discards a resource that is offered with low priority before it discards a resource that is offered with a higher priority.
If you call OfferResources to offer a resource while the resource is bound to the pipeline, the resource is unbound. You cannot call OfferResources on a resource that is mapped. After you offer a resource, the resource cannot be mapped or bound to the pipeline until you call the IDXGIDevice2::ReclaimResource method to reclaim the resource. You cannot call OfferResources to offer immutable resources.
To offer shared resources, call OfferResources on only one of the sharing devices. To ensure exclusive access to the resources, you must use an
Platform Update for Windows?7:??The runtime validates that OfferResources is used correctly on non-shared resources but doesn't perform the intended functionality. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Allows the operating system to free the video memory of resources by discarding their content.
The number of resources in the ppResources argument array.
An array of references to
A
OfferResources returns:
The priority value that the Priority parameter specifies describes how valuable the caller considers the content to be. The operating system uses the priority value to discard resources in order of priority. The operating system discards a resource that is offered with low priority before it discards a resource that is offered with a higher priority.
If you call OfferResources to offer a resource while the resource is bound to the pipeline, the resource is unbound. You cannot call OfferResources on a resource that is mapped. After you offer a resource, the resource cannot be mapped or bound to the pipeline until you call the IDXGIDevice2::ReclaimResource method to reclaim the resource. You cannot call OfferResources to offer immutable resources.
To offer shared resources, call OfferResources on only one of the sharing devices. To ensure exclusive access to the resources, you must use an
Platform Update for Windows?7:??The runtime validates that OfferResources is used correctly on non-shared resources but doesn't perform the intended functionality. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Allows the operating system to free the video memory of resources by discarding their content.
The number of resources in the ppResources argument array.
An array of references to
A
OfferResources returns:
The priority value that the Priority parameter specifies describes how valuable the caller considers the content to be. The operating system uses the priority value to discard resources in order of priority. The operating system discards a resource that is offered with low priority before it discards a resource that is offered with a higher priority.
If you call OfferResources to offer a resource while the resource is bound to the pipeline, the resource is unbound. You cannot call OfferResources on a resource that is mapped. After you offer a resource, the resource cannot be mapped or bound to the pipeline until you call the IDXGIDevice2::ReclaimResource method to reclaim the resource. You cannot call OfferResources to offer immutable resources.
To offer shared resources, call OfferResources on only one of the sharing devices. To ensure exclusive access to the resources, you must use an
Platform Update for Windows?7:??The runtime validates that OfferResources is used correctly on non-shared resources but doesn't perform the intended functionality. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Restores access to resources that were previously offered by calling
ReclaimResources returns:
After you call
To reclaim shared resources, call ReclaimResources only on one of the sharing devices. To ensure exclusive access to the resources, you must use an
Platform Update for Windows?7:??The runtime validates that ReclaimResources is used correctly on non-shared resources but doesn't perform the intended functionality. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Restores access to resources that were previously offered by calling
ReclaimResources returns:
After you call
To reclaim shared resources, call ReclaimResources only on one of the sharing devices. To ensure exclusive access to the resources, you must use an
Platform Update for Windows?7:??The runtime validates that ReclaimResources is used correctly on non-shared resources but doesn't perform the intended functionality. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Restores access to resources that were previously offered by calling
ReclaimResources returns:
After you call
To reclaim shared resources, call ReclaimResources only on one of the sharing devices. To ensure exclusive access to the resources, you must use an
Platform Update for Windows?7:??The runtime validates that ReclaimResources is used correctly on non-shared resources but doesn't perform the intended functionality. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Flushes any outstanding rendering commands and sets the specified event object to the signaled state after all previously submitted rendering commands complete.
A handle to the event object. The CreateEvent or OpenEvent function returns this handle. All types of event objects (manual-reset, auto-reset, and so on) are supported.
The handle must have the EVENT_MODIFY_STATE access right. For more information about access rights, see Synchronization Object Security and Access Rights.
Returns
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, EnqueueSetEvent fails with E_NOTIMPL. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
EnqueueSetEvent calls the SetEvent function on the event object after all previously submitted rendering commands complete or the device is removed.
After an application calls EnqueueSetEvent, it can immediately call the WaitForSingleObject function to put itself to sleep until rendering commands complete.
You cannot use EnqueueSetEvent to determine work completion that is associated with presentation (
The
The
The Direct3D create device functions return a Direct3D device object. This Direct3D device object implements the
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice);
Windows?Phone?8: This API is supported.
Trims the graphics memory allocated by the
For apps that render with DirectX, graphics drivers periodically allocate internal memory buffers in order to speed up subsequent rendering requests. These memory allocations count against the app's memory usage for PLM and in general lead to increased memory usage by the overall system.
Starting in Windows?8.1, apps that render with Direct2D and/or Direct3D (including CoreWindow and XAML interop) must call Trim in response to the PLM suspend callback. The Direct3D runtime and the graphics driver will discard internal memory buffers allocated for the app, reducing its memory footprint.
Calling this method does not change the rendering state of the graphics device and it has no effect on rendering operations. There is a brief performance hit when internal buffers are reallocated during the first rendering operations after the Trim call, therefore apps should only call Trim when going idle for a period of time (in response to PLM suspend, for example).
Apps should ensure that they call Trim as one of the last D3D operations done before going idle. Direct3D will normally defer the destruction of D3D objects. Calling Trim, however, forces Direct3D to destroy objects immediately. For this reason, it is not guaranteed that releasing the final reference on Direct3D objects after calling Trim will cause the object to be destroyed and memory to be deallocated before the app suspends.
Similar to
It is also prudent to release references on middleware before calling Trim, as that middleware may also need to release references to Direct3D objects.
An
The
The Direct3D create device functions return a Direct3D device object. This Direct3D device object implements the
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice);
Windows?Phone?8: This API is supported.
Allows the operating system to free the video memory of resources, including both discarding the content and de-committing the memory.
The number of resources in the ppResources argument array.
An array of references to
A
Specifies the
This method returns an
OfferResources1 (an extension of the original
OfferResources1 and ReclaimResources1 may not be used interchangeably with OfferResources and ReclaimResources.
The priority value that the Priority parameter specifies describes how valuable the caller considers the content to be. The operating system uses the priority value to discard resources in order of priority. The operating system discards a resource that is offered with low priority before it discards a resource that is offered with a higher priority.
If you call OfferResources1 to offer a resource while the resource is bound to the pipeline, the resource is unbound. You cannot call OfferResources1 on a resource that is mapped. After you offer a resource, the resource cannot be mapped or bound to the pipeline until you call the ReclaimResources1 method to reclaim the resource. You cannot call OfferResources1 to offer immutable resources.
To offer shared resources, call OfferResources1 on only one of the sharing devices. To ensure exclusive access to the resources, you must use an
The user mode display driver might not immediately offer the resources that you specified in a call to OfferResources1. The driver can postpone offering them until the next call to
Allows the operating system to free the video memory of resources, including both discarding the content and de-committing the memory.
The number of resources in the ppResources argument array.
An array of references to
A
Specifies the
This method returns an
OfferResources1 (an extension of the original
OfferResources1 and ReclaimResources1 may not be used interchangeably with OfferResources and ReclaimResources.
The priority value that the Priority parameter specifies describes how valuable the caller considers the content to be. The operating system uses the priority value to discard resources in order of priority. The operating system discards a resource that is offered with low priority before it discards a resource that is offered with a higher priority.
If you call OfferResources1 to offer a resource while the resource is bound to the pipeline, the resource is unbound. You cannot call OfferResources1 on a resource that is mapped. After you offer a resource, the resource cannot be mapped or bound to the pipeline until you call the ReclaimResources1 method to reclaim the resource. You cannot call OfferResources1 to offer immutable resources.
To offer shared resources, call OfferResources1 on only one of the sharing devices. To ensure exclusive access to the resources, you must use an
The user mode display driver might not immediately offer the resources that you specified in a call to OfferResources1. The driver can postpone offering them until the next call to
Allows the operating system to free the video memory of resources, including both discarding the content and de-committing the memory.
The number of resources in the ppResources argument array.
An array of references to
A
Specifies the
This method returns an
OfferResources1 (an extension of the original
OfferResources1 and ReclaimResources1 may not be used interchangeably with OfferResources and ReclaimResources.
The priority value that the Priority parameter specifies describes how valuable the caller considers the content to be. The operating system uses the priority value to discard resources in order of priority. The operating system discards a resource that is offered with low priority before it discards a resource that is offered with a higher priority.
If you call OfferResources1 to offer a resource while the resource is bound to the pipeline, the resource is unbound. You cannot call OfferResources1 on a resource that is mapped. After you offer a resource, the resource cannot be mapped or bound to the pipeline until you call the ReclaimResources1 method to reclaim the resource. You cannot call OfferResources1 to offer immutable resources.
To offer shared resources, call OfferResources1 on only one of the sharing devices. To ensure exclusive access to the resources, you must use an
The user mode display driver might not immediately offer the resources that you specified in a call to OfferResources1. The driver can postpone offering them until the next call to
Restores access to resources that were previously offered by calling
This method returns an
After you call OfferResources1 to offer one or more resources, you must call ReclaimResources1 before you can use those resources again.
To reclaim shared resources, call ReclaimResources1 only on one of the sharing devices. To ensure exclusive access to the resources, you must use an
Restores access to resources that were previously offered by calling
This method returns an
After you call OfferResources1 to offer one or more resources, you must call ReclaimResources1 before you can use those resources again.
To reclaim shared resources, call ReclaimResources1 only on one of the sharing devices. To ensure exclusive access to the resources, you must use an
Restores access to resources that were previously offered by calling
This method returns an
After you call OfferResources1 to offer one or more resources, you must call ReclaimResources1 before you can use those resources again.
To reclaim shared resources, call ReclaimResources1 only on one of the sharing devices. To ensure exclusive access to the resources, you must use an
The
We recommend that you not use
Call QueryInterface from a factory object (
* pDXGIDisplayControl; hr = g_pDXGIFactory->QueryInterface(__uuidof( ), (void **)&pDXGIDisplayControl);
The operating system processes changes to stereo-enabled configuration asynchronously. Therefore, these changes might not be immediately visible in every process that calls
Platform Update for Windows?7:?? Stereoscopic 3D display behavior isn?t available with the Platform Update for Windows?7. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Retrieves a Boolean value that indicates whether the operating system's stereoscopic 3D display behavior is enabled.
You pass a Boolean value to the
Set a Boolean value to either enable or disable the operating system's stereoscopic 3D display behavior.
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, SetStereoEnabled doesn't change stereoscopic 3D display behavior because stereoscopic 3D display behavior isn?t available with the Platform Update for Windows?7. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Retrieves a Boolean value that indicates whether the operating system's stereoscopic 3D display behavior is enabled.
IsStereoEnabled returns TRUE when the operating system's stereoscopic 3D display behavior is enabled and
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, IsStereoEnabled always returns
You pass a Boolean value to the
Set a Boolean value to either enable or disable the operating system's stereoscopic 3D display behavior.
A Boolean value that either enables or disables the operating system's stereoscopic 3D display behavior. TRUE enables the operating system's stereoscopic 3D display behavior and
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, SetStereoEnabled doesn't change stereoscopic 3D display behavior because stereoscopic 3D display behavior isn?t available with the Platform Update for Windows?7. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Enables creating Microsoft DirectX Graphics Infrastructure (DXGI) objects.
Gets the flags that were used when a Microsoft DirectX Graphics Infrastructure (DXGI) object was created.
The GetCreationFlags method returns flags that were passed to the CreateDXGIFactory2 function, or were implicitly constructed by CreateDXGIFactory, CreateDXGIFactory1,
Gets the flags that were used when a Microsoft DirectX Graphics Infrastructure (DXGI) object was created.
The creation flags.
The GetCreationFlags method returns flags that were passed to the CreateDXGIFactory2 function, or were implicitly constructed by CreateDXGIFactory, CreateDXGIFactory1,
This interface enables a single method to support variable refresh rate displays.
Used to check for hardware feature support.
Specifies one member of
Specifies a reference to a buffer that will be filled with data that describes the feature support.
The size, in bytes, of pFeatureSupportData.
This method returns an
Refer to the description of
Creates swap chains for desktop media apps that use DirectComposition surfaces to decode and display video.
To create a Microsoft DirectX Graphics Infrastructure (DXGI) media factory interface, pass
Because you can create a Direct3D device without creating a swap chain, you might need to retrieve the factory that is used to create the device in order to create a swap chain. You can request the
* pDXGIDevice; hr = g_pd3dDevice->QueryInterface(__uuidof( ), (void **)&pDXGIDevice); * pDXGIAdapter; hr = pDXGIDevice->GetParent(__uuidof( ), (void **)&pDXGIAdapter); * pIDXGIFactory; pDXGIAdapter->GetParent(__uuidof( ), (void **)&pIDXGIFactory);
Creates a YUV swap chain for an existing DirectComposition surface handle.
CreateSwapChainForCompositionSurfaceHandle returns:
Creates a YUV swap chain for an existing DirectComposition surface handle. The swap chain is created with pre-existing buffers and very few descriptive elements are required. Instead, this method requires a DirectComposition surface handle and an
CreateDecodeSwapChainForCompositionSurfaceHandle returns:
The
Enables performing bulk operations across all SurfaceImageSource objects created in the same process.
Flushes all current GPU work for all SurfaceImageSource or VirtualSurfaceImageSource objects associated with the given device.
If this method succeeds, it returns
The FlushAllSurfacesWithDevice method flushes current GPU work for all SurfaceImageSource objects that were created with device. This GPU work includes Direct2D rendering work and internal GPU work done by the framework associated with rendering. This is useful if an application has created multiple SurfaceImageSource objects and needs to flush the GPU work for all of these surfaces from the background rendering thread. By flushing this work from the background thread the work can be better parallelized, with work being done on the UI thread to improve performance.
You can call the FlushAllSurfacesWithDevice method from a non-UI thread.
Provides the implementation of a shared fixed-size surface for Direct2D drawing.
Note??If the surface is larger than the screen size, useThis interface provides the native implementation of the SurfaceImageSource Windows runtime type. To obtain a reference to
Microsoft::WRL::ComPtr<> m_sisNative; // ... IInspectable* sisInspectable = (IInspectable*) reinterpret_cast<IInspectable*>(surfaceImageSource); sisInspectable->QueryInterface(__uuidof( ), (void **)&m_sisNative)
Sets the DXGI device, created with
Sets the DXGI device, created with
Pointer to the DXGI device interface.
If this method succeeds, it returns
Opens the supplied DXGI surface for drawing.
The region of the surface that will be drawn into.
Receives the point (x,y) offset of the surface that will be drawn into.
Receives a reference to the surface for drawing.
If the app window that contains the SurfaceImageSource isn't active, like when it's suspended, calling the BeginDraw method returns an error.
Closes the surface draw operation.
If this method succeeds, it returns
Provides the implementation of a shared Microsoft DirectX surface which is displayed in a SurfaceImageSource or VirtualSurfaceImageSource.
The
Microsoft::WRL::ComPtr<> m_sisD2DNative; // ... IInspectable* sisInspectable = (IInspectable*) reinterpret_cast<IInspectable*>(surfaceImageSource); sisInspectable->QueryInterface(__uuidof( ), (void **)&m_sisD2DNative)
The
The
Only call the SetDevice, BeginDraw, and EndDraw methods on
In order to support batching updates to multiple surfaces to improve performance, you can pass an
To draw to the surface from a background thread, you must set any DirectX resources, including the Microsoft Direct3D device, Direct3D device context, Direct2D device, and Direct2D device context, to enable multithreading support.
You can call the BeginDraw, SuspendDraw, and ResumeDraw methods from any background thread to enable high-performance multithreaded drawing.
Always call the EndDraw method on the UI thread in order to synchronize updating the DirectX content with the current XAML UI thread frame. You can call BeginDraw on a background thread, call SuspendDraw when you're done drawing on the background thread, and call EndDraw on the UI thread.
Use SuspendDraw and ResumeDraw to suspend and resume drawing on any background or UI thread.
Handle the SurfaceContentsLost event to determine when you need to recreate content which may be lost if the system resets the GPU.
Sets the Microsoft DirectX Graphics Infrastructure (DXGI) or Direct2D device, created with
Sets the Microsoft DirectX Graphics Infrastructure (DXGI) or Direct2D device, created with
Pointer to the DXGI device interface. You can pass an
This method fails when the SurfaceImageSource is larger than the maximum texture size supported by the Direct3D device. Apps should use VirtualSurfaceImageSource for surfaces larger than the maximum texture size supported by the Direct3D device.
Initiates an update to the associated SurfaceImageSource or VirtualSurfaceImageSource.
If this method succeeds, it returns
Closes the surface draw operation.
If this method succeeds, it returns
Always call the EndDraw method on the UI thread in order to synchronize updating the Microsoft DirectX content with the current XAML UI thread frame.
Suspends the drawing operation.
If this method succeeds, it returns
Resume the drawing operation.
If this method succeeds, it returns
Sets the DirectX swap chain for SwapChainBackgroundPanel.
Sets the DirectX swap chain for SwapChainBackgroundPanel.
If this method succeeds, it returns
Provides interoperation between XAML and a DirectX swap chain. Unlike SwapChainBackgroundPanel, a SwapChainPanel can appear at any level in the XAML display tree, and more than 1 can be present in any given tree.
This interface provides the native implementation of the Windows::UI::XAML::Control::SwapChainPanel Windows Runtime type. To obtain a reference to
Microsoft::WRL::ComPtr<> m_swapChainNative; // ... IInspectable* panelInspectable = (IInspectable*) reinterpret_cast<IInspectable*>(swapChainPanel); panelInspectable->QueryInterface(__uuidof( ), (void **)&m_swapChainNative);
Sets the DirectX swap chain for SwapChainPanel.
Sets the DirectX swap chain for SwapChainPanel.
If this method succeeds, it returns
Provides interoperation between XAML and a DirectX swap chain. Unlike SwapChainBackgroundPanel, a SwapChainPanel can appear at any level in the XAML display tree, and more than 1 can be present in any given tree.
This interface provides the native implementation of the Windows::UI::XAML::Control::SwapChainPanel Windows Runtime type. To obtain a reference to
Microsoft::WRL::ComPtr<> m_swapChainNative2; // ... IInspectable* panelInspectable = (IInspectable*) reinterpret_cast<IInspectable*>(swapChainPanel); panelInspectable->QueryInterface(__uuidof( ), (void **)&m_swapChainNative2);
Sets the DirectX swap chain for SwapChainPanel using a handle to the swap chain.
SetSwapChain(HANDLE swapChainHandle) allows a swap chain to be rendered by referencing a shared handle to the swap chain. This enables scenarios where a swap chain is created in one process and needs to be passed to another process.
XAML supports setting a DXGI swap chain as the content of a SwapChainPanel element. Apps accomplish this by querying for the
This process works for references to in process swap chains. However, this doesn?t work for VoIP apps, which use a two-process model to enable continuing calls on a background process when a foreground process is suspended or shut down. This two-process implementation requires the ability to pass a shared handle to a swap chain, rather than a reference, created on the background process to the foreground process to be rendered in a XAML SwapChainPanel in the foreground app.
<!-- XAML markup --> <Page> <SwapChainPanel x:Name=?captureStreamDisplayPanel? /> </Page> // Definitions ComPtr<> m_swapChain; HANDLE m_swapChainHandle; ComPtr< > m_d3dDevice; ComPtr< > dxgiAdapter; ComPtr< > dxgiFactory; ComPtr< > dxgiFactoryMedia; ComPtr< > dxgiDevice; swapChainDesc = {0}; // Get DXGI factory (assume standard boilerplate has created D3D11Device) m_d3dDevice.As(&dxgiDevice); dxgiDevice->GetAdapter(&dxgiAdapter); dxgiAdapter->GetParent(__uuidof( ), &dxgiFactory); // Create swap chain and get handle (GENERIC_ALL, nullptr, &m_swapChainHandle); dxgiFactory.As(&dxgiFactoryMedia); dxgiFactoryMedia->CreateSwapChainForCompositionSurfaceHandle( m_d3dDevice.Get(), m_swapChainHandle, &swapChainDesc, nullptr, &m_swapChain ); // Set swap chain to display in a SwapChainPanel ComPtr< > panelNative; reinterpret_cast< *>(captureStreamDisplayPanel)->QueryInterface(IID_PPV_ARGS(&panelNative))); panelNative->SetSwapChainHandle(m_swapChainHandle);
Sets the DirectX swap chain for SwapChainPanel using a handle to the swap chain.
If this method succeeds, it returns
SetSwapChain(HANDLE swapChainHandle) allows a swap chain to be rendered by referencing a shared handle to the swap chain. This enables scenarios where a swap chain is created in one process and needs to be passed to another process.
XAML supports setting a DXGI swap chain as the content of a SwapChainPanel element. Apps accomplish this by querying for the
This process works for references to in process swap chains. However, this doesn?t work for VoIP apps, which use a two-process model to enable continuing calls on a background process when a foreground process is suspended or shut down. This two-process implementation requires the ability to pass a shared handle to a swap chain, rather than a reference, created on the background process to the foreground process to be rendered in a XAML SwapChainPanel in the foreground app.
<!-- XAML markup --> <Page> <SwapChainPanel x:Name=?captureStreamDisplayPanel? /> </Page> // Definitions ComPtr<> m_swapChain; HANDLE m_swapChainHandle; ComPtr< > m_d3dDevice; ComPtr< > dxgiAdapter; ComPtr< > dxgiFactory; ComPtr< > dxgiFactoryMedia; ComPtr< > dxgiDevice; swapChainDesc = {0}; // Get DXGI factory (assume standard boilerplate has created D3D11Device) m_d3dDevice.As(&dxgiDevice); dxgiDevice->GetAdapter(&dxgiAdapter); dxgiAdapter->GetParent(__uuidof( ), &dxgiFactory); // Create swap chain and get handle (GENERIC_ALL, nullptr, &m_swapChainHandle); dxgiFactory.As(&dxgiFactoryMedia); dxgiFactoryMedia->CreateSwapChainForCompositionSurfaceHandle( m_d3dDevice.Get(), m_swapChainHandle, &swapChainDesc, nullptr, &m_swapChain ); // Set swap chain to display in a SwapChainPanel ComPtr< > panelNative; reinterpret_cast< *>(captureStreamDisplayPanel)->QueryInterface(IID_PPV_ARGS(&panelNative))); panelNative->SetSwapChainHandle(m_swapChainHandle);
Provides an interface for the implementation of drawing behaviors when a VirtualSurfaceImageSource requests an update.
This interface is implemented by the developer to provide specific drawing behaviors for updates to a VirtualSurfaceImageSource. Classes that implement this interface are provided to the
Gets the boundaries of the visible region of the shared surface.
Invalidates a specific region of the shared surface for drawing.
The region of the surface to invalidate.
If this method succeeds, it returns
Gets the total number of regions of the surface that must be updated.
Receives the number of regions to update.
Gets the set of regions that must be updated on the shared surface.
The number of regions that must be updated. You obtain this by calling GetUpdateRectCount.
Receives a list of regions that must be updated.
If this method succeeds, it returns
Gets the boundaries of the visible region of the shared surface.
Receives a rectangle that specifies the visible region of the shared surface.
If this method succeeds, it returns
Registers for the callback that will perform the drawing when an update to the shared surface is requested.
Pointer to an implementation of
If this method succeeds, it returns
Resizes the surface.
The updated width of the surface.
The updated height of the surface.
If this method succeeds, it returns
Performs the drawing behaviors when an update to VirtualSurfaceImageSource is requested.
This method is implemented by the developer.
Performs the drawing behaviors when an update to VirtualSurfaceImageSource is requested.
This method is implemented by the developer.
Performs the drawing behaviors when an update to VirtualSurfaceImageSource is requested.
If this method succeeds, it returns
This method is implemented by the developer.
Represents a keyed mutex, which allows exclusive access to a shared resource that is used by multiple devices.
The
An
For information about creating a keyed mutex, see the
Using a key, acquires exclusive rendering access to a shared resource.
A value that indicates which device to give access to. This method will succeed when the device that currently owns the surface calls the
The time-out interval, in milliseconds. This method will return if the interval elapses, and the keyed mutex has not been released using the specified Key. If this value is set to zero, the AcquireSync method will test to see if the keyed mutex has been released and returns immediately. If this value is set to INFINITE, the time-out interval will never elapse.
Return
If the owning device attempted to create another keyed mutex on the same shared resource, AcquireSync returns E_FAIL.
AcquireSync can also return the following DWORD constants. Therefore, you should explicitly check for these constants. If you only use the SUCCEEDED macro on the return value to determine if AcquireSync succeeded, you will not catch these constants.
The AcquireSync method creates a lock to a surface that is shared between multiple devices, allowing only one device to render to a surface at a time. This method uses a key to determine which device currently has exclusive access to the surface.
When a surface is created using the D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX value of the D3D10_RESOURCE_MISC_FLAG enumeration, you must call the AcquireSync method before rendering to the surface. You must call the ReleaseSync method when you are done rendering to a surface.
To acquire a reference to the keyed mutex object of a shared resource, call the QueryInterface method of the resource and pass in the UUID of the
The AcquireSync method uses the key as follows, depending on the state of the surface:
Using a key, releases exclusive rendering access to a shared resource.
A value that indicates which device to give access to. This method succeeds when the device that currently owns the surface calls the ReleaseSync method using the same value. This value can be any UINT64 value.
Returns
If the device attempted to release a keyed mutex that is not valid or owned by the device, ReleaseSync returns E_FAIL.
The ReleaseSync method releases a lock to a surface that is shared between multiple devices. This method uses a key to determine which device currently has exclusive access to the surface.
When a surface is created using the D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX value of the D3D10_RESOURCE_MISC_FLAG enumeration, you must call the
After you call the ReleaseSync method, the shared resource is unset from the rendering pipeline.
To acquire a reference to the keyed mutex object of a shared resource, call the QueryInterface method of the resource and pass in the UUID of the
An
To see the outputs available, use
Get a description of the output.
On a high DPI desktop, GetDesc returns the visualized screen size unless the app is marked high DPI aware. For info about writing DPI-aware Win32 apps, see High DPI.
Gets a description of the gamma-control capabilities.
Note??Calling this method is only supported while in full-screen mode.?
For info about using gamma correction, see Using gamma correction.
Gets or sets the gamma control settings.
Note??Calling this method is only supported while in full-screen mode.?
For info about using gamma correction, see Using gamma correction.
Gets statistics about recently rendered frames.
This API is similar to
Note??Calling this method is only supported while in full-screen mode.?
Get a description of the output.
A reference to the output description (see
Returns a code that indicates success or failure.
On a high DPI desktop, GetDesc returns the visualized screen size unless the app is marked high DPI aware. For info about writing DPI-aware Win32 apps, see High DPI.
[Starting with Direct3D 11.1, we recommend not to use GetDisplayModeList anymore to retrieve the matching display mode. Instead, use
Gets the display modes that match the requested format and other input options.
Returns one of the following DXGI_ERROR. It is rare, but possible, that the display modes available can change immediately after calling this method, in which case
In general, when switching from windowed to full-screen mode, a swap chain automatically chooses a display mode that meets (or exceeds) the resolution, color depth and refresh rate of the swap chain. To exercise more control over the display mode, use this API to poll the set of display modes that are validated against monitor capabilities, or all modes that match the desktop (if the desktop settings are not validated against the monitor).
As shown, this API is designed to be called twice. First to get the number of modes available, and second to return a description of the modes.
UINT num = 0;format = ; UINT flags = ; pOutput->GetDisplayModeList( format, flags, &num, 0); ... * pDescs = new [num]; pOutput->GetDisplayModeList( format, flags, &num, pDescs);
[Starting with Direct3D 11.1, we recommend not to use FindClosestMatchingMode anymore to find the display mode that most closely matches the requested display mode. Instead, use
Finds the display mode that most closely matches the requested display mode.
Returns one of the following DXGI_ERROR.
FindClosestMatchingMode behaves similarly to the
Halt a thread until the next vertical blank occurs.
Returns one of the following DXGI_ERROR.
A vertical blank occurs when the raster moves from the lower right corner to the upper left corner to begin drawing the next frame.
Takes ownership of an output.
A reference to the
Set to TRUE to enable other threads or applications to take ownership of the device; otherwise, set to
Returns one of the DXGI_ERROR values.
When you are finished with the output, call
TakeOwnership should not be called directly by applications, since results will be unpredictable. It is called implicitly by the DXGI swap chain object during full-screen transitions, and should not be used as a substitute for swap-chain methods.
Releases ownership of the output.
If you are not using a swap chain, get access to an output by calling
Gets a description of the gamma-control capabilities.
A reference to a description of the gamma-control capabilities (see
Returns one of the DXGI_ERROR values.
Note??Calling this method is only supported while in full-screen mode.?
For info about using gamma correction, see Using gamma correction.
Sets the gamma controls.
A reference to a
Returns one of the DXGI_ERROR values.
Note??Calling this method is only supported while in full-screen mode.?
For info about using gamma correction, see Using gamma correction.
Gets the gamma control settings.
An array of gamma control settings (see
Returns one of the DXGI_ERROR values.
Note??Calling this method is only supported while in full-screen mode.?
For info about using gamma correction, see Using gamma correction.
Changes the display mode.
A reference to a surface (see
Returns one of the DXGI_ERROR values.
This method should only be called between
[Starting with Direct3D 11.1, we recommend not to use GetDisplaySurfaceData anymore to retrieve the current display surface. Instead, use
Gets a copy of the current display surface.
Returns one of the DXGI_ERROR values.
Use
Gets statistics about recently rendered frames.
A reference to frame statistics (see
If this function succeeds, it returns
This API is similar to
Note??Calling this method is only supported while in full-screen mode.?
UINT num = 0;
DXGI_FORMAT format = DXGI_FORMAT_R32G32B32A32_FLOAT;
UINT flags = DXGI_ENUM_MODES_INTERLACED; pOutput->GetDisplayModeList( format, flags, &num, 0); ... DXGI_MODE_DESC * pDescs = new DXGI_MODE_DESC[num];
pOutput->GetDisplayModeList( format, flags, &num, pDescs);
An
To determine the outputs that are available from the adapter, use
[Starting with Direct3D 11.1, we recommend not to use GetDisplayModeList anymore to retrieve the matching display mode. Instead, use
Gets the display modes that match the requested format and other input options.
Returns one of the following DXGI_ERROR. It is rare, but possible, that the display modes available can change immediately after calling this method, in which case
In general, when switching from windowed to full-screen mode, a swap chain automatically chooses a display mode that meets (or exceeds) the resolution, color depth and refresh rate of the swap chain. To exercise more control over the display mode, use this API to poll the set of display modes that are validated against monitor capabilities, or all modes that match the desktop (if the desktop settings are not validated against the monitor).
As shown, this API is designed to be called twice. First to get the number of modes available, and second to return a description of the modes.
UINT num = 0;format = ; UINT flags = ; pOutput->GetDisplayModeList( format, flags, &num, 0); ... * pDescs = new [num]; pOutput->GetDisplayModeList( format, flags, &num, pDescs);
Finds the display mode that most closely matches the requested display mode.
A reference to the
A reference to the
A reference to the Direct3D device interface. If this parameter is
Returns one of the error codes described in the DXGI_ERROR topic.
Direct3D devices require UNORM formats.
FindClosestMatchingMode1 finds the closest matching available display mode to the mode that you specify in pModeToMatch.
If you set the Stereo member in the
FindClosestMatchingMode1 resolves similarly ranked members of display modes (that is, all specified, or all unspecified, and so on) in the following order:
When FindClosestMatchingMode1 determines the closest value for a particular member, it uses previously matched members to filter the display mode list choices, and ignores other members. For example, when FindClosestMatchingMode1 matches Resolution, it already filtered the display mode list by a certain ScanlineOrdering, Scaling, and Format, while it ignores RefreshRate. This ordering doesn't define the absolute ordering for every usage scenario of FindClosestMatchingMode1, because the application can choose some values initially, which effectively changes the order of resolving members.
FindClosestMatchingMode1 matches members of the display mode one at a time, generally in a specified order.
If a member is unspecified, FindClosestMatchingMode1 gravitates toward the values for the desktop related to this output. If this output is not part of the desktop, FindClosestMatchingMode1 uses the default desktop output to find values. If an application uses a fully unspecified display mode, FindClosestMatchingMode1 typically returns a display mode that matches the desktop settings for this output. Because unspecified members are lower priority than specified members, FindClosestMatchingMode1 resolves unspecified members later than specified members.
Copies the display surface (front buffer) to a user-provided resource.
A reference to a resource interface that represents the resource to which GetDisplaySurfaceData1 copies the display surface.
Returns one of the error codes described in the DXGI_ERROR topic.
GetDisplaySurfaceData1 is similar to
GetDisplaySurfaceData1 returns an error if the input resource is not a 2D texture (represented by the
The original
You can call GetDisplaySurfaceData1 only when an output is in full-screen mode. If GetDisplaySurfaceData1 succeeds, it fills the destination resource.
Use
Creates a desktop duplication interface from the
If an application wants to duplicate the entire desktop, it must create a desktop duplication interface on each active output on the desktop. This interface does not provide an explicit way to synchronize the timing of each output image. Instead, the application must use the time stamp of each output, and then determine how to combine the images.
For DuplicateOutput to succeed, you must create pDevice from
If the current mode is a stereo mode, the desktop duplication interface provides the image for the left stereo image only.
By default, only four processes can use a
For improved performance, consider using DuplicateOutput1.
[This documentation is preliminary and is subject to change.]
Applies to: desktop apps | Metro style apps
Gets the display modes that match the requested format and other input options.
A
A combination of DXGI_ENUM_MODES-typed values that are combined by using a bitwise OR operation. The resulting value specifies options for display modes to include. You must specify
GetDisplayModeList1 is updated from GetDisplayModeList to return a list of
The GetDisplayModeList1 method does not enumerate stereo modes unless you specify the
In general, when you switch from windowed to full-screen mode, a swap chain automatically chooses a display mode that meets (or exceeds) the resolution, color depth, and refresh rate of the swap chain. To exercise more control over the display mode, use GetDisplayModeList1 to poll the set of display modes that are validated against monitor capabilities, or all modes that match the desktop (if the desktop settings are not validated against the monitor).
The following example code shows that you need to call GetDisplayModeList1 twice. First call GetDisplayModeList1 to get the number of modes available, and second call GetDisplayModeList1 to return a description of the modes.
UINT num = 0;
format = ;
UINT flags = ; pOutput->GetDisplayModeList1( format, flags, &num, 0); ... * pDescs = new [num];
pOutput->GetDisplayModeList1( format, flags, &num, pDescs);
An
To see the outputs available, use
Queries an adapter output for multiplane overlay support. If this API returns ?TRUE?, multiple swap chain composition takes place in a performant manner using overlay hardware. If this API returns false, apps should avoid using foreground swap chains (that is, avoid using swap chains created with the
TRUE if the output adapter is the primary adapter and it supports multiplane overlays, otherwise returns
See CreateSwapChainForCoreWindow for info on creating a foreground swap chain.
[This documentation is preliminary and is subject to change.]
Queries an adapter output for multiplane overlay support.
TRUE if the output adapter is the primary adapter and it supports multiplane overlays, otherwise returns
Represents an adapter output (such as a monitor). The
Checks for overlay support.
A
A reference to the Direct3D device interface. CheckOverlaySupport returns only support info about this scan-out device.
A reference to a variable that receives a combination of
Represents an adapter output (such as a monitor). The
Checks for overlay color space support.
A
A
A reference to the Direct3D device interface. CheckOverlayColorSpaceSupport returns only support info about this scan-out device.
A reference to a variable that receives a combination of
An
To see the outputs available, use
Allows specifying a list of supported formats for fullscreen surfaces that can be returned by the
This method allows directly receiving the original back buffer format used by a running fullscreen application. For comparison, using the original DuplicateOutput function always converts the fullscreen surface to a 32-bit BGRA format. In cases where the current fullscreen application is using a different buffer format, a conversion to 32-bit BGRA incurs a performance penalty. Besides the performance benefit of being able to skip format conversion, using DuplicateOutput1 also allows receiving the full gamut of colors in cases where a high-color format (such as R10G10B10A2) is being presented.
The pSupportedFormats array should only contain display scan-out formats. See Format Support for Direct3D Feature Level 11.0 Hardware for required scan-out formats at each feature level. If the current fullscreen buffer format is not contained in the pSupportedFormats array, DXGI will pick one of the supplied formats and convert the fullscreen buffer to that format before returning from
An
To see the outputs available, use
The
A collaboration application can use
An application can use
The following components of the operating system can generate the desktop image:
All current
Examples of situations in which
In these situations, the application must release the
While the application processes each desktop image, the operating system accumulates all the desktop image updates into a single update. For more information about desktop updates, see Updating the desktop image data.
The desktop image is always in the
The
Retrieves a description of a duplicated output. This description specifies the dimensions of the surface that contains the desktop image.
After an application creates an
Retrieves a description of a duplicated output. This description specifies the dimensions of the surface that contains the desktop image.
A reference to a
After an application creates an
Indicates that the application is ready to process the next desktop image.
The time-out interval, in milliseconds. This interval specifies the amount of time that this method waits for a new frame before it returns to the caller. This method returns if the interval elapses, and a new desktop image is not available.
For more information about the time-out interval, see Remarks.
A reference to a memory location that receives the
A reference to a variable that receives the
AcquireNextFrame returns:
When AcquireNextFrame returns successfully, the calling application can access the desktop image that AcquireNextFrame returns in the variable at ppDesktopResource. If the caller specifies a zero time-out interval in the TimeoutInMilliseconds parameter, AcquireNextFrame verifies whether there is a new desktop image available, returns immediately, and indicates its outcome with the return value. If the caller specifies an INFINITE time-out interval in the TimeoutInMilliseconds parameter, the time-out interval never elapses.
Note??You cannot cancel the wait that you specified in the TimeoutInMilliseconds parameter. Therefore, if you must periodically check for other conditions (for example, a terminate signal), you should specify a non-INFINITE time-out interval. After the time-out interval elapses, you can check for these other conditions and then call AcquireNextFrame again to wait for the next frame.?AcquireNextFrame acquires a new desktop frame when the operating system either updates the desktop bitmap image or changes the shape or position of a hardware reference. The new frame that AcquireNextFrame acquires might have only the desktop image updated, only the reference shape or position updated, or both.
Gets information about dirty rectangles for the current desktop frame.
The size in bytes of the buffer that the caller passed to the pDirtyRectsBuffer parameter.
A reference to an array of
Pointer to a variable that receives the number of bytes that GetFrameDirtyRects needs to store information about dirty regions in the buffer at pDirtyRectsBuffer.
For more information about returning the required buffer size, see Remarks.
GetFrameDirtyRects returns:
GetFrameDirtyRects stores a size value in the variable at pDirtyRectsBufferSizeRequired. This value specifies the number of bytes that GetFrameDirtyRects needs to store information about dirty regions. You can use this value in the following situations to determine the amount of memory to allocate for future buffers that you pass to pDirtyRectsBuffer:
The caller can also use the value returned at pDirtyRectsBufferSizeRequired to determine the number of
The buffer contains the list of dirty
Gets information about the moved rectangles for the current desktop frame.
The size in bytes of the buffer that the caller passed to the pMoveRectBuffer parameter.
A reference to an array of
Pointer to a variable that receives the number of bytes that GetFrameMoveRects needs to store information about moved regions in the buffer at pMoveRectBuffer.
For more information about returning the required buffer size, see Remarks.
GetFrameMoveRects returns:
GetFrameMoveRects stores a size value in the variable at pMoveRectsBufferSizeRequired. This value specifies the number of bytes that GetFrameMoveRects needs to store information about moved regions. You can use this value in the following situations to determine the amount of memory to allocate for future buffers that you pass to pMoveRectBuffer:
The caller can also use the value returned at pMoveRectsBufferSizeRequired to determine the number of
The buffer contains the list of move RECTs for the current frame.
Note??To produce a visually accurate copy of the desktop, an application must first process all move RECTs before it processes dirty RECTs.?Gets information about the new reference shape for the current desktop frame.
The size in bytes of the buffer that the caller passed to the pPointerShapeBuffer parameter.
A reference to a buffer to which GetFramePointerShape copies and returns pixel data for the new reference shape.
Pointer to a variable that receives the number of bytes that GetFramePointerShape needs to store the new reference shape pixel data in the buffer at pPointerShapeBuffer.
For more information about returning the required buffer size, see Remarks.
Pointer to a
GetFramePointerShape returns:
GetFramePointerShape stores a size value in the variable at pPointerShapeBufferSizeRequired. This value specifies the number of bytes that pPointerShapeBufferSizeRequired needs to store the new reference shape pixel data. You can use the value in the following situations to determine the amount of memory to allocate for future buffers that you pass to pPointerShapeBuffer:
The pPointerShapeInfo parameter describes the new reference shape.
Provides the CPU with efficient access to a desktop image if that desktop image is already in system memory.
A reference to a
MapDesktopSurface returns:
You can successfully call MapDesktopSurface if the DesktopImageInSystemMemory member of the
Invalidates the reference to the desktop image that was retrieved by using
UnMapDesktopSurface returns:
Indicates that the application finished processing the frame.
ReleaseFrame returns:
The application must release the frame before it acquires the next frame. After the frame is released, the surface that contains the desktop bitmap becomes invalid; you will not be able to use the surface in a DirectX graphics operation.
For performance reasons, we recommend that you release the frame just before you call the
Set the priority for evicting the resource from memory.
The eviction priority is a memory-management variable that is used by DXGI for determining how to populate overcommitted memory.
You can set priority levels other than the defined values when appropriate. For example, you can set a resource with a priority level of 0x78000001 to indicate that the resource is slightly above normal.
[Starting with Direct3D 11.1, we recommend not to use GetSharedHandle anymore to retrieve the handle to a shared resource. Instead, use
Gets the handle to a shared resource.
GetSharedHandle returns a handle for the resource that you created as shared (that is, you set the
The creator of a shared resource must not destroy the resource until all intended entities have opened the resource. The validity of the handle is tied to the lifetime of the underlying video memory. If no resource objects exist on any devices that refer to this resource, the handle is no longer valid. To extend the lifetime of the handle and video memory, you must open the shared resource on a device.
GetSharedHandle can also return handles for resources that were passed into
GetSharedHandle fails if the resource to which it wants to get a handle is not shared.
Get or sets the eviction priority.
The eviction priority is a memory-management variable that is used by DXGI to determine how to manage overcommitted memory.
Priority levels other than the defined values are used when appropriate. For example, a resource with a priority level of 0x78000001 indicates that the resource is slightly above normal.
[Starting with Direct3D 11.1, we recommend not to use GetSharedHandle anymore to retrieve the handle to a shared resource. Instead, use
Gets the handle to a shared resource.
Returns one of the DXGI_ERROR values.
GetSharedHandle returns a handle for the resource that you created as shared (that is, you set the
The creator of a shared resource must not destroy the resource until all intended entities have opened the resource. The validity of the handle is tied to the lifetime of the underlying video memory. If no resource objects exist on any devices that refer to this resource, the handle is no longer valid. To extend the lifetime of the handle and video memory, you must open the shared resource on a device.
GetSharedHandle can also return handles for resources that were passed into
GetSharedHandle fails if the resource to which it wants to get a handle is not shared.
Get the expected resource usage.
A reference to a usage flag (see DXGI_USAGE). For Direct3D 10, a surface can be used as a shader input or a render-target output.
Returns one of the following DXGI_ERROR.
Set the priority for evicting the resource from memory.
The priority is one of the following values:
Value | Meaning |
---|---|
| The resource is unused and can be evicted as soon as another resource requires the memory that the resource occupies. |
| The eviction priority of the resource is low. The placement of the resource is not critical, and minimal work is performed to find a location for the resource. For example, if a GPU can render with a vertex buffer from either local or non-local memory with little difference in performance, that vertex buffer is low priority. Other more critical resources (for example, a render target or texture) can then occupy the faster memory. |
| The eviction priority of the resource is normal. The placement of the resource is important, but not critical, for performance. The resource is placed in its preferred location instead of a low-priority resource. |
| The eviction priority of the resource is high. The resource is placed in its preferred location instead of a low-priority or normal-priority resource. |
| The resource is evicted from memory only if there is no other way of resolving the memory requirement. |
?
Returns one of the following DXGI_ERROR.
The eviction priority is a memory-management variable that is used by DXGI for determining how to populate overcommitted memory.
You can set priority levels other than the defined values when appropriate. For example, you can set a resource with a priority level of 0x78000001 to indicate that the resource is slightly above normal.
Get the eviction priority.
A reference to the eviction priority, which determines when a resource can be evicted from memory.
The following defined values are possible.
Value | Meaning |
---|---|
| The resource is unused and can be evicted as soon as another resource requires the memory that the resource occupies. |
| The eviction priority of the resource is low. The placement of the resource is not critical, and minimal work is performed to find a location for the resource. For example, if a GPU can render with a vertex buffer from either local or non-local memory with little difference in performance, that vertex buffer is low priority. Other more critical resources (for example, a render target or texture) can then occupy the faster memory. |
| The eviction priority of the resource is normal. The placement of the resource is important, but not critical, for performance. The resource is placed in its preferred location instead of a low-priority resource. |
| The eviction priority of the resource is high. The resource is placed in its preferred location instead of a low-priority or normal-priority resource. |
| The resource is evicted from memory only if there is no other way of resolving the memory requirement. |
?
Returns one of the following DXGI_ERROR.
The eviction priority is a memory-management variable that is used by DXGI to determine how to manage overcommitted memory.
Priority levels other than the defined values are used when appropriate. For example, a resource with a priority level of 0x78000001 indicates that the resource is slightly above normal.
An
To determine the type of memory a resource is currently located in, use
You can retrieve the
* pDXGIResource; hr = g_pd3dTexture2D->QueryInterface(__uuidof( ), (void **)&pDXGIResource);
Windows?Phone?8: This API is supported.
Creates a subresource surface object.
The index of the subresource surface object to enumerate.
The address of a reference to a
Returns
A subresource is a valid surface if the original resource would have been a valid surface had its array size been equal to 1.
Subresource surface objects implement the
CreateSubresourceSurface creates a subresource surface that is based on the resource interface on which CreateSubresourceSurface is called. For example, if the original resource interface object is a 2D texture, the created subresource surface is also a 2D texture.
You can use CreateSubresourceSurface to create parts of a stereo resource so you can use Direct2D on either the left or right part of the stereo resource.
Creates a handle to a shared resource. You can then use the returned handle with multiple Direct3D devices.
A reference to a
Set this parameter to
The lpSecurityDescriptor member of the structure specifies a SECURITY_DESCRIPTOR for the resource. Set this member to
The requested access rights to the resource. In addition to the generic access rights, DXGI defines the following values:
You can combine these values by using a bitwise OR operation.
The name of the resource to share. The name is limited to MAX_PATH characters. Name comparison is case sensitive. You will need the resource name if you call the
If lpName matches the name of an existing resource, CreateSharedHandle fails with
The name can have a "Global\" or "Local\" prefix to explicitly create the object in the global or session namespace. The remainder of the name can contain any character except the backslash character (\). For more information, see Kernel Object Namespaces. Fast user switching is implemented using Terminal Services sessions. Kernel object names must follow the guidelines outlined for Terminal Services so that applications can support multiple users.
The object can be created in a private namespace. For more information, see Object Namespaces.
A reference to a variable that receives the NT HANDLE value to the resource to share. You can use this handle in calls to access the resource.
CreateSharedHandle only returns the NT handle when you created the resource as shared and specified that it uses NT handles (that is, you set the
You can pass the handle that CreateSharedHandle returns in a call to the
Because the handle that CreateSharedHandle returns is an NT handle, you can use the handle with CloseHandle, DuplicateHandle, and so on. You can call CreateSharedHandle only once for a shared resource; later calls fail. If you need more handles to the same shared resource, call DuplicateHandle. When you no longer need the shared resource handle, call CloseHandle to close the handle, in order to avoid memory leaks.
If you pass a name for the resource to lpName when you call CreateSharedHandle to share the resource, you can subsequently pass this name in a call to the
If you created the resource as shared and did not specify that it uses NT handles, you cannot use CreateSharedHandle to get a handle for sharing because CreateSharedHandle will fail.
The
An image-data object is a 2D section of memory, commonly called a surface. To get the surface from an output, call
The runtime automatically creates an
Get a description of the surface.
Get a description of the surface.
A reference to the surface description (see
Returns
Get a reference to the data contained in the surface, and deny GPU access to the surface.
A reference to the surface data (see
CPU read-write flags. These flags can be combined with a logical OR.
Returns
Use
Get a reference to the data contained in the surface, and deny GPU access to the surface.
Returns
Use
The
This interface is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
An image-data object is a 2D section of memory, commonly called a surface. To get the surface from an output, call
Any object that supports
The runtime automatically creates an
Returns a device context (DC) that allows you to render to a Microsoft DirectX Graphics Infrastructure (DXGI) surface using Windows Graphics Device Interface (GDI).
A Boolean value that specifies whether to preserve Direct3D contents in the GDI DC. TRUE directs the runtime not to preserve Direct3D contents in the GDI DC; that is, the runtime discards the Direct3D contents.
A reference to an
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
After you use the GetDC method to retrieve a DC, you can render to the DXGI surface by using GDI. The GetDC method readies the surface for GDI rendering and allows inter-operation between DXGI and GDI technologies.
Keep the following in mind when using this method:
You can also call GetDC on the back buffer at index 0 of a swap chain by obtaining an
* g_pSwapChain = null ;* g_pSurface1 = null ; ... //Setup the device and and swapchain g_pSwapChain->GetBuffer(0, __uuidof(), (void**) &g_pSurface1); g_pSurface1->GetDC( , &g_hDC ); ... //Draw on the DC using GDI ... //When finish drawing release the DC g_pSurface1->ReleaseDC( null );
Releases the GDI device context (DC) that is associated with the current surface and allows you to use Direct3D to render.
A reference to a
You can pass a reference to an empty
If this method succeeds, it returns
This method is not supported by DXGI 1.0, which shipped in Windows?Vista and Windows Server?2008. DXGI 1.1 support is required, which is available on Windows?7, Windows Server?2008?R2, and as an update to Windows?Vista with Service Pack?2 (SP2) (KB 971644) and Windows Server?2008 (KB 971512).
Use the ReleaseDC method to release the DC and indicate that your application finished all GDI rendering to this surface. You must call the ReleaseDC method before you can use Direct3D to perform additional rendering.
Prior to resizing buffers you must release all outstanding DCs.
The
An image-data object is a 2D section of memory, commonly called a surface. To get the surface from an output, call
Any object that supports
The runtime automatically creates an
You can call the
Gets the parent resource and subresource index that support a subresource surface.
The globally unique identifier (
A reference to a buffer that receives a reference to the parent resource object for the subresource surface.
A reference to a variable that receives the index of the subresource surface.
Returns
For subresource surface objects that the
Current objects that implement
An
You can create a swap chain by
calling
[Starting with Direct3D 11.1, we recommend not to use GetDesc anymore to get a description of the swap chain. Instead, use
Get a description of the swap chain.
Get the output (the display monitor) that contains the majority of the client area of the target window.
If the method succeeds, the output interface will be filled and its reference count incremented. When you are finished with it, be sure to release the interface to avoid a memory leak.
The output is also owned by the adapter on which the swap chain's device was created.
You cannot call GetContainingOutput on a swap chain that you created with
Gets the number of times that
For info about presentation statistics for a frame, see
Presents a rendered image to the user.
An integer that specifies how to synchronize presentation of a frame with the vertical blank.
For the bit-block transfer (bitblt) model (
For the flip model (
For an example that shows how sync-interval values affect a flip presentation queue, see Remarks.
If the update region straddles more than one output (each represented by
An integer value that contains swap-chain presentation options. These options are defined by the DXGI_PRESENT constants.
Possible return values include:
Starting with Direct3D 11.1, consider using
For the best performance when flipping swap-chain buffers in a full-screen application, see Full-Screen Application Performance Hints.
Because calling Present might cause the render thread to wait on the message-pump thread, be careful when calling this method in an application that uses multiple threads. For more details, see Multithreading Considerations.
Differences between Direct3D 9 and Direct3D 10: Specifying |
?
For flip presentation model swap chains that you create with the
For info about how data values change when you present content to the screen, see Converting data for the color space.
Accesses one of the swap-chain's back buffers.
A zero-based buffer index.
If the swap chain's swap effect is
If the swap chain's swap effect is either
The type of interface used to manipulate the buffer.
A reference to a back-buffer interface.
Returns one of the following DXGI_ERROR.
Sets the display state to windowed or full screen.
A Boolean value that specifies whether to set the display state to windowed or full screen. TRUE for full screen, and
If you pass TRUE to the Fullscreen parameter to set the display state to full screen, you can optionally set this parameter to a reference to an
This methods returns:
When this error is returned, an application can continue to run in windowed mode and try to switch to full-screen mode later.
DXGI may change the display state of a swap chain in response to end user or system requests.
We recommend that you create a windowed swap chain and allow the end user to change the swap chain to full screen through SetFullscreenState; that is, do not set the Windowed member of
Get the state associated with full-screen mode.
A reference to a boolean whose value is either:
A reference to the output target (see
Returns one of the following DXGI_ERROR.
When the swap chain is in full-screen mode, a reference to the target output will be returned and its reference count will be incremented.
[Starting with Direct3D 11.1, we recommend not to use GetDesc anymore to get a description of the swap chain. Instead, use
Get a description of the swap chain.
Returns one of the following DXGI_ERROR.
Changes the swap chain's back buffer size, format, and number of buffers. This should be called when the application window is resized.
The number of buffers in the swap chain (including all back and front buffers). This number can be different from the number of buffers with which you created the swap chain. This number can't be greater than DXGI_MAX_SWAP_CHAIN_BUFFERS. Set this number to zero to preserve the existing number of buffers in the swap chain. You can't specify less than two buffers for the flip presentation model.
The new width of the back buffer. If you specify zero, DXGI will use the width of the client area of the target window. You can't specify the width as zero if you called the
The new height of the back buffer. If you specify zero, DXGI will use the height of the client area of the target window. You can't specify the height as zero if you called the
A
A combination of
Returns
You can't resize a swap chain unless you release all outstanding references to its back buffers. You must release all of its direct and indirect references on the back buffers in order for ResizeBuffers to succeed.
Direct references are held by the application after it calls AddRef on a resource.
Indirect references are held by views to a resource, binding a view of the resource to a device context, a command list that used the resource, a command list that used a view to that resource, a command list that executed another command list that used the resource, and so on.
Before you call ResizeBuffers, ensure that the application releases all references (by calling the appropriate number of Release invocations) on the resources, any views to the resource, and any command lists that use either the resources or views, and ensure that neither the resource nor a view is still bound to a device context. You can use
For swap chains that you created with
We recommend that you call ResizeBuffers when a client window is resized (that is, when an application receives a WM_SIZE message).
The only difference between
Resizes the output target.
A reference to a
Returns a code that indicates success or failure.
ResizeTarget resizes the target window when the swap chain is in windowed mode, and changes the display mode on the target output when the swap chain is in full-screen mode. Therefore, apps can call ResizeTarget to resize the target window (rather than a Microsoft Win32API such as SetWindowPos) without knowledge of the swap chain display mode.
If a Windows Store app calls ResizeTarget, it fails with
You cannot call ResizeTarget on a swap chain that you created with
Apps must still call
Get the output (the display monitor) that contains the majority of the client area of the target window.
A reference to the output interface (see
Returns one of the following DXGI_ERROR.
If the method succeeds, the output interface will be filled and its reference count incremented. When you are finished with it, be sure to release the interface to avoid a memory leak.
The output is also owned by the adapter on which the swap chain's device was created.
You cannot call GetContainingOutput on a swap chain that you created with
Gets performance statistics about the last render frame.
A reference to a
Returns one of the DXGI_ERROR values.
You cannot use GetFrameStatistics for swap chains that both use the bit-block transfer (bitblt) presentation model and draw in windowed mode.
You can only use GetFrameStatistics for swap chains that either use the flip presentation model or draw in full-screen mode. You set the
Gets the number of times that
Returns one of the DXGI_ERROR values.
For info about presentation statistics for a frame, see
Gets performance statistics about the last render frame.
You cannot use GetFrameStatistics for swap chains that both use the bit-block transfer (bitblt) presentation model and draw in windowed mode.
You can only use GetFrameStatistics for swap chains that either use the flip presentation model or draw in full-screen mode. You set the
[Starting with Direct3D 11.1, we recommend not to use Present anymore to present a rendered image. Instead, use
Presents a rendered image to the user.
Possible return values include:
Note??The Present method can return either
Starting with Direct3D 11.1, we recommend to instead use
For the best performance when flipping swap-chain buffers in a full-screen application, see Full-Screen Application Performance Hints.
Because calling Present might cause the render thread to wait on the message-pump thread, be careful when calling this method in an application that uses multiple threads. For more details, see Multithreading Considerations.
Differences between Direct3D 9 and Direct3D 10: Specifying |
?
For flip presentation model swap chains that you create with the
For info about how data values change when you present content to the screen, see Converting data for the color space.
Provides presentation capabilities that are enhanced from
You can create a swap chain by
calling
Gets a description of the swap chain.
Gets a description of a full-screen swap chain.
The semantics of GetFullscreenDesc are identical to that of the IDXGISwapchain::GetDesc method for
Retrieves the underlying
Applications call the
Determines whether a swap chain supports ?temporary mono.?
Temporary mono is a feature where a stereo swap chain can be presented using only the content in the left buffer. To present using the left buffer as a mono buffer, an application calls the
Gets the output (the display monitor) to which you can restrict the contents of a present operation.
If the method succeeds, the runtime fills the buffer at ppRestrictToOutput with a reference to the restrict-to output interface. This restrict-to output interface has its reference count incremented. When you are finished with it, be sure to release the interface to avoid a memory leak.
The output is also owned by the adapter on which the swap chain's device was created.
Retrieves or sets the background color of the swap chain.
Gets or sets the rotation of the back buffers for the swap chain.
Gets a description of the swap chain.
A reference to a
Returns
Gets a description of a full-screen swap chain.
A reference to a
GetFullscreenDesc returns:
The semantics of GetFullscreenDesc are identical to that of the IDXGISwapchain::GetDesc method for
Retrieves the underlying
Returns
If pHwnd receives
Applications call the
Retrieves the underlying CoreWindow object for this swap-chain object.
GetCoreWindow returns:
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, GetCoreWindow fails with E_NOTIMPL. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
Applications call the
Presents a frame on the display screen.
An integer that specifies how to synchronize presentation of a frame with the vertical blank.
For the bit-block transfer (bitblt) model (
For the flip model (
For an example that shows how sync-interval values affect a flip presentation queue, see Remarks.
If the update region straddles more than one output (each represented by
An integer value that contains swap-chain presentation options. These options are defined by the DXGI_PRESENT constants.
A reference to a
Possible return values include:
An app can use Present1 to optimize presentation by specifying scroll and dirty rectangles. When the runtime has information about these rectangles, the runtime can then perform necessary bitblts during presentation more efficiently and pass this metadata to the Desktop Window Manager (DWM). The DWM can then use the metadata to optimize presentation and pass the metadata to indirect displays and terminal servers to optimize traffic over the wire. An app must confine its modifications to only the dirty regions that it passes to Present1, as well as modify the entire dirty region to avoid undefined resource contents from being exposed.
For flip presentation model swap chains that you create with the
For info about how data values change when you present content to the screen, see Converting data for the color space.
For info about calling Present1 when your app uses multiple threads, see Multithread Considerations and Multithreading and DXGI.
Determines whether a swap chain supports ?temporary mono.?
Indicates whether to use the swap chain in temporary mono mode. TRUE indicates that you can use temporary-mono mode; otherwise,
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, IsTemporaryMonoSupported always returns
Temporary mono is a feature where a stereo swap chain can be presented using only the content in the left buffer. To present using the left buffer as a mono buffer, an application calls the
Gets the output (the display monitor) to which you can restrict the contents of a present operation.
A reference to a buffer that receives a reference to the
Returns
If the method succeeds, the runtime fills the buffer at ppRestrictToOutput with a reference to the restrict-to output interface. This restrict-to output interface has its reference count incremented. When you are finished with it, be sure to release the interface to avoid a memory leak.
The output is also owned by the adapter on which the swap chain's device was created.
Changes the background color of the swap chain.
A reference to a DXGI_RGBA structure that specifies the background color to set.
SetBackgroundColor returns:
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, SetBackgroundColor fails with E_NOTIMPL. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7.
The background color affects only swap chains that you create with
When you set the background color, it is not immediately realized. It takes effect in conjunction with your next call to the
When you call the
Retrieves the background color of the swap chain.
A reference to a DXGI_RGBA structure that receives the background color of the swap chain.
GetBackgroundColor returns:
Sets the rotation of the back buffers for the swap chain.
A
SetRotation returns:
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, SetRotation fails with
You can only use SetRotation to rotate the back buffers for flip-model swap chains that you present in windowed mode.
SetRotation isn't supported for rotating the back buffers for flip-model swap chains that you present in full-screen mode. In this situation, SetRotation doesn't fail, but you must ensure that you specify no rotation (
Gets the rotation of the back buffers for the swap chain.
A reference to a variable that receives a
Returns
Platform Update for Windows?7:??On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, GetRotation fails with
Extends
You can create a swap chain by
calling
Gets or sets the number of frames that the swap chain is allowed to queue for rendering.
Returns a waitable handle that signals when the DXGI adapter has finished presenting a new frame.
Windows?8.1 introduces new APIs that allow lower-latency rendering by waiting until the previous frame is presented to the display before drawing the next frame. To use this method, first create the DXGI swap chain with the
Gets or sets the transform matrix that will be applied to a composition swap chain upon the next present.
Starting with Windows?8.1, Windows Store apps are able to place DirectX swap chain visuals in XAML pages using the SwapChainPanel element, which can be placed and sized arbitrarily. This exposes the DirectX swap chain visuals to touch scaling and translation scenarios using touch UI. The GetMatrixTransform and SetMatrixTransform methods are used to synchronize scaling of the DirectX swap chain with its associated SwapChainPanel element. Only simple scale/translation elements in the matrix are allowed ? the call will fail if the matrix contains skew/rotation elements.
Sets the source region to be used for the swap chain.
Use SetSourceSize to specify the portion of the swap chain from which the operating system presents. This allows an effective resize without calling the more-expensive
This method can return:
Gets the source region used for the swap chain.
Use GetSourceSize to get the portion of the swap chain from which the operating system presents. The source rectangle is always defined by the region [0, 0, Width, Height]. Use SetSourceSize to set this portion of the swap chain.
This method can return error codes that are described in the DXGI_ERROR topic.
Sets the number of frames that the swap chain is allowed to queue for rendering.
The maximum number of back buffer frames that will be queued for the swap chain. This value is 3 by default.
Returns
This method is only valid for use on swap chains created with
Gets the number of frames that the swap chain is allowed to queue for rendering.
The maximum number of back buffer frames that will be queued for the swap chain. This value is 1 by default, but should be set to 2 if the scene takes longer than it takes for one vertical refresh (typically about 16ms) to draw.
Returns
Returns a waitable handle that signals when the DXGI adapter has finished presenting a new frame.
Windows?8.1 introduces new APIs that allow lower-latency rendering by waiting until the previous frame is presented to the display before drawing the next frame. To use this method, first create the DXGI swap chain with the
A handle to the waitable object, or
Sets the transform matrix that will be applied to a composition swap chain upon the next present.
Starting with Windows?8.1, Windows Store apps are able to place DirectX swap chain visuals in XAML pages using the SwapChainPanel element, which can be placed and sized arbitrarily. This exposes the DirectX swap chain visuals to touch scaling and translation scenarios using touch UI. The GetMatrixTransform and SetMatrixTransform methods are used to synchronize scaling of the DirectX swap chain with its associated SwapChainPanel element. Only simple scale/translation elements in the matrix are allowed ? the call will fail if the matrix contains skew/rotation elements.
SetMatrixTransform returns:
Gets the transform matrix that will be applied to a composition swap chain upon the next present.
Starting with Windows?8.1, Windows Store apps are able to place DirectX swap chain visuals in XAML pages using the SwapChainPanel element, which can be placed and sized arbitrarily. This exposes the DirectX swap chain visuals to touch scaling and translation scenarios using touch UI. The GetMatrixTransform and SetMatrixTransform methods are used to synchronize scaling of the DirectX swap chain with its associated SwapChainPanel element. Only simple scale/translation elements in the matrix are allowed ? the call will fail if the matrix contains skew/rotation elements.
GetMatrixTransform returns:
[This documentation is preliminary and is subject to change.]
Gets the source region used for the swap chain.
Use GetSourceSize to get the portion of the swap chain from which the operating system presents. The source rectangle is always defined by the region [0, 0, Width, Height]. Use SetSourceSize to set this portion of the swap chain.
This method can return error codes that are described in the DXGI_ERROR topic.
Extends
Gets the index of the swap chain's current back buffer.
Sets the color space used by the swap chain.
Gets the index of the swap chain's current back buffer.
Returns the index of the current back buffer.
Checks the swap chain's support for color space.
A
A reference to a variable that receives a combination of
Sets the color space used by the swap chain.
A
This method returns
Changes the swap chain's back buffer size, format, and number of buffers, where the swap chain was created using a D3D12 command queue as an input device. This should be called when the application window is resized.
The number of buffers in the swap chain (including all back and front buffers). This number can be different from the number of buffers with which you created the swap chain. This number can't be greater than DXGI_MAX_SWAP_CHAIN_BUFFERS. Set this number to zero to preserve the existing number of buffers in the swap chain. You can't specify less than two buffers for the flip presentation model.
The new width of the back buffer. If you specify zero, DXGI will use the width of the client area of the target window. You can't specify the width as zero if you called the
The new height of the back buffer. If you specify zero, DXGI will use the height of the client area of the target window. You can't specify the height as zero if you called the
A
A combination of
An array of UINTs, of total size BufferCount, where the value indicates which node the back buffer should be created on. Buffers created using ResizeBuffers1 with a non-null pCreationNodeMask array are visible to all nodes.
An array of command queues (
Returns
This method is only valid to call when the swapchain was created using a D3D12 command queue (
When a swapchain is created on a multi-GPU adapter, the backbuffers are all created on node 1 and only a single command queue is supported. ResizeBuffers1 enables applications to create backbuffers on different nodes, allowing a different command queue to be used with each node. These capabilities enable Alternate Frame Rendering (AFR) techniques to be used with the swapchain. See Direct3D 12 Multi-Adapters.
The only difference between
Also see the Remarks section in
Changes the swap chain's back buffer size, format, and number of buffers, where the swap chain was created using a D3D12 command queue as an input device. This should be called when the application window is resized.
The number of buffers in the swap chain (including all back and front buffers). This number can be different from the number of buffers with which you created the swap chain. This number can't be greater than DXGI_MAX_SWAP_CHAIN_BUFFERS. Set this number to zero to preserve the existing number of buffers in the swap chain. You can't specify less than two buffers for the flip presentation model.
The new width of the back buffer. If you specify zero, DXGI will use the width of the client area of the target window. You can't specify the width as zero if you called the
The new height of the back buffer. If you specify zero, DXGI will use the height of the client area of the target window. You can't specify the height as zero if you called the
A
A combination of
An array of UINTs, of total size BufferCount, where the value indicates which node the back buffer should be created on. Buffers created using ResizeBuffers1 with a non-null pCreationNodeMask array are visible to all nodes.
An array of command queues (
Returns
This method is only valid to call when the swapchain was created using a D3D12 command queue (
When a swapchain is created on a multi-GPU adapter, the backbuffers are all created on node 1 and only a single command queue is supported. ResizeBuffers1 enables applications to create backbuffers on different nodes, allowing a different command queue to be used with each node. These capabilities enable Alternate Frame Rendering (AFR) techniques to be used with the swapchain. See Direct3D 12 Multi-Adapters.
The only difference between
Also see the Remarks section in
Changes the swap chain's back buffer size, format, and number of buffers, where the swap chain was created using a D3D12 command queue as an input device. This should be called when the application window is resized.
The number of buffers in the swap chain (including all back and front buffers). This number can be different from the number of buffers with which you created the swap chain. This number can't be greater than DXGI_MAX_SWAP_CHAIN_BUFFERS. Set this number to zero to preserve the existing number of buffers in the swap chain. You can't specify less than two buffers for the flip presentation model.
The new width of the back buffer. If you specify zero, DXGI will use the width of the client area of the target window. You can't specify the width as zero if you called the
The new height of the back buffer. If you specify zero, DXGI will use the height of the client area of the target window. You can't specify the height as zero if you called the
A
A combination of
An array of UINTs, of total size BufferCount, where the value indicates which node the back buffer should be created on. Buffers created using ResizeBuffers1 with a non-null pCreationNodeMask array are visible to all nodes.
An array of command queues (
Returns
This method is only valid to call when the swapchain was created using a D3D12 command queue (
When a swapchain is created on a multi-GPU adapter, the backbuffers are all created on node 1 and only a single command queue is supported. ResizeBuffers1 enables applications to create backbuffers on different nodes, allowing a different command queue to be used with each node. These capabilities enable Alternate Frame Rendering (AFR) techniques to be used with the swapchain. See Direct3D 12 Multi-Adapters.
The only difference between
Also see the Remarks section in
An
You can create a swap chain by
calling
This method sets High Dynamic Range (HDR) and Wide Color Gamut (WCG) header metadata.
Specifies one member of the
Specifies the size of pMetaData, in bytes.
Specifies a void reference that references the metadata, if it exists. Refer to the
This method returns an
This method sets metadata to enable a monitor's output to be adjusted depending on its capabilities.
This swap chain interface allows desktop media applications to request a seamless change to a specific refresh rate.
For example, a media application presenting video at a typical framerate of 23.997 frames per second can request a custom refresh rate of 24 or 48 Hz to eliminate jitter. If the request is approved, the app starts presenting frames at the custom refresh rate immediately - without the typical 'mode switch' a user would experience when changing the refresh rate themselves by using the control panel.
Seamless changes to custom framerates can only be done on integrated panels. Custom frame rates cannot be applied to external displays. If the DXGI output adapter is attached to an external display then CheckPresentDurationSupport will return (0, 0) for upper and lower bounds, indicating that the device does not support seamless refresh rate changes.
Custom refresh rates can be used when displaying video with a dynamic framerate. However, the refresh rate change should be kept imperceptible to the user. A best practice for keeping the refresh rate transition imperceptible is to only set the custom framerate if the app determines it can present at that rate for least 5 seconds.
Queries the system for a
Requests a custom presentation duration (custom refresh rate).
Queries the system for a
This method returns
Requests a custom presentation duration (custom refresh rate).
The custom presentation duration, specified in hundreds of nanoseconds.
This method returns
Queries the graphics driver for a supported frame present duration corresponding to a custom refresh rate.
Indicates the frame duration to check. This value is the duration of one frame at the desired refresh rate, specified in hundreds of nanoseconds. For example, set this field to 167777 to check for 60 Hz refresh rate support.
A variable that will be set to the closest supported frame present duration that's smaller than the requested value, or zero if the device does not support any lower duration.
A variable that will be set to the closest supported frame present duration that's larger than the requested value, or zero if the device does not support any higher duration.
This method returns
If the DXGI output adapter does not support custom refresh rates (for example, an external display) then the display driver will set upper and lower bounds to (0, 0).
Describes an adapter (or video card) by using DXGI 1.0.
The
A string that contains the adapter description. On feature level 9 graphics hardware, GetDesc returns ?Software Adapter? for the description string.
The PCI ID of the hardware vendor. On feature level 9 graphics hardware, GetDesc returns zeros for the PCI ID of the hardware vendor.
The PCI ID of the hardware device. On feature level 9 graphics hardware, GetDesc returns zeros for the PCI ID of the hardware device.
The PCI ID of the sub system. On feature level 9 graphics hardware, GetDesc returns zeros for the PCI ID of the sub system.
The PCI ID of the revision number of the adapter. On feature level 9 graphics hardware, GetDesc returns zeros for the PCI ID of the revision number of the adapter.
The number of bytes of dedicated video memory that are not shared with the CPU.
The number of bytes of dedicated system memory that are not shared with the CPU. This memory is allocated from available system memory at boot time.
The number of bytes of shared system memory. This is the maximum value of system memory that may be consumed by the adapter during operation. Any incidental memory consumed by the driver as it manages and uses video memory is additional.
A unique value that identifies the adapter. See
Describes an adapter (or video card) using DXGI 1.1.
The
A string that contains the adapter description. On feature level 9 graphics hardware, GetDesc1 returns ?Software Adapter? for the description string.
The PCI ID of the hardware vendor. On feature level 9 graphics hardware, GetDesc1 returns zeros for the PCI ID of the hardware vendor.
The PCI ID of the hardware device. On feature level 9 graphics hardware, GetDesc1 returns zeros for the PCI ID of the hardware device.
The PCI ID of the sub system. On feature level 9 graphics hardware, GetDesc1 returns zeros for the PCI ID of the sub system.
The PCI ID of the revision number of the adapter. On feature level 9 graphics hardware, GetDesc1 returns zeros for the PCI ID of the revision number of the adapter.
The number of bytes of dedicated video memory that are not shared with the CPU.
The number of bytes of dedicated system memory that are not shared with the CPU. This memory is allocated from available system memory at boot time.
The number of bytes of shared system memory. This is the maximum value of system memory that may be consumed by the adapter during operation. Any incidental memory consumed by the driver as it manages and uses video memory is additional.
A unique value that identifies the adapter. See
A value of the
Describes an adapter (or video card) that uses Microsoft DirectX Graphics Infrastructure (DXGI) 1.2.
The
A string that contains the adapter description.
The PCI ID of the hardware vendor.
The PCI ID of the hardware device.
The PCI ID of the sub system.
The PCI ID of the revision number of the adapter.
The number of bytes of dedicated video memory that are not shared with the CPU.
The number of bytes of dedicated system memory that are not shared with the CPU. This memory is allocated from available system memory at boot time.
The number of bytes of shared system memory. This is the maximum value of system memory that may be consumed by the adapter during operation. Any incidental memory consumed by the driver as it manages and uses video memory is additional.
A unique value that identifies the adapter. See
A value of the
A value of the
A value of the
Describes an adapter (or video card) by using DXGI 1.0.
The
A string that contains the adapter description. On feature level 9 graphics hardware, GetDesc returns ?Software Adapter? for the description string.
The PCI ID of the hardware vendor. On feature level 9 graphics hardware, GetDesc returns zeros for the PCI ID of the hardware vendor.
The PCI ID of the hardware device. On feature level 9 graphics hardware, GetDesc returns zeros for the PCI ID of the hardware device.
The PCI ID of the sub system. On feature level 9 graphics hardware, GetDesc returns zeros for the PCI ID of the sub system.
The PCI ID of the revision number of the adapter. On feature level 9 graphics hardware, GetDesc returns zeros for the PCI ID of the revision number of the adapter.
The number of bytes of dedicated video memory that are not shared with the CPU.
The number of bytes of dedicated system memory that are not shared with the CPU. This memory is allocated from available system memory at boot time.
The number of bytes of shared system memory. This is the maximum value of system memory that may be consumed by the adapter during operation. Any incidental memory consumed by the driver as it manages and uses video memory is additional.
A unique value that identifies the adapter. See
Used with
Describes timing and presentation statistics for a frame.
You initialize the
You can only use
The values in the PresentCount and PresentRefreshCount members indicate information about when a frame was presented on the display screen. You can use these values to determine whether a glitch occurred. The values in the SyncRefreshCount and SyncQPCTime members indicate timing information that you can use for audio and video synchronization or very precise animation. If the swap chain draws in full-screen mode, these values are based on when the computer booted. If the swap chain draws in windowed mode, these values are based on when the swap chain is created.
A value that represents the running total count of times that an image was presented to the monitor since the computer booted.
Note??The number of times that an image was presented to the monitor is not necessarily the same as the number of times that you calledA value that represents the running total count of v-blanks at which the last image was presented to the monitor and that have happened since the computer booted (for windowed mode, since the swap chain was created).
A value that represents the running total count of v-blanks when the scheduler last sampled the machine time by calling QueryPerformanceCounter and that have happened since the computer booted (for windowed mode, since the swap chain was created).
A value that represents the high-resolution performance counter timer. This value is the same as the value returned by the QueryPerformanceCounter function.
Reserved. Always returns 0.
Used to verify system approval for the app's custom present duration (custom refresh rate). Approval should be continuously verified on a frame-by-frame basis.
This structure is used with the GetFrameStatisticsMedia method.
A value that represents the running total count of times that an image was presented to the monitor since the computer booted.
Note??The number of times that an image was presented to the monitor is not necessarily the same as the number of times that you calledA value that represents the running total count of v-blanks at which the last image was presented to the monitor and that have happened since the computer booted (for windowed mode, since the swap chain was created).
A value that represents the running total count of v-blanks when the scheduler last sampled the machine time by calling QueryPerformanceCounter and that have happened since the computer booted (for windowed mode, since the swap chain was created).
A value that represents the high-resolution performance counter timer. This value is the same as the value returned by the QueryPerformanceCounter function.
Reserved. Always returns 0.
A value indicating the composition presentation mode. This value is used to determine whether the app should continue to use the decode swap chain. See
If the system approves an app's custom present duration request, this field is set to the approved custom present duration.
If the app's custom present duration request is not approved, this field is set to zero.
Controls the settings of a gamma curve.
The
For info about using gamma correction, see Using gamma correction.
A
A
An array of
Controls the gamma capabilities of an adapter.
To get a list of the capabilities for controlling gamma correction, call
For info about using gamma correction, see Using gamma correction.
True if scaling and offset operations are supported during gamma correction; otherwise, false.
A value describing the maximum range of the control-point positions.
A value describing the minimum range of the control-point positions.
A value describing the number of control points in the array.
An array of values describing control points; the maximum length of control points is 1025.
Describes the 10 bit display metadata, and is usually used for video. This is used to adjust the output to best match a display's capabilities.
The X and Y coordinates of the parameters mean the xy chromacity coordinate in the CIE1931 color space. The values are normalized to 50000, so to get a value between 0.0 and 1.0, divide by 50000.
This structure is used in conjunction with the SetHDRMetaData method.
The chromaticity coordinates of the 1.0 red value. Index 0 contains the X coordinate and index 1 contains the Y coordinate.
The chromaticity coordinates of the 1.0 green value. Index 0 contains the X coordinate and index 1 contains the Y coordinate.
The chromaticity coordinates of the 1.0 blue value. Index 0 contains the X coordinate and index 1 contains the Y coordinate.
The chromaticity coordinates of the white point. Index 0 contains the X coordinate and index 1 contains the Y coordinate.
The maximum number of nits of the display used to master the content. Units are 0.0001 nit, so if the value is 1 nit, the value should be 10,000.
The minimum number of nits (in units of 0.00001 nit) of the display used to master the content.
The maximum nit value (in units of 0.00001 nit) used anywhere in the content.
The per-frame average of the maximum nit values (in units of 0.00001 nit).
Describes a JPEG AC huffman table.
The number of codes for each code length.
The Huffman code values, in order of increasing code length.
Describes a JPEG DC huffman table.
The number of codes for each code length.
The Huffman code values, in order of increasing code length.
Describes a JPEG quantization table.
An array of bytes containing the elements of the quantization table.
Describes a mapped rectangle that is used to access a surface.
The
A value that describes the width, in bytes, of the surface.
A reference to the image buffer of the surface.
Describes a display mode.
This structure is used by the GetDisplayModeList and FindClosestMatchingMode methods.
The following format values are valid for display modes and when you create a bit-block transfer (bitblt) model swap chain. The valid values depend on the feature level that you are working with.
Feature level >= 9.1
Feature level >= 10.0
Feature level >= 11.0
You can pass one of these format values to
Starting with Windows?8 for a flip model swap chain (that is, a swap chain that has the
Because of the relaxed render target creation rules that Direct3D 11 has for back buffers, applications can create a
A value that describes the resolution width. If you specify the width as zero when you call the
A value describing the resolution height. If you specify the height as zero when you call the
A
A
A member of the
A member of the
Describes a display mode and whether the display mode supports stereo.
This structure is used by the GetDisplayModeList1 and FindClosestMatchingMode1 methods.
A value that describes the resolution width.
A value that describes the resolution height.
A
A
A
A
Specifies whether the full-screen display mode is stereo. TRUE if stereo; otherwise,
Describes an output or physical connection between the adapter (video card) and a device.
The
A string that contains the name of the output device.
A
True if the output is attached to the desktop; otherwise, false.
A member of the
An
Describes an output or physical connection between the adapter (video card) and a device.
The
A string that contains the name of the output device.
A
True if the output is attached to the desktop; otherwise, false.
A member of the
An
The
This structure is used by GetDesc.
The
A non-zero LastMouseUpdateTime indicates an update to either a mouse reference position or a mouse reference position and shape. That is, the mouse reference position is always valid for a non-zero LastMouseUpdateTime; however, the application must check the value of the PointerShapeBufferSize member to determine whether the shape was updated too.
If only the reference was updated (that is, the desktop image was not updated), the AccumulatedFrames, TotalMetadataBufferSize, and LastPresentTime members are set to zero.
An AccumulatedFrames value of one indicates that the application completed processing the last frame before a new desktop image was presented. If the AccumulatedFrames value is greater than one, more desktop image updates have occurred while the application processed the last desktop update. In this situation, the operating system accumulated the update regions. For more information about desktop updates, see Desktop Update Data.
A non-zero TotalMetadataBufferSize indicates the total size of the buffers that are required to store all the desktop update metadata. An application cannot determine the size of each type of metadata. The application must call the
The time stamp of the last update of the desktop image. The operating system calls the QueryPerformanceCounter function to obtain the value. A zero value indicates that the desktop image was not updated since an application last called the
The time stamp of the last update to the mouse. The operating system calls the QueryPerformanceCounter function to obtain the value. A zero value indicates that the position or shape of the mouse was not updated since an application last called the
The number of frames that the operating system accumulated in the desktop image surface since the calling application processed the last desktop image. For more information about this number, see Remarks.
Specifies whether the operating system accumulated updates by coalescing dirty regions. Therefore, the dirty regions might contain unmodified pixels. TRUE if dirty regions were accumulated; otherwise,
Specifies whether the desktop image might contain protected content that was already blacked out in the desktop image. TRUE if protected content was already blacked; otherwise,
A
Size in bytes of the buffers to store all the desktop update metadata for this frame. For more information about this size, see Remarks.
Size in bytes of the buffer to hold the new pixel data for the mouse shape. For more information about this size, see Remarks.
The
This structure is used by GetFrameMoveRects.
The starting position of a rectangle.
The target region to which to move a rectangle.
The
The Position member is valid only if the Visible member?s value is set to TRUE.
The position of the hardware cursor relative to the top-left of the adapter output.
Specifies whether the hardware cursor is visible. TRUE if visible; otherwise,
The
An application draws the cursor shape with the top-left-hand corner drawn at the position that the Position member of the
An application calls the
A
The width in pixels of the mouse cursor.
The height in scan lines of the mouse cursor.
The width in bytes of the mouse cursor.
The position of the cursor's hot spot relative to its upper-left pixel. An application does not use the hot spot when it determines where to draw the cursor shape.
Describes information about present that helps the operating system optimize presentation.
This structure is used by the Present1 method.
The scroll rectangle and the list of dirty rectangles could overlap. In this situation, the dirty rectangles take priority. Applications can then have pieces of dynamic content on top of a scrolled area. For example, an application could scroll a page and play video at the same time.
The following diagram and coordinates illustrate this example.
DirtyRectsCount = 2
pDirtyRects[ 0 ] = { 10, 30, 40, 50 } // Video
pDirtyRects[ 1 ] = { 0, 70, 50, 80 } // New line
*pScrollRect = { 0, 0, 50, 70 }
*pScrollOffset = { 0, -10 }
Parts of the previous frame and content that the application renders are combined to produce the final frame that the operating system presents on the display screen. Most of the window is scrolled from the previous frame. The application must update the video frame with the new chunk of content that appears due to scrolling.
The dashed rectangle shows the scroll rectangle in the current frame. The scroll rectangle is specified by the pScrollRect member. The arrow shows the scroll offset. The scroll offset is specified by the pScrollOffset member. Filled rectangles show dirty rectangles that the application updated with new content. The filled rectangles are specified by the DirtyRectsCount and pDirtyRects members.
The scroll rectangle and offset are not supported for the
The actual implementation of composition and necessary bitblts is different for the bitblt model and the flip model. For more info about these models, see DXGI Flip Model.
For more info about the flip-model swap chain and optimizing presentation, see Enhancing presentation with the flip model, dirty rectangles, and scrolled areas.
The number of updated rectangles that you update in the back buffer for the presented frame. The operating system uses this information to optimize presentation. You can set this member to 0 to indicate that you update the whole frame.
A list of updated rectangles that you update in the back buffer for the presented frame. An application must update every single pixel in each rectangle that it reports to the runtime; the application cannot assume that the pixels are saved from the previous frame. For more information about updating dirty rectangles, see Remarks. You can set this member to
A reference to the scrolled rectangle. The scrolled rectangle is the rectangle of the previous frame from which the runtime bit-block transfers (bitblts) content. The runtime also uses the scrolled rectangle to optimize presentation in terminal server and indirect display scenarios.
The scrolled rectangle also describes the destination rectangle, that is, the region on the current frame that is filled with scrolled content. You can set this member to
A reference to the offset of the scrolled area that goes from the source rectangle (of previous frame) to the destination rectangle (of current frame). You can set this member to
Describes the current video memory budgeting parameters.
Use this structure with QueryVideoMemoryInfo.
Refer to the remarks for
Specifies the OS-provided video memory budget, in bytes, that the application should target. If CurrentUsage is greater than Budget, the application may incur stuttering or performance penalties due to background activity by the OS to provide other applications with a fair usage of video memory.
Specifies the application?s current video memory usage, in bytes.
The amount of video memory, in bytes, that the application has available for reservation. To reserve this video memory, the application should call
The amount of video memory, in bytes, that is reserved by the application. The OS uses the reservation as a hint to determine the application?s minimum working set. Applications should attempt to ensure that their video memory usage can be trimmed to meet this requirement.
Represents a rational number.
This structure is a member of the
The
An unsigned integer value representing the top of the rational number.
An unsigned integer value representing the bottom of the rational number.
Describes multi-sampling parameters for a resource.
This structure is a member of the
The default sampler mode, with no anti-aliasing, has a count of 1 and a quality level of 0.
If multi-sample antialiasing is being used, all bound render targets and depth buffers must have the same sample counts and quality levels.
Differences between Direct3D 10.0 and Direct3D 10.1 and between Direct3D 10.0 and Direct3D 11: Direct3D 10.1 has defined two standard quality levels: D3D10_STANDARD_MULTISAMPLE_PATTERN and D3D10_CENTER_MULTISAMPLE_PATTERN in the D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS enumeration in D3D10_1.h. Direct3D 11 has defined two standard quality levels: |
?
The number of multisamples per pixel.
The image quality level. The higher the quality, the lower the performance. The valid range is between zero and one less than the level returned by ID3D10Device::CheckMultisampleQualityLevels for Direct3D 10 or
For Direct3D 10.1 and Direct3D 11, you can use two special quality level values. For more information about these quality level values, see Remarks.
Represents a handle to a shared resource.
To create a shared surface, pass a shared-resource handle into the
A handle to a shared resource.
Describes a surface.
This structure is used by the GetDesc and CreateSurface methods.
A value describing the surface width.
A value describing the surface height.
A member of the
A member of the
Describes a swap chain.
This structure is used by the GetDesc and CreateSwapChain methods.
In full-screen mode, there is a dedicated front buffer; in windowed mode, the desktop is the front buffer.
If you create a swap chain with one buffer, specifying
For performance information about flipping swap-chain buffers in full-screen application, see Full-Screen Application Performance Hints.
A
A
A member of the DXGI_USAGE enumerated type that describes the surface usage and CPU access options for the back buffer. The back buffer can be used for shader input or render-target output.
A value that describes the number of buffers in the swap chain. When you call
An
A Boolean value that specifies whether the output is in windowed mode. TRUE if the output is in windowed mode; otherwise,
We recommend that you create a windowed swap chain and allow the end user to change the swap chain to full screen through
For more information about choosing windowed verses full screen, see
A member of the
A member of the
Describes a swap chain.
This structure is used by the CreateSwapChainForHwnd, CreateSwapChainForCoreWindow, CreateSwapChainForComposition, CreateSwapChainForCompositionSurfaceHandle, and GetDesc1 methods.
Note??You cannot cast aIn full-screen mode, there is a dedicated front buffer; in windowed mode, the desktop is the front buffer.
For a flip-model swap chain (that is, a swap chain that has the
A value that describes the resolution width. If you specify the width as zero when you call the
A value that describes the resolution height. If you specify the height as zero when you call the
A
Specifies whether the full-screen display mode or the swap-chain back buffer is stereo. TRUE if stereo; otherwise,
A
A DXGI_USAGE-typed value that describes the surface usage and CPU access options for the back buffer. The back buffer can be used for shader input or render-target output.
A value that describes the number of buffers in the swap chain. When you create a full-screen swap chain, you typically include the front buffer in this value.
A
A
A
A combination of
Describes full-screen mode for a swap chain.
This structure is used by the CreateSwapChainForHwnd and GetFullscreenDesc methods.
A
A member of the
A member of the
A Boolean value that specifies whether the swap chain is in windowed mode. TRUE if the swap chain is in windowed mode; otherwise,