<p>The <strong><seecref="T:SharpDX.DXGI.Adapter"/></strong> interface represents a display sub-system (including one or more GPU's, DACs and video memory).</p>
<p>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.</p><p>To enumerate the display sub-systems, use <strong><seecref="M:SharpDX.DXGI.Factory.GetAdapter(System.Int32)"/></strong>. To get an interface to the adapter for a particular device, use <strong><seecref="M:SharpDX.DXGI.Device.GetAdapter(SharpDX.DXGI.Adapter@)"/></strong>. To create a software adapter, use <strong><seecref="M:SharpDX.DXGI.Factory.CreateSoftwareAdapter(System.Reflection.Module)"/></strong>.</p>
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<msdn-id>bb174523</msdn-id>
<unmanaged>IDXGIAdapter</unmanaged>
<unmanaged-short>IDXGIAdapter</unmanaged-short>
</member>
<membername="T:SharpDX.DXGI.DXGIObject">
<summary>
<p>An <strong><seecref="T:SharpDX.DXGI.DXGIObject"/></strong> interface is a base interface for all DXGI objects; <strong><seecref="T:SharpDX.DXGI.DXGIObject"/></strong> supports associating caller-defined (private data) with an object and retrieval of an interface to the parent object.</p>
</summary>
<remarks>
<p><strong><seecref="T:SharpDX.DXGI.DXGIObject"/></strong> implements base class functionality for several other interfaces: <strong><seecref="T:SharpDX.DXGI.Adapter"/></strong>, <strong><seecref="T:SharpDX.DXGI.Device"/></strong>, <strong><seecref="T:SharpDX.DXGI.Factory"/></strong>, <strong><seecref="T:SharpDX.DXGI.Output"/></strong></p>
</remarks>
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Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.DXGIObject"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<p>Sets application-defined data to the object and associates that data with a <seecref="T:System.Guid"/>.</p>
</summary>
<paramname="name"><dd><p>A <seecref="T:System.Guid"/> that identifies the data. Use this <seecref="T:System.Guid"/> in a call to <strong>GetPrivateData</strong> to get the data.</p></dd></param>
<paramname="dataSize"><dd><p>The size of the object's data.</p></dd></param>
<paramname="dataRef"><dd><p>A reference to the object's data.</p></dd></param>
<returns><p>Returns one of the DXGI_ERROR values.</p></returns>
<remarks>
<p><strong>SetPrivateData</strong> makes a copy of the specified data and stores it with the object.</p><p>Private data that <strong>SetPrivateData</strong> 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 <strong><seecref="!:SharpDX.Direct3D11.Device.SetPrivateData"/></strong> or by a Direct3D?11 child device through <strong><seecref="!:SharpDX.Direct3D11.DeviceChild.SetPrivateData"/></strong>).</p><p>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 <strong>SetPrivateData</strong> method and the well-known private data <seecref="T:System.Guid"/> (<strong><seecref="F:SharpDX.Direct3D.CommonGuid.DebugObjectName"/></strong>) that is in D3Dcommon.h. For example, to give pContext a friendly name of <em>My name</em>, use the following code:</p><pre><code> static const char c_szName[] = "My name";
</code></pre><p>You can use <strong><seecref="F:SharpDX.Direct3D.CommonGuid.DebugObjectName"/></strong> to track down memory leaks and understand performance characteristics of your applications. This information is reflected in the output of the debug layer that is related to memory leaks (<strong><seecref="!:SharpDX.Direct3D11.DeviceDebug.ReportLiveDeviceObjects"/></strong>) and with the event tracing for Windows events that we've added to Windows Developer Preview.
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<p>Set an interface in the object's private data.</p>
</summary>
<paramname="name"><dd><p>A <seecref="T:System.Guid"/> identifying the interface.</p></dd></param>
<paramname="unknownRef"><dd><p>The interface to set.</p></dd></param>
<returns><p>Returns one of the following DXGI_ERROR.</p></returns>
<remarks>
<p>This API associates an interface reference with the object.</p><p>When the interface is set its reference count is incremented. When the data are overwritten (by calling SPD or SPDI with the same <seecref="T:System.Guid"/>) or the object is destroyed, ::Release() is called and the interface's reference count is decremented.</p>
</remarks>
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<paramname="name"><dd><p>A <seecref="T:System.Guid"/> identifying the data.</p></dd></param>
<paramname="dataSizeRef"><dd><p>The size of the data.</p></dd></param>
<paramname="dataRef"><dd><p>Pointer to the data.</p></dd></param>
<returns><p>Returns one of the following DXGI_ERROR.</p></returns>
<remarks>
<p>If the data returned is a reference to an <seecref="T:SharpDX.ComObject"/>, or one of its derivative classes, previously set by <strong><seecref="M:SharpDX.DXGI.DXGIObject.SetPrivateDataInterface(System.Guid,SharpDX.ComObject)"/></strong>, then ::Release() must be called on the reference before the reference is freed to decrement the reference count.</p>
</remarks>
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<paramname="riid"><dd><p>The ID of the requested interface.</p></dd></param>
<paramname="parentOut"><dd><p>The address of a reference to the parent object.</p></dd></param>
<returns><p>Returns one of the DXGI_ERROR values.</p></returns>
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<paramname="outputIndex">The index of the output.</param>
<returns>
An instance of <seecref="T:SharpDX.DXGI.Output"/>
</returns>
<unmanaged>HRESULT IDXGIAdapter::EnumOutputs([In] unsigned int Output,[Out] IDXGIOutput** ppOutput)</unmanaged>
<remarks>
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 adapter corresponds with an index of zero. EnumOutputs then returns other outputs.
</remarks>
<exceptioncref="T:SharpDX.SharpDXException">if the index is greater than the number of outputs, result code <seecref="F:SharpDX.DXGI.ResultCode.NotFound"/></exception>
<msdn-id>bb174525</msdn-id>
<unmanaged>HRESULT IDXGIAdapter::EnumOutputs([In] unsigned int Output,[Out] IDXGIOutput** ppOutput)</unmanaged>
Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.Adapter"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<paramname="output"><dd><p>The index of the output.</p></dd></param>
<paramname="outputOut"><dd><p>The address of a reference to an <strong><seecref="T:SharpDX.DXGI.Output"/></strong> interface at the position specified by the <em>Output</em> parameter.</p></dd></param>
<returns><p>A code that indicates success or failure (see DXGI_ERROR). Will return <seecref="F:SharpDX.DXGI.ResultCode.NotFound"/> if the index is greater than the number of outputs.</p></returns>
<remarks>
<p>When the <strong>EnumOutputs</strong> method succeeds and fills the <em>ppOutput</em> parameter with the address of the reference to the output interface, <strong>EnumOutputs</strong> increments the output interface's reference count. To avoid a memory leak, when you finish using the output interface, call the <strong>Release</strong> method to decrement the reference count.</p><p><strong>EnumOutputs</strong> first returns the output on which the desktop primary is displayed. This adapter corresponds with an index of zero. <strong>EnumOutputs</strong> then returns other outputs.</p>
</remarks>
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<msdn-id>bb174525</msdn-id>
<unmanaged>HRESULT IDXGIAdapter::EnumOutputs([In] unsigned int Output,[Out] IDXGIOutput** ppOutput)</unmanaged>
<p>Gets a DXGI 1.0 description of an adapter (or video card).</p>
</summary>
<paramname="descRef"><dd><p>A reference to a <strong><seecref="T:SharpDX.DXGI.AdapterDescription"/></strong> structure that describes the adapter. This parameter must not be <strong><c>null</c></strong>.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful; otherwise returns E_INVALIDARG if the <em>pDesc</em> parameter is <strong><c>null</c></strong>. </p></returns>
<remarks>
<p>Graphics applications can use the DXGI API to retrieve an accurate set of graphics memory values on systems that have WDDM drivers. The following are the critical steps involved.</p><ul><li> Graphics driver model determination ? Because DXGI is only available on systems with WDDM drivers, the application must first confirm the driver model by using the following API. <pre><code> HasWDDMDriver()
{ LPDIRECT3DCREATE9EX pD3D9Create9Ex = <c>null</c>; HMODULE hD3D9 = <c>null</c>; hD3D9 = LoadLibrary( L"d3d9.dll" ); if ( <c>null</c> == hD3D9 ) { return false; } // /* Try to create <seecref="!:SharpDX.Direct3D9.Direct3DEx"/> 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 != <c>null</c>;
} </code></pre></li><li> Retrieval of graphics memory values.? After the driver model is determined to be WDDM, the application can use the DirectX 10 or later API and DXGI to get the amount of graphics memory. After creating a Direct3D device the following code can be used to obtain a <strong><seecref="T:SharpDX.DXGI.AdapterDescription"/></strong> structure containing the amount of available graphics memory. <pre><code><seecref="T:SharpDX.DXGI.Device"/> * pDXGIDevice;
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<paramname="interfaceName"><dd><p>The <seecref="T:System.Guid"/> of the interface of the device version for which support is being checked. For example, __uuidof(<seecref="!:SharpDX.Direct3D10.Device"/>).</p></dd></param>
<paramname="uMDVersionRef"><dd><p>The user mode driver version of InterfaceName. This is returned only if the interface is supported. This parameter can be <strong><c>null</c></strong>.</p></dd></param>
<returns><p><seecref="F:SharpDX.Result.Ok"/> indicates that the interface is supported, otherwise <seecref="F:SharpDX.DXGI.ResultCode.Unsupported"/> is returned (For more information, see DXGI_ERROR).</p></returns>
<remarks>
<p><strong>Note</strong>??You can use <strong>CheckInterfaceSupport</strong> only to check whether a Direct3D 10.x interface is supported, and only on Windows Vista SP1 and later versions of the operating system. If you try to use <strong>CheckInterfaceSupport</strong> to check whether a Direct3D 11.x and later version interface is supported, <strong>CheckInterfaceSupport</strong> returns <seecref="F:SharpDX.DXGI.ResultCode.Unsupported"/>. Therefore, do not use <strong>CheckInterfaceSupport</strong>. Instead, to verify whether the operating system supports a particular interface, try to create the interface. For example, if you call the <strong><seecref="!:SharpDX.Direct3D11.Device.CreateBlendState"/></strong> method and it fails, the operating system does not support the <strong><seecref="!:SharpDX.Direct3D11.BlendState"/></strong> interface.</p>
</remarks>
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<p>Gets a DXGI 1.0 description of an adapter (or video card).</p>
</summary>
<remarks>
<p>Graphics applications can use the DXGI API to retrieve an accurate set of graphics memory values on systems that have WDDM drivers. The following are the critical steps involved.</p><ul><li> Graphics driver model determination ? Because DXGI is only available on systems with WDDM drivers, the application must first confirm the driver model by using the following API. <pre><code> HasWDDMDriver()
{ LPDIRECT3DCREATE9EX pD3D9Create9Ex = <c>null</c>; HMODULE hD3D9 = <c>null</c>; hD3D9 = LoadLibrary( L"d3d9.dll" ); if ( <c>null</c> == hD3D9 ) { return false; } // /* Try to create <seecref="!:SharpDX.Direct3D9.Direct3DEx"/> 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 != <c>null</c>;
} </code></pre></li><li> Retrieval of graphics memory values.? After the driver model is determined to be WDDM, the application can use the DirectX 10 or later API and DXGI to get the amount of graphics memory. After creating a Direct3D device the following code can be used to obtain a <strong><seecref="T:SharpDX.DXGI.AdapterDescription"/></strong> structure containing the amount of available graphics memory. <pre><code><seecref="T:SharpDX.DXGI.Device"/> * pDXGIDevice;
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<p>The <strong><seecref="T:SharpDX.DXGI.Device"/></strong> interface is designed for use by DXGI objects that need access to other DXGI objects. This interface is useful to applications that do not use Direct3D to communicate with DXGI.</p><p>The object returned by the Direct3D create device functions implements the <seecref="T:SharpDX.ComObject"/> interface and can be queried for the device's corresponding <seecref="T:SharpDX.DXGI.Device"/> interface. To retrieve the <strong><seecref="T:SharpDX.DXGI.Device"/></strong> interface of a Direct3D device the following code can be used.</p><pre><code><seecref="T:SharpDX.DXGI.Device"/> * pDXGIDevice;
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The information returned by the pResidencyStatus argument array describes the residency status at the time that the QueryResourceResidency method was called. Note that the residency status will constantly change. If you call the QueryResourceResidency method during a device removed state, the pResidencyStatus argument will return the DXGI_RESIDENCY_EVICTED_TO_DISK flag. Note??This method should not be called every frame as it incurs a non-trivial amount of overhead.
<paramname="comObjects">An array of <seecref="T:SharpDX.DXGI.Resource"/> interfaces. </param>
<returns>Returns an array of <seecref="T:SharpDX.DXGI.Residency"/> flags. Each element describes the residency status for corresponding element in the ppResources argument array. </returns>
Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.Device"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<paramname="adapterRef"><dd><p>The address of an <strong><seecref="T:SharpDX.DXGI.Adapter"/></strong> interface reference to the adapter. This parameter must not be <strong><c>null</c></strong>.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the DXGI_ERROR that indicates failure. If the <em>pAdapter</em> parameter is <strong><c>null</c></strong> this method returns E_INVALIDARG.</p></returns>
<p>If the <strong>GetAdapter</strong> 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.</p>
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<p>Returns a surface. This method is used internally and you should not call it directly in your application.</p>
</summary>
<paramname="descRef"><dd><p>A reference to a <strong><seecref="T:SharpDX.DXGI.SurfaceDescription"/></strong> structure that describes the surface.</p></dd></param>
<paramname="numSurfaces"><dd><p>The number of surfaces to create.</p></dd></param>
<paramname="usage"><dd><p>A DXGI_USAGE flag that specifies how the surface is expected to be used.</p></dd></param>
<paramname="sharedResourceRef"><dd><p>An optional reference to a <strong><seecref="T:SharpDX.DXGI.SharedResource"/></strong> structure that contains shared resource information for opening views of such resources.</p></dd></param>
<paramname="surfaceOut"><dd><p>The address of an <strong><seecref="T:SharpDX.DXGI.Surface"/></strong> interface reference to the first created surface.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful; an error code otherwise. For a list of error codes, see DXGI_ERROR.</p></returns>
<remarks>
<p>The <strong>CreateSurface</strong> method creates a buffer to exchange data between one or more devices. It is used internally, and you should not directly call it.</p><p>The runtime automatically creates an <strong><seecref="T:SharpDX.DXGI.Surface"/></strong> interface when it creates a Direct3D resource object that represents a surface. For example, the runtime creates an <strong><seecref="T:SharpDX.DXGI.Surface"/></strong> interface when it calls <strong><seecref="!:SharpDX.Direct3D11.Device.CreateTexture2D"/></strong> or <strong><seecref="!:SharpDX.Direct3D10.Device.CreateTexture2D"/></strong> to create a 2D texture. To retrieve the <strong><seecref="T:SharpDX.DXGI.Surface"/></strong> interface that represents the 2D texture surface, call <strong>ID3D11Texture2D::QueryInterface</strong> or <strong>ID3D10Texture2D::QueryInterface</strong>. In this call, you must pass the identifier of <strong><seecref="T:SharpDX.DXGI.Surface"/></strong>. If the 2D texture has only a single MIP-map level and does not consist of an array of textures, <strong>QueryInterface</strong> succeeds and returns a reference to the <strong><seecref="T:SharpDX.DXGI.Surface"/></strong> interface reference. Otherwise, <strong>QueryInterface</strong> fails and does not return the reference to <strong><seecref="T:SharpDX.DXGI.Surface"/></strong>.
</p>
</remarks>
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<msdn-id>bb174530</msdn-id>
<unmanaged>HRESULT IDXGIDevice::CreateSurface([In] const DXGI_SURFACE_DESC* pDesc,[In] unsigned int NumSurfaces,[In] unsigned int Usage,[In, Optional] const DXGI_SHARED_RESOURCE* pSharedResource,[Out] IDXGISurface** ppSurface)</unmanaged>
<p>Gets the residency status of an array of resources.</p>
</summary>
<paramname="resourcesOut"><dd><p>An array of <strong><seecref="T:SharpDX.DXGI.Resource"/></strong> interfaces.</p></dd></param>
<paramname="residencyStatusRef"><dd><p>An array of <strong><seecref="T:SharpDX.DXGI.Residency"/></strong> flags. Each element describes the residency status for corresponding element in the <em>ppResources</em> argument array.</p></dd></param>
<paramname="numResources"><dd><p>The number of resources in the <em>ppResources</em> argument array and <em>pResidencyStatus</em> argument array.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successfull; otherwise, returns <seecref="F:SharpDX.DXGI.ResultCode.DeviceRemoved"/>, E_INVALIDARG, or E_POINTER (see WinError.h for more information).</p></returns>
<remarks>
<p>The information returned by the <em>pResidencyStatus</em> argument array describes the residency status at the time that the <strong>QueryResourceResidency</strong> method was called. Note that the residency status will constantly change.</p><p>If you call the <strong>QueryResourceResidency</strong> method during a device removed state, the <em>pResidencyStatus</em> argument will return the <seecref="F:SharpDX.DXGI.Residency.EvictedToDisk"/> flag.</p><p><strong>Note</strong>??This method should not be called every frame as it incurs a non-trivial amount of overhead.</p>
</remarks>
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<p>Gets the residency status of an array of resources.</p>
</summary>
<paramname="resourcesOut"><dd><p>An array of <strong><seecref="T:SharpDX.DXGI.Resource"/></strong> interfaces.</p></dd></param>
<paramname="residencyStatusRef"><dd><p>An array of <strong><seecref="T:SharpDX.DXGI.Residency"/></strong> flags. Each element describes the residency status for corresponding element in the <em>ppResources</em> argument array.</p></dd></param>
<paramname="numResources"><dd><p>The number of resources in the <em>ppResources</em> argument array and <em>pResidencyStatus</em> argument array.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successfull; otherwise, returns <seecref="F:SharpDX.DXGI.ResultCode.DeviceRemoved"/>, E_INVALIDARG, or E_POINTER (see WinError.h for more information).</p></returns>
<remarks>
<p>The information returned by the <em>pResidencyStatus</em> argument array describes the residency status at the time that the <strong>QueryResourceResidency</strong> method was called. Note that the residency status will constantly change.</p><p>If you call the <strong>QueryResourceResidency</strong> method during a device removed state, the <em>pResidencyStatus</em> argument will return the <seecref="F:SharpDX.DXGI.Residency.EvictedToDisk"/> flag.</p><p><strong>Note</strong>??This method should not be called every frame as it incurs a non-trivial amount of overhead.</p>
</remarks>
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<paramname="priority"><dd><p>A value that specifies the required GPU thread priority. This value must be between -7 and 7, inclusive, where 0 represents normal priority.</p></dd></param>
<returns><p>Return <seecref="F:SharpDX.Result.Ok"/> if successful; otherwise, returns E_INVALIDARG if the <em>Priority</em> parameter is invalid.</p></returns>
<remarks>
<p>The values for the <em>Priority</em> parameter function as follows:</p><ul><li>Positive values increase the likelihood that the GPU scheduler will grant GPU execution cycles to the device when rendering.</li><li>Negative values lessen the likelihood that the device will receive GPU execution cycles when devices compete for them.</li><li>The device is guaranteed to receive some GPU execution cycles at all settings.</li></ul><p>To use the <strong>SetGPUThreadPriority</strong> 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 <strong>SetGPUThreadPriority</strong> method can impede rendering speed and result in a poor user experience.</p>
</remarks>
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<msdn-id>bb174534</msdn-id>
<unmanaged>HRESULT IDXGIDevice::SetGPUThreadPriority([In] int Priority)</unmanaged>
<paramname="priorityRef"><dd><p>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.</p></dd></param>
<returns><p>Return <seecref="F:SharpDX.Result.Ok"/> if successful; otherwise, returns E_POINTER if the <em>pPriority</em> parameter is <strong><c>null</c></strong>.</p></returns>
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<p>Returns the adapter for the specified device.</p>
</summary>
<remarks>
<p>If the <strong>GetAdapter</strong> 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.</p>
</remarks>
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<p>Inherited from objects that are tied to the device so that they can retrieve a reference to it.</p>
</summary>
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Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.DeviceChild"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<paramname="riid"><dd><p>The reference id for the device.</p></dd></param>
<paramname="deviceOut"><dd><p>The address of a reference to the device.</p></dd></param>
<returns><p>A code that indicates success or failure (see DXGI_ERROR).</p></returns>
<remarks>
<p>The type of interface that is returned can be any interface published by the device. For example, it could be an <seecref="T:SharpDX.DXGI.Device"/> * called pDevice, and therefore the REFIID would be obtained by calling __uuidof(pDevice).</p>
</remarks>
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<p>An <strong><seecref="T:SharpDX.DXGI.Factory"/></strong> interface implements methods for generating DXGI objects (which handle full screen transitions).</p>
</summary>
<remarks>
<p>Create a factory by calling <strong>CreateDXGIFactory</strong>.</p><p>Because a Direct3D device can be created 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.
This can be accomplished by requesting the <strong><seecref="T:SharpDX.DXGI.Device"/></strong> interface from the Direct3D device and then using <strong><seecref="M:SharpDX.DXGI.DXGIObject.GetParent(System.Guid,System.IntPtr@)"/></strong> to locate
the factory. The following code illustrates the process.</p><pre><code><seecref="T:SharpDX.DXGI.Device"/> * pDXGIDevice;
</code></pre><p>See <strong><seecref="M:SharpDX.DXGI.DXGIObject.GetParent(System.Guid,System.IntPtr@)"/></strong> for a diagram of the relationship between DXGI objects.</p>
</remarks>
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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.
<paramname="adapter"><para>The index of the adapter to enumerate.</para></param>
<returns>a reference to an <seecref="T:SharpDX.DXGI.Adapter"/> interface at the position specified by the Adapter parameter</returns>
<remarks>
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 <seecref="T:SharpDX.DXGI.Factory"/> object. The number of adapters in a system changes when you add or remove a display card, or dock or undock a laptop.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 local adapter with the output on which the desktop primary is displayed. This adapter corresponds with an index of zero. EnumAdapters then returns other adapters with outputs.
</remarks>
<unmanaged>HRESULT IDXGIFactory::EnumAdapters([In] unsigned int Adapter,[Out] IDXGIAdapter** ppAdapter)</unmanaged>
Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.Factory"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<paramname="adapter"><dd><p>The index of the adapter to enumerate.</p></dd></param>
<paramname="adapterOut"><dd><p>The address of a reference to an <strong><seecref="T:SharpDX.DXGI.Adapter"/></strong> interface at the position specified by the <em>Adapter</em> parameter. This parameter must not be <strong><c>null</c></strong>.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful; otherwise, returns <seecref="F:SharpDX.DXGI.ResultCode.NotFound"/> if the index is greater than or equal to the number of adapters in the local system, or <seecref="F:SharpDX.DXGI.ResultCode.InvalidCall"/> if <em>ppAdapter</em> parameter is <strong><c>null</c></strong>.</p></returns>
<p>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 <strong><seecref="T:SharpDX.DXGI.Factory"/></strong> object. The number of adapters in a system changes when you add or remove a display card, or dock or undock a laptop. </p><p>When the <strong>EnumAdapters</strong> method succeeds and fills the <em>ppAdapter</em> parameter with the address of the reference to the adapter interface, <strong>EnumAdapters</strong> increments the adapter interface's reference count. When you finish using the adapter interface, call the <strong>Release</strong> method to decrement the reference count before you destroy the reference.</p><p><strong>EnumAdapters</strong> first returns the local adapter with the output on which the desktop primary is displayed. This adapter corresponds with an index of zero. <strong>EnumAdapters</strong> then returns other adapters with outputs.</p>
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<msdn-id>bb174538</msdn-id>
<unmanaged>HRESULT IDXGIFactory::EnumAdapters([In] unsigned int Adapter,[Out] IDXGIAdapter** ppAdapter)</unmanaged>
<p>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).</p>
<paramname="windowHandle"><dd><p>The handle of the window that is to be monitored. This parameter can be <strong><c>null</c></strong>; but only if the flags are also 0. </p></dd></param>
<paramname="flags"><dd><p>One or more of the following values:</p><ul><li><seecref="F:SharpDX.DXGI.WindowAssociationFlags.IgnoreAll"/> - Prevent DXGI from monitoring an applications message queue; this makes DXGI unable to respond to mode changes.</li><li><seecref="F:SharpDX.DXGI.WindowAssociationFlags.IgnoreAltEnter"/> - Prevent DXGI from responding to an alt-enter sequence.</li><li><seecref="F:SharpDX.DXGI.WindowAssociationFlags.IgnorePrintScreen"/> - Prevent DXGI from responding to a print-screen key.</li></ul></dd></param>
<returns><p><seecref="F:SharpDX.DXGI.ResultCode.InvalidCall"/> if <em>WindowHandle</em> is invalid, or E_OUTOFMEMORY.</p></returns>
<p>The combination of <em>WindowHandle</em> and <em>Flags</em> informs DXGI to stop monitoring window messages for the previously-associated window.</p><p>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.</p><p>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 <strong><seecref="M:SharpDX.DXGI.SwapChain.ResizeBuffers(System.Int32,System.Int32,System.Int32,SharpDX.DXGI.Format,SharpDX.DXGI.SwapChainFlags)"/></strong>, then re-acquire the back buffers from the swap chain(s). This gives the swap chain(s) an opportunity to resize the back buffers, and/or recreate them to enable full-screen flipping operation. If the application does not perform this sequence, DXGI will still make the full-screen/windowed transition, but may be forced to use a stretch operation (since the back buffers may not be the correct size), which may be less efficient. Even if a stretch is not required, presentation may not be optimal because the back buffers might not be directly interchangeable with the front buffer. Thus, a call to <strong>ResizeBuffers</strong> on WM_SIZE is always recommended, since WM_SIZE is always sent during a fullscreen transition.</p><p>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 <strong><seecref="M:SharpDX.DXGI.Output.FindClosestMatchingMode(SharpDX.DXGI.ModeDescription@,SharpDX.DXGI.ModeDescription@,SharpDX.ComObject)"/></strong>. If a matching mode is found, allow the resize. (The <seecref="T:SharpDX.DXGI.Output"/> can be retrieved from <strong><seecref="M:SharpDX.DXGI.SwapChain.GetContainingOutput(SharpDX.DXGI.Output@)"/></strong>. Absent subsequent changes to desktop topology, this will be the same output that will be chosen when alt-enter is fielded and fullscreen mode is begun for that swap chain.)</p><p>Applications that want to handle mode changes or Alt+Enter themselves should call <strong>MakeWindowAssociation</strong> with the <seecref="F:SharpDX.DXGI.WindowAssociationFlags.IgnoreAll"/> flag after swap chain creation. The <em>WindowHandle</em> argument, if non-<strong><c>null</c></strong>, specifies that the application message queues will not be handled by the DXGI runtime for all swap chains of a particular target <strong><seecref="T:System.IntPtr"/></strong>. Calling <strong>MakeWindowAssociation</strong> with the <seecref="F:SharpDX.DXGI.WindowAssociationFlags.IgnoreAll"/> flag after swapchain creation ensures that DXGI will not interfere with application's handling of window mode changes or Alt+Enter.</p>Notes for Metro style apps<p>If a Metro style app calls <strong>MakeWindowAssociation</strong>, it fails with <seecref="F:SharpDX.DXGI.ResultCode.NotCurrentlyAvailable"/>.</p><p>A Microsoft Win32 application can use <strong>MakeWindowAssociation</strong> to control full-screen transitions through the Alt+Enter key combination and print screen behavior for full screen. For Metro style apps, because DXGI cannot perform full-screen transitions, Metro style app have no way to control full-screen transitions.</p>
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Notes for Metro style apps<p>If a Metro style app calls <strong>GetWindowAssociation</strong>, it fails with <seecref="F:SharpDX.DXGI.ResultCode.NotCurrentlyAvailable"/>.</p>
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<p>[Starting with Direct3D 11.1, we recommend not to use <strong>CreateSwapChain</strong> anymore to create a swap chain. Instead, use <strong>CreateSwapChainForHwnd</strong>, <strong>CreateSwapChainForImmersiveWindow</strong>, or <strong>CreateSwapChainForCompositionSurface</strong> depending on how you want to create the swap chain.]</p><p>Creates a swap chain.</p>
<returns><p><seecref="F:SharpDX.DXGI.ResultCode.InvalidCall"/> if <em>pDesc</em> or <em>ppSwapChain</em> is <strong><c>null</c></strong>, <seecref="F:SharpDX.DXGI.DXGIStatus.Occluded"/> if you request full-screen mode and it is unavailable, or E_OUTOFMEMORY. Other error codes defined by the type of device passed in may also be returned.</p></returns>
<p>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 <seecref="F:SharpDX.DXGI.DXGIStatus.Occluded"/> will be returned.</p><p>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.</p><p>Because the target output cannot be chosen explicitly when the swap-chain is created, you should not 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:</p><ul><li>Create a windowed swap chain and then set it full-screen using <strong><seecref="M:SharpDX.DXGI.SwapChain.SetFullscreenState(SharpDX.Bool,SharpDX.DXGI.Output)"/></strong>.</li><li>Save a reference to the swap chain immediately after creation, and use it to get the output window size during a WM_SIZE event. Then resize the swap chain buffers (with <strong><seecref="M:SharpDX.DXGI.SwapChain.ResizeBuffers(System.Int32,System.Int32,System.Int32,SharpDX.DXGI.Format,SharpDX.DXGI.SwapChainFlags)"/></strong>) during the transition from windowed to full-screen.</li></ul><p>If the swap chain is in full-screen mode, before you release it you must use <strong>SetFullscreenState</strong> to switch it to windowed mode. For more information about releasing a swap chain, see the "Destroying a Swap Chain" section of DXGI Overview.</p><p>You can specify <strong><seecref="T:SharpDX.DXGI.SwapEffect"/></strong> and <strong><seecref="T:SharpDX.DXGI.SwapChainFlags"/></strong> values in the swap-chain description that <em>pDesc</em> points to. These values allow you to use features like flip-model presentation and content protection by using pre-Windows Developer Preview APIs.</p><p>However, to use stereo presentation and to change resize behavior for the flip model, applications must use the <strong>IDXGIFactory2::CreateSwapChainForHwnd</strong> method. Otherwise, the back-buffer contents implicitly scale to fit the presentation target size; that is, you can't turn off scaling.</p>Notes for Metro style apps<p>If a Metro style app calls <strong>CreateSwapChain</strong> with full screen specified, <strong>CreateSwapChain</strong> fails.</p><p>Metro style apps call the <strong>IDXGIFactory2::CreateSwapChainForImmersiveWindow</strong> method to create a swap chain.</p>
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<paramname="module"><dd><p>Handle to the software adapter's dll. HMODULE can be obtained with <strong>GetModuleHandle</strong> or <strong>LoadLibrary</strong>.</p></dd></param>
<returns><dd><p>Address of a reference to an adapter (see <strong><seecref="T:SharpDX.DXGI.Adapter"/></strong>).</p></dd></returns>
<p>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.</p><p>Calling this method will increment the module's reference count by one. The reference count can be decremented by calling <strong>FreeLibrary</strong>.</p><p>The typical calling scenario is to call <strong>LoadLibrary</strong>, pass the handle to <strong>CreateSoftwareAdapter</strong>, then immediately call <strong>FreeLibrary</strong> on the DLL and forget the DLL's <strong>HMODULE</strong>. Since the software adapter calls <strong>FreeLibrary</strong> 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.</p>
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<p>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).</p><p>To create a factory, call the <strong>CreateDXGIFactory1</strong> function.</p>
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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 <seecref="T:SharpDX.DXGI.Factory1"/> object. The number of adapters in a system changes when you add or remove a display card, or dock or undock a laptop.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 local 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.
Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.Factory1"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<paramname="adapter"><dd><p>The index of the adapter to enumerate.</p></dd></param>
<paramname="adapterOut"><dd><p>The address of a reference to an <strong><seecref="T:SharpDX.DXGI.Adapter1"/></strong> interface at the position specified by the <em>Adapter</em> parameter. This parameter must not be <strong><c>null</c></strong>.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful; otherwise, returns <seecref="F:SharpDX.DXGI.ResultCode.NotFound"/> if the index is greater than or equal to the number of adapters in the local system, or <seecref="F:SharpDX.DXGI.ResultCode.InvalidCall"/> if <em>ppAdapter</em> parameter is <strong><c>null</c></strong>.</p></returns>
<p>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).</p><p>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 <strong><seecref="T:SharpDX.DXGI.Factory1"/></strong> object. The number of adapters in a system changes when you add or remove a display card, or dock or undock a laptop. </p><p>When the <strong>EnumAdapters1</strong> method succeeds and fills the <em>ppAdapter</em> parameter with the address of the reference to the adapter interface, <strong>EnumAdapters1</strong> increments the adapter interface's reference count. When you finish using the adapter interface, call the <strong>Release</strong> method to decrement the reference count before you destroy the reference.</p><p><strong>EnumAdapters1</strong> first returns the local adapter with the output on which the desktop primary is displayed. This adapter corresponds with an index of zero. <strong>EnumAdapters1</strong> next returns other adapters with outputs. <strong>EnumAdapters1</strong> finally returns adapters without outputs.</p>
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<msdn-id>ff471336</msdn-id>
<unmanaged>HRESULT IDXGIFactory1::EnumAdapters1([In] unsigned int Adapter,[Out] IDXGIAdapter1** ppAdapter)</unmanaged>
<returns><p><strong><seecref="F:SharpDX.Result.False"/></strong>, if a new adapter is becoming available or the current adapter is going away. <strong>TRUE</strong>, no adapter changes.</p><p><strong>IsCurrent</strong> returns <strong><seecref="F:SharpDX.Result.False"/></strong> to inform the calling application to re-enumerate adapters.</p></returns>
<p>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).</p>
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<p>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).</p>
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<p>The <strong><seecref="T:SharpDX.DXGI.AdapterFlags"/></strong> enumerated type is used by the <strong>Flags</strong> member of the <strong><seecref="T:SharpDX.DXGI.AdapterDescription1"/></strong> or <strong>DXGI_ADAPTER_DESC2</strong> structure to identify the type of DXGI adapter.</p>
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<dd><p>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).</p></dd>
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<dd><p>The image is created beginning with the upper field.</p></dd>
</summary>
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<p>Resource data formats which includes fully-typed and typeless formats. There is a list of format modifiers at the bottom of the page, that more fully describes each format type.</p>
<p>A few formats have additional restrictions.</p><ol><li>A resource declared with the DXGI_FORMAT_R32G32B32 family of formats cannot be used simultaneously for vertex and texture data. That is, you may not create a buffer resource with the DXGI_FORMAT_R32G32B32 family of formats that uses any of the following bind flags: <seecref="!:SharpDX.Direct3D10.BindFlags.VertexBuffer"/>, <seecref="!:SharpDX.Direct3D10.BindFlags.IndexBuffer"/>, <seecref="!:SharpDX.Direct3D10.BindFlags.ConstantBuffer"/>, or <seecref="!:SharpDX.Direct3D10.BindFlags.StreamOutput"/> (see <strong><seecref="!:SharpDX.Direct3D10.BindFlags"/></strong>).</li><li><seecref="F:SharpDX.DXGI.Format.R1_UNorm"/> is designed specifically for text filtering, and must be used with a format-specific, configurable 8x8 filter mode. When calling an HLSL sampling function using this format, the address offset parameter must be set to (0,0).</li><li>A resource using a sub-sampled format (such as DXGI_FORMAT_R8G8_B8G8) must have a size that is a multiple of 2 in the x dimension.</li><li>Format is not available in Direct3D 10 and Direct3D 10.1</li></ol><p>The following topics provide lists of the formats that particular hardware feature levels support:</p><ul><li> Hardware Support for Direct3D 11.1 Formats </li><li> Hardware Support for Direct3D 11 Formats </li><li> Hardware Support for Direct3D 10.1 Formats </li><li> Hardware Support for Direct3D 10 Formats </li><li> Hardware Support for Direct3D 10Level9 Formats </li></ul><p>For a list of the <strong>DirectXMath</strong> types that map to <strong><seecref="T:SharpDX.DXGI.Format"/></strong> values, see DirectXMath Library Internals.</p>Format Modifiers<p>Each enumeration value contains a format modifier which describes the data type.</p><table><tr><th>Format Modifiers</th><th>Description</th></tr><tr><td>_FLOAT</td><td>A floating-point value; 32-bit floating-point formats use IEEE 754 single-precision (s23e8 format): sign bit, 8-bit biased (127) exponent, and 23-bit mantissa. 16-bit floating-point formats use half-precision (s10e5 format): sign bit, 5-bit biased (15) exponent, and 10-bit mantissa.</td></tr><tr><td>_SINT</td><td>Two's complement signed integer. For example, a 3-bit SINT represents the values -4, -3, -2, -1, 0, 1, 2, 3.</td></tr><tr><td>_SNORM</td><td>Signed normalized integer; which is interpreted in a resource as a signed integer, and is interpreted in a shader as a signed normalized floating-point value in the range [-1, 1]. For an 2's complement number, the maximum value is 1.0f (a 5-bit value 01111 maps to 1.0f), and the minimum value is -1.0f (a 5-bit value 10000 maps to -1.0f). In addition, the second-minimum number maps to -1.0f (a 5-bit value 10001 maps to -1.0f). The resulting integer representations are evenly spaced floating-point values in the range (-1.0f...0.0f), and also a complementary set of representations for numbers in the range (0.0f...1.0f).</td></tr><tr><td>_SRGB</td><td>Standard RGB data, which roughly displays colors in a linear ramp of luminosity levels such that an average observer, under average viewing conditions, can view them on an average display. <p>All 0's maps to 0.0f, and all 1's maps to 1.0f. The sequence of unsigned integer encodings between all 0's and all 1's represent a nonlinear progression in the floating-point interpretation of the numbers between 0.0f to 1.0f. For more detail, see the SRGB color standard, IEC 61996-2-1, at IEC (International Electrotechnical Commission).</p> Conversion to or from sRGB space is automatically done by D3DX10 or D3DX9 texture-load functions. If the format has an alpha channel, the alpha data is also stored in sRGB color space. </td></tr><tr><td>_TYPELESS</td><td>Typeless data, with a defined number of bits. Typeless formats are designed for creating typeless resources; that is, a resource whose size is known, but whose data type is not yet fully defined. When a typeless resource is bound to a shader, the application or shader must resolve the format type (which must match the number of bits per
</code></pre></td></tr><tr><td>_UINT</td><td>Unsigned integer. For instance, a 3-bit UINT represents the values 0, 1, 2, 3, 4, 5, 6, 7.</td></tr><tr><td>_UNORM</td><td>Unsigned normalized integer; which is interpreted in a resource as an unsigned integer, and is interpreted in a shader as an unsigned normalized floating-point value in the range [0, 1]. All 0's maps to 0.0f, and all 1's maps to 1.0f. A sequence of evenly spaced floating-point values from 0.0f to 1.0f are represented. For instance, a 2-bit UNORM represents 0.0f, 1/3, 2/3, and 1.0f.</td></tr></table><p>?</p>New Resource Formats<p>Direct3D 10 offers new data compression formats for compressing high-dynamic range (HDR) lighting data, normal maps and heightfields to a fraction of their original size. These compression types include:</p><ul><li>Shared-Exponent high-dynamic range (HDR) format (RGBE)</li><li>New Block-Compressed 1-2 channel UNORM/SNORM formats</li></ul><p>The block compression formats can be used for any of the 2D or 3D texture types ( Texture2D, Texture2DArray, Texture3D, or TextureCube) including mipmap surfaces. The block compression techniques require texture dimensions to be a multiple of 4 (since the implementation compresses on blocks of 4x4 texels). In the texture sampler, compressed formats are always decompressed before texture filtering.</p>
</remarks>
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<dd><p>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.</p></dd>
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<dd><p>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.</p></dd>
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<dd><p>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.</p></dd>
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<dd><p>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.</p></dd>
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<dd><p>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.</p><p></p></dd>
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<dd><p>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.</p></dd>
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<dd><p>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.</p></dd>
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<dd><p>A single-component, 8-bit typeless format that supports 8 bits for the red channel.</p></dd>
</summary>
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<dd><p>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.</p><p></p></dd>
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<dd><p>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. 3</p></dd>
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<dd><p>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. 3</p></dd>
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<dd><p>Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p></dd>
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<dd><p>Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p></dd>
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<dd><p>Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p></dd>
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<dd><p>Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p></dd>
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<dd><p>Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p></dd>
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<dd><p>Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p></dd>
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<dd><p>Four-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p></dd>
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<dd><p>Four-component block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p></dd>
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<dd><p>Four-component block-compression format for sRGB data. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p></dd>
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<dd><p>One-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p></dd>
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<dd><p>Two-component typeless block-compression format. For information about block-compression formats, see Texture Block Compression in Direct3D 11.</p></dd>
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<p>Flags indicating the memory location of a resource.</p>
</summary>
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<dd><p>The resource is located in video memory.</p></dd>
</summary>
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<dd><p>At least some of the resource has been paged out to the hard drive.</p></dd>
</summary>
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<p>This enumeration is used by the <strong><seecref="T:SharpDX.DXGI.SwapChainDescription"/></strong> structure and the <strong><seecref="M:SharpDX.DXGI.SwapChain.ResizeTarget(SharpDX.DXGI.ModeDescription@)"/></strong> method.</p><p>This enumeration is also used by the <strong>DXGI_SWAP_CHAIN_DESC1</strong> structure.</p><p>Swap chains that you create in full-screen mode with the <strong><seecref="M:SharpDX.DXGI.Factory.CreateSwapChain(SharpDX.ComObject,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain)"/></strong> method behave as if <strong>DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY</strong> is set even though the flag is not set. That is, presented content is not accessible by remote access or through the <strong>desktop duplication APIs</strong>. </p><p>Swap chains that you create with the <strong>IDXGIFactory2::CreateSwapChainForHwnd</strong>, <strong>IDXGIFactory2::CreateSwapChainForImmersiveWindow</strong>, and <strong>IDXGIFactory2::CreateSwapChainForCompositionSurface</strong> methods are not protected if <strong>DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY</strong> is not set and are protected if <strong>DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY</strong> is set. When swap chains are protected, screen scraping is prevented and, in full-screen mode, presented content is not accessible through the <strong>desktop duplication APIs</strong>.</p>
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<dd><p>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. </p></dd>
</summary>
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<dd><p>Set this flag to enable an application to switch modes by calling <strong><seecref="M:SharpDX.DXGI.SwapChain.ResizeTarget(SharpDX.DXGI.ModeDescription@)"/></strong>. When switching from windowed to full-screen mode, the display mode (or monitor resolution) will be changed to match the dimensions of the application window.</p></dd>
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<dd><p>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 <strong><seecref="M:SharpDX.DXGI.Surface1.GetDC(SharpDX.Bool)"/></strong> on the 0th back buffer or a surface.</p></dd>
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<p>Options for handling pixels in a display surface after calling <strong><seecref="M:SharpDX.DXGI.SwapChain.Present(System.Int32,SharpDX.DXGI.PresentFlags)"/></strong>.</p>
<p>This enumeration is used by the <strong><seecref="T:SharpDX.DXGI.SwapChainDescription"/></strong> structure.</p><p>This enumeration is also used by the <strong>DXGI_SWAP_CHAIN_DESC1</strong> structure.</p><p>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 <strong><seecref="F:SharpDX.DXGI.SwapEffect.Discard"/></strong> and <strong><seecref="F:SharpDX.DXGI.SwapEffect.Sequential"/></strong> values, contents of the back buffer get copied into the redirection surface on each call to <strong><seecref="M:SharpDX.DXGI.SwapChain.Present(System.Int32,SharpDX.DXGI.PresentFlags)"/></strong>. In the flip model, which is used with the <strong>DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</strong> value, all back buffers are shared with the DWM. Therefore, the DWM can compose straight from those back buffers without any additional copy operations.
In general, the flip model is the more efficient model. The flip model also provides more features, such as enhanced present statistics.
</p><p>Regardless of whether the flip model is more efficient, an application still might choose the bitblt model for the following reasons:</p><ul><li><p>The bitblt model is the only way to mix GDI and DirectX presentation.</p><p>In the flip model, the application must create the swap chain with <strong><seecref="F:SharpDX.DXGI.SwapChainFlags.GdiCompatible"/></strong>, and then must use <strong>GetDC</strong> on the back buffer explicitly. After the first successful call to <strong><seecref="M:SharpDX.DXGI.SwapChain.Present(System.Int32,SharpDX.DXGI.PresentFlags)"/></strong> on a flip-model swap chain, GDI no longer works with the <strong><seecref="T:System.IntPtr"/></strong> that is associated with that swap chain, even after the destruction of the swap chain. This restriction even extends to methods like <strong>ScrollWindowEx</strong>.</p></li><li>The flip model requires at least three window-sized buffers if the application uses child windows. For the bitblt model, this minimum is two buffers.</li></ul><p></p>
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<paramname="riid"><dd><p>The globally unique identifier (<seecref="T:System.Guid"/>) of the <strong><seecref="T:SharpDX.DXGI.Factory1"/></strong> object referenced by the <em>ppFactory</em> parameter.</p></dd></param>
<paramname="factoryOut"><dd><p>Address of a reference to an <strong><seecref="T:SharpDX.DXGI.Factory1"/></strong> object.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful; an error code otherwise. For a list of error codes, see DXGI_ERROR.</p></returns>
<p>Use a DXGI 1.1 factory to generate objects that <strong>enumerate adapters</strong>, <strong>create swap chains</strong>, and <strong>associate a window</strong> with the alt+enter key sequence for toggling to and from the full-screen display mode. </p><p>If the <strong>CreateDXGIFactory1</strong> function succeeds, the reference count on the <strong><seecref="T:SharpDX.DXGI.Factory1"/></strong> interface is incremented. To avoid a memory leak, when you finish using the interface, call the <strong>IDXGIFactory1::Release</strong> method to release the interface.</p><p>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).</p><p><strong>Note</strong>??Do not mix the use of DXGI 1.0 (<strong><seecref="T:SharpDX.DXGI.Factory"/></strong>) and DXGI 1.1 (<strong><seecref="T:SharpDX.DXGI.Factory1"/></strong>) in an application. Use <strong><seecref="T:SharpDX.DXGI.Factory"/></strong> or <strong><seecref="T:SharpDX.DXGI.Factory1"/></strong>, but not both in an application.</p>
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<paramname="riid"><dd><p>The globally unique identifier (<seecref="T:System.Guid"/>) of the <strong><seecref="T:SharpDX.DXGI.Factory"/></strong> object referenced by the <em>ppFactory</em> parameter.</p></dd></param>
<paramname="factoryOut"><dd><p>Address of a reference to an <strong><seecref="T:SharpDX.DXGI.Factory"/></strong> object.</p></dd></param>
<returns><p>Returns <strong><seecref="F:SharpDX.Result.Ok"/></strong> if successful; otherwise, returns one of the following DXGI_ERROR.</p></returns>
<p>Use a DXGI factory to generate objects that <strong>enumerate adapters</strong>, <strong>create swap chains</strong>, and <strong>associate a window</strong> with the alt+enter key sequence for toggling to and from the fullscreen display mode.</p><p>If the <strong>CreateDXGIFactory</strong> function succeeds, the reference count on the <strong><seecref="T:SharpDX.DXGI.Factory"/></strong> interface is incremented. To avoid a memory leak, when you finish using the interface, call the <strong>IDXGIFactory::Release</strong> method to release the interface.</p><p><strong>Note</strong>??Do not mix the use of DXGI 1.0 (<strong><seecref="T:SharpDX.DXGI.Factory"/></strong>) and DXGI 1.1 (<strong><seecref="T:SharpDX.DXGI.Factory1"/></strong>) in an application. Use <strong><seecref="T:SharpDX.DXGI.Factory"/></strong> or <strong><seecref="T:SharpDX.DXGI.Factory1"/></strong>, but not both in an application.</p><p>The <strong>CreateDXGIFactory</strong> function does not exist for Metro style apps. Instead, Metro style apps use the <strong>CreateDXGIFactory1</strong> function.</p>
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<p>The <strong><seecref="T:SharpDX.DXGI.Adapter1"/></strong> interface represents a display sub-system (including one or more GPU's, DACs and video memory).</p>
<p>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).</p><p>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.</p><p>To enumerate the display sub-systems, use <strong><seecref="M:SharpDX.DXGI.Factory1.GetAdapter1(System.Int32)"/></strong>. To get an interface to the adapter for a particular device, use <strong><seecref="M:SharpDX.DXGI.Device.GetAdapter(SharpDX.DXGI.Adapter@)"/></strong>. To create a software adapter, use <strong><seecref="M:SharpDX.DXGI.Factory.CreateSoftwareAdapter(System.Reflection.Module)"/></strong>.</p>
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Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.Adapter1"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<paramname="descRef"><dd><p>A reference to a <strong><seecref="T:SharpDX.DXGI.AdapterDescription1"/></strong> structure that describes the adapter. This parameter must not be <strong><c>null</c></strong>.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful; otherwise, returns E_INVALIDARG if the <em>pDesc</em> parameter is <strong><c>null</c></strong>. </p></returns>
<remarks>
<p>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).</p><p>Use the <strong>GetDesc1</strong> method to get a DXGI 1.1 description of an adapter. To get a DXGI 1.0 description, use the <strong><seecref="T:SharpDX.DXGI.Adapter"/></strong> method.</p>
</remarks>
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<p>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).</p><p>Use the <strong>GetDesc1</strong> method to get a DXGI 1.1 description of an adapter. To get a DXGI 1.0 description, use the <strong><seecref="T:SharpDX.DXGI.Adapter"/></strong> method.</p>
</remarks>
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<p>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).</p><p>The <strong><seecref="T:SharpDX.DXGI.Device1"/></strong> interface is designed for use by DXGI objects that need access to other DXGI objects. This interface is useful to applications that do not use Direct3D to communicate with DXGI.</p>
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Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.Device1"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<p>Sets the number of frames that the system is allowed to queue for rendering.</p>
</summary>
<paramname="maxLatency"><dd><p>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.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful; otherwise, <seecref="F:SharpDX.DXGI.ResultCode.DeviceRemoved"/> if the device was removed.</p></returns>
<remarks>
<p>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).</p><p>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.</p>
</remarks>
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<msdn-id>ff471334</msdn-id>
<unmanaged>HRESULT IDXGIDevice1::SetMaximumFrameLatency([In] unsigned int MaxLatency)</unmanaged>
<p>Gets the number of frames that the system is allowed to queue for rendering.</p>
</summary>
<paramname="maxLatencyRef"><dd><p>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.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the following members of the D3DERR enumerated type:</p><ul><li><strong><seecref="!:SharpDX.Direct3D9.ResultCode.DeviceLost"/></strong></li><li><strong><seecref="!:SharpDX.Direct3D9.ResultCode.DeviceRemoved"/></strong></li><li><strong><seecref="!:SharpDX.Direct3D9.ResultCode.DriverInternalError"/></strong></li><li><strong><seecref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/></strong></li><li><strong><seecref="!:SharpDX.Direct3D9.ResultCode.OutOfVideoMemory"/></strong></li></ul></returns>
<remarks>
<p>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).</p><p>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.</p>
</remarks>
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<p>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).</p><p>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.</p>
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<p>The <strong>AcquireSync</strong> 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.</p><p>When a surface is created using the <strong><seecref="!:SharpDX.Direct3D10.ResourceOptionFlags.SharedKeyedmutex"/></strong> value of the <strong><seecref="!:SharpDX.Direct3D10.ResourceOptionFlags"/></strong> enumeration, you must call the <strong>AcquireSync</strong> method before rendering to the surface. You must call the <strong>ReleaseSync</strong> method when you are done rendering to a surface.</p><p>To acquire a reference to the keyed mutex object of a shared resource, call the <strong>QueryInterface</strong> method of the resource and pass in the <strong>UUID</strong> of the <strong><seecref="T:SharpDX.DXGI.KeyedMutex"/></strong> interface. For more information about acquiring this reference, see the following code example.</p><p>The <strong>AcquireSync</strong> method uses the key as follows, depending on the state of the surface:</p><ul><li>On initial creation, the surface is unowned and any device can call the <strong>AcquireSync</strong> method to gain access. For an unowned device, only a key of 0 will succeed. Calling the <strong>AcquireSync</strong> method for any other key will stall the calling CPU thread.</li><li>If the surface is owned by a device when you call the <strong>AcquireSync</strong> method, the CPU thread that called the <strong>AcquireSync</strong> method will stall until the owning device calls the <strong>ReleaseSync</strong> method using the same Key.</li><li>If the surface is unowned when you call the <strong>AcquireSync</strong> method (for example, the last owning device has already called the <strong>ReleaseSync</strong> method), the <strong>AcquireSync</strong> method will succeed if you specify the same key that was specified when the <strong>ReleaseSync</strong> method was last called. Calling the <strong>AcquireSync</strong> method using any other key will cause a stall.</li><li>When the owning device calls the <strong>ReleaseSync</strong> method with a particular key, and more than one device is waiting after calling the <strong>AcquireSync</strong> method using the same key, any one of the waiting devices could be woken up first. The order in which devices are woken up is undefined.</li><li>A keyed mutex does not support recursive calls to the <strong>AcquireSync</strong> method.</li></ul>
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Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.KeyedMutex"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<p>Using a key, acquires exclusive rendering access to a shared resource.</p>
</summary>
<paramname="key"><dd><p>A value that indicates which device to give access to. This method will succeed when the device that currently owns the surface calls the <strong><seecref="M:SharpDX.DXGI.KeyedMutex.Release(System.Int64)"/></strong> method using the same value. This value can be any UINT64 value.</p></dd></param>
<paramname="dwMilliseconds"><dd><p>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 <em>Key</em>. If this value is set to zero, the <strong>AcquireSync</strong> 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.</p></dd></param>
<returns><p>Return <seecref="F:SharpDX.Result.Ok"/> if successful.</p><p>If the owning device attempted to create another keyed mutex on the same shared resource, <strong>AcquireSync</strong> returns E_FAIL.</p><p><strong>AcquireSync</strong> can also return the following <strong>DWORD</strong> constants. Therefore, you should explicitly check for these constants. If you only use the <strong>SUCCEEDED</strong> macro on the return value to determine if <strong>AcquireSync</strong> succeeded, you will not catch these constants.</p><ul><li>WAIT_ABANDONED - The shared surface and keyed mutex are no longer in a consistent state. If <strong>AcquireSync</strong> returns this value, you should release and recreate both the keyed mutex and the shared surface.</li><li>WAIT_TIMEOUT - The time-out interval elapsed before the specified key was released.</li></ul></returns>
<p>The <strong>AcquireSync</strong> 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.</p><p>When a surface is created using the <strong><seecref="!:SharpDX.Direct3D10.ResourceOptionFlags.SharedKeyedmutex"/></strong> value of the <strong><seecref="!:SharpDX.Direct3D10.ResourceOptionFlags"/></strong> enumeration, you must call the <strong>AcquireSync</strong> method before rendering to the surface. You must call the <strong>ReleaseSync</strong> method when you are done rendering to a surface.</p><p>To acquire a reference to the keyed mutex object of a shared resource, call the <strong>QueryInterface</strong> method of the resource and pass in the <strong>UUID</strong> of the <strong><seecref="T:SharpDX.DXGI.KeyedMutex"/></strong> interface. For more information about acquiring this reference, see the following code example.</p><p>The <strong>AcquireSync</strong> method uses the key as follows, depending on the state of the surface:</p><ul><li>On initial creation, the surface is unowned and any device can call the <strong>AcquireSync</strong> method to gain access. For an unowned device, only a key of 0 will succeed. Calling the <strong>AcquireSync</strong> method for any other key will stall the calling CPU thread.</li><li>If the surface is owned by a device when you call the <strong>AcquireSync</strong> method, the CPU thread that called the <strong>AcquireSync</strong> method will stall until the owning device calls the <strong>ReleaseSync</strong> method using the same Key.</li><li>If the surface is unowned when you call the <strong>AcquireSync</strong> method (for example, the last owning device has already called the <strong>ReleaseSync</strong> method), the <strong>AcquireSync</strong> method will succeed if you specify the same key that was specified when the <strong>ReleaseSync</strong> method was last called. Calling the <strong>AcquireSync</strong> method using any other key will cause a stall.</li><li>When the owning device calls the <strong>ReleaseSync</strong> method with a particular key, and more than one device is waiting after calling the <strong>AcquireSync</strong> method using the same key, any one of the waiting devices could be woken up first. The order in which devices are woken up is undefined.</li><li>A keyed mutex does not support recursive calls to the <strong>AcquireSync</strong> method.</li></ul>
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<msdn-id>ff471339</msdn-id>
<unmanaged>HRESULT IDXGIKeyedMutex::AcquireSync([In] unsigned longlong Key,[In] unsigned int dwMilliseconds)</unmanaged>
<p>Using a key, releases exclusive rendering access to a shared resource.</p>
</summary>
<paramname="key"><dd><p>A value that indicates which device to give access to. This method succeeds when the device that currently owns the surface calls the <strong>ReleaseSync</strong> method using the same value. This value can be any UINT64 value.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful.</p><p>If the device attempted to release a keyed mutex that is not valid or owned by the device, <strong>ReleaseSync</strong> returns E_FAIL.</p></returns>
<p>The <strong>ReleaseSync</strong> 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.</p><p>When a surface is created using the <strong><seecref="!:SharpDX.Direct3D10.ResourceOptionFlags.SharedKeyedmutex"/></strong> value of the <strong><seecref="!:SharpDX.Direct3D10.ResourceOptionFlags"/></strong> enumeration, you must call the <strong><seecref="M:SharpDX.DXGI.KeyedMutex.Acquire(System.Int64,System.Int32)"/></strong> method before rendering to the surface. You must call the <strong>ReleaseSync</strong> method when you are done rendering to a surface.</p><p>After you call the <strong>ReleaseSync</strong> method, the shared resource is unset from the rendering pipeline. </p><p>To acquire a reference to the keyed mutex object of a shared resource, call the <strong>QueryInterface</strong> method of the resource and pass in the <strong>UUID</strong> of the <strong><seecref="T:SharpDX.DXGI.KeyedMutex"/></strong> interface. For more information about acquiring this reference, see the following code example.</p>
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<p>An <strong><seecref="T:SharpDX.DXGI.Output"/></strong> interface represents an adapter output (such as a monitor).</p>
</summary>
<remarks>
<p>To see the outputs available, use <strong><seecref="M:SharpDX.DXGI.Adapter.GetOutput(System.Int32)"/></strong>. To see the specific output that the swap chain will update, use <strong><seecref="M:SharpDX.DXGI.SwapChain.GetContainingOutput(SharpDX.DXGI.Output@)"/></strong>.</p>
</remarks>
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Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.Output"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<paramname="descRef"><dd><p>A reference to the output description (see <strong><seecref="T:SharpDX.DXGI.OutputDescription"/></strong>).</p></dd></param>
<returns><p>Returns a code that indicates success or failure. <seecref="F:SharpDX.Result.Ok"/> if successful, <seecref="F:SharpDX.DXGI.ResultCode.InvalidCall"/> if <em>pDesc</em> is passed in as <strong><c>null</c></strong>.</p></returns>
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<p>[Starting with Direct3D 11.1, we recommend not to use <strong>GetDisplayModeList</strong> anymore to retrieve the matching display mode. Instead, use <strong>IDXGIOutput1::GetDisplayModeList1</strong>, which supports stereo display mode.]</p><p>Gets the display modes that match the requested format and other input options.</p>
<returns><p>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 <seecref="F:SharpDX.DXGI.ResultCode.MoreData"/> is returned (if there is not enough room for all the display modes). If <strong>GetDisplayModeList</strong> is called from a Remote Desktop Services session (formerly Terminal Services session), <seecref="F:SharpDX.DXGI.ResultCode.NotCurrentlyAvailable"/> is returned.</p></returns>
<remarks>
<p>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).</p><p>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.</p><pre><code> UINT num = 0;
<seecref="T:SharpDX.DXGI.Format"/> format = <seecref="F:SharpDX.DXGI.Format.R32G32B32A32_Float"/>;
UINT flags = <seecref="F:SharpDX.DXGI.DisplayModeEnumerationFlags.Interlaced"/>; pOutput->GetDisplayModeList( format, flags, &num, 0); ... <seecref="T:SharpDX.DXGI.ModeDescription"/> * pDescs = new <seecref="T:SharpDX.DXGI.ModeDescription"/>[num];
pOutput->GetDisplayModeList( format, flags, &num, pDescs); </code></pre>
</remarks>
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<p>[Starting with Direct3D 11.1, we recommend not to use <strong>FindClosestMatchingMode</strong> anymore to find the display mode that most closely matches the requested display mode. Instead, use <strong>IDXGIOutput1::FindClosestMatchingMode1</strong>, which supports stereo display mode.]</p><p>Finds the display mode that most closely matches the requested display mode.</p>
<p><strong>FindClosestMatchingMode</strong> behaves similarly to the <strong>IDXGIOutput1::FindClosestMatchingMode1</strong> except <strong>FindClosestMatchingMode</strong> considers only the mono display modes. <strong>IDXGIOutput1::FindClosestMatchingMode1</strong> considers only stereo modes if you set the <strong>Stereo</strong> member in the <strong>DXGI_MODE_DESC1</strong> structure that <em>pModeToMatch</em> points to, and considers only mono modes if <strong>Stereo</strong> is not set.</p><p><strong>IDXGIOutput1::FindClosestMatchingMode1</strong> returns a matched display-mode set with only stereo modes or only mono modes.
<strong>FindClosestMatchingMode</strong> behaves as though you specified the input mode as mono.</p>
</remarks>
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<p>Halt a thread until the next vertical blank occurs.</p>
</summary>
<returns><p>Returns one of the following DXGI_ERROR.</p></returns>
<remarks>
<p>A vertical blank occurs when the raster moves from the lower right corner to the upper left corner to begin drawing the next frame.</p>
</remarks>
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<paramname="deviceRef"><dd><p>A reference to the <strong><seecref="T:SharpDX.ComObject"/></strong> interface of a device (such as an <strong><seecref="!:SharpDX.Direct3D10.Device"/></strong>).</p></dd></param>
<paramname="exclusive"><dd><p>Set to <strong>TRUE</strong> to enable other threads or applications to take ownership of the device; otherwise, set to <strong><seecref="F:SharpDX.Result.False"/></strong>.</p></dd></param>
<returns><p>Returns one of the DXGI_ERROR values.</p></returns>
<remarks>
<p>When you are finished with the output, call <strong><seecref="M:SharpDX.DXGI.Output.ReleaseOwnership"/></strong>.</p><p><strong>TakeOwnership</strong> 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.</p>Notes for Metro style apps<p>If a Metro style app uses <strong>TakeOwnership</strong>, it fails with <seecref="F:SharpDX.DXGI.ResultCode.NotCurrentlyAvailable"/>.</p>
</remarks>
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<p>If you are not using a swap chain, get access to an output by calling <strong><seecref="M:SharpDX.DXGI.Output.TakeOwnership(SharpDX.ComObject,SharpDX.Bool)"/></strong> and release it when you are finished by calling <strong><seecref="M:SharpDX.DXGI.Output.ReleaseOwnership"/></strong>. An application that uses a swap chain will typically not call either of these methods.</p>
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<p>Gets a description of the gamma-control capabilities.</p>
</summary>
<paramname="gammaCapsRef"><dd><p>A reference to a description of the gamma-control capabilities (see <strong><seecref="T:SharpDX.DXGI.GammaControlCapabilities"/></strong>).</p></dd></param>
<returns><p>Returns one of the DXGI_ERROR values.</p></returns>
<remarks>
<p></p><p><strong>Note</strong>??Calling this method is only supported while in full-screen mode.</p>
</remarks>
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<paramname="arrayRef"><dd><p>A reference to an array of gamma controls (see <strong><seecref="T:SharpDX.DXGI.GammaControl"/></strong>).</p></dd></param>
<returns><p>Returns one of the DXGI_ERROR values.</p></returns>
<remarks>
<p></p><p><strong>Note</strong>??Calling this method is only supported while in full-screen mode.</p>
</remarks>
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<paramname="arrayRef"><dd><p>An array of gamma control settings (see <strong><seecref="T:SharpDX.DXGI.GammaControl"/></strong>).</p></dd></param>
<returns><p>Returns one of the DXGI_ERROR values.</p></returns>
<remarks>
<p></p><p><strong>Note</strong>??Calling this method is only supported while in full-screen mode.</p>
</remarks>
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<paramname="scanoutSurfaceRef"><dd><p>A reference to a surface (see <strong><seecref="T:SharpDX.DXGI.Surface"/></strong>) used for rendering an image to the screen. The surface must have been created as a back buffer (DXGI_USAGE_BACKBUFFER).</p></dd></param>
<returns><p>Returns one of the DXGI_ERROR values.</p></returns>
<p><strong><seecref="M:SharpDX.DXGI.Output.SetDisplaySurface(SharpDX.DXGI.Surface)"/></strong> 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.</p><p>This method should only be called between <strong><seecref="M:SharpDX.DXGI.Output.TakeOwnership(SharpDX.ComObject,SharpDX.Bool)"/></strong> and <strong><seecref="M:SharpDX.DXGI.Output.ReleaseOwnership"/></strong> calls.</p>Notes for Metro style apps<p>If a Metro style app uses <strong>SetDisplaySurface</strong>, it fails with <seecref="F:SharpDX.DXGI.ResultCode.NotCurrentlyAvailable"/>.</p>
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<p>[Starting with Direct3D 11.1, we recommend not to use <strong>GetDisplaySurfaceData</strong> anymore to retrieve the current display surface. Instead, use <strong>IDXGIOutput1::GetDisplaySurfaceData1</strong>, which supports stereo display mode.]</p><p>Gets a copy of the current display surface.</p>
<p><strong><seecref="M:SharpDX.DXGI.Output.CopyDisplaySurfaceTo(SharpDX.DXGI.Surface)"/></strong> can only be called when an output is in full-screen mode. If the method succeeds, DXGI fills the destination surface.</p><p>Use <strong><seecref="M:SharpDX.DXGI.Output.GetDescription(SharpDX.DXGI.OutputDescription@)"/></strong> to determine the size (width and height) of the output when you want to allocate space for the destination surface. This is true regardless of target monitor rotation. A destination surface created by a graphics component (such as Direct3D 10) must be created with CPU-write permission (see <seecref="!:SharpDX.Direct3D10.CpuAccessFlags.Write"/>). Other surfaces should be created with CPU read-write permission (see D3D10_CPU_ACCESS_READ_WRITE). This method will modify the surface data to fit the destination surface (stretch, shrink, convert format, rotate). The stretch and shrink is performed with point-sampling.</p>
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<p>Gets statistics about recently rendered frames.</p>
</summary>
<paramname="statsRef"><dd><p>A reference to frame statistics (see <strong><seecref="T:SharpDX.DXGI.FrameStatistics"/></strong>).</p></dd></param>
<returns><p>If this function succeeds, it returns <seecref="F:SharpDX.Result.Ok"/>. Otherwise, it might return <seecref="F:SharpDX.DXGI.ResultCode.InvalidCall"/>.</p></returns>
<remarks>
<p>This API is similar to <strong><seecref="M:SharpDX.DXGI.SwapChain.GetFrameStatistics(SharpDX.DXGI.FrameStatistics@)"/></strong>.</p><p></p><p><strong>Note</strong>??Calling this method is only supported while in full-screen mode.</p>
</remarks>
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Find the display mode that most closely matches the requested display mode.
</summary>
<remarks>
Direct3D devices require UNORM formats. This method finds the closest matching available display mode to the mode specified in pModeToMatch. Similarly ranked fields (ie. all specified, or all unspecified, etc) are resolved in the following order. ScanlineOrdering Scaling Format Resolution RefreshRate When determining the closest value for a particular field, previously matched fields are used to filter the display mode list choices, and other fields are ignored. For example, when matching Resolution, the display mode list will have already been filtered by a certain ScanlineOrdering, Scaling, and Format, while RefreshRate is ignored. This ordering doesn't define the absolute ordering for every usage scenario of FindClosestMatchingMode, because the application can choose some values initially, effectively changing the order that fields are chosen. Fields of the display mode are matched one at a time, generally in a specified order. If a field is unspecified, FindClosestMatchingMode gravitates toward the values for the desktop related to this output. If this output is not part of the desktop, then the default desktop output is used to find values. If an application uses a fully unspecified display mode, FindClosestMatchingMode will typically return a display mode that matches the desktop settings for this output. Unspecified fields are lower priority than specified fields and will be resolved later than specified fields.
</remarks>
<paramname="device">A reference to the Direct3D device interface. If this parameter is NULL, only modes whose format matches that of pModeToMatch will be returned; otherwise, only those formats that are supported for scan-out by the device are returned. </param>
<paramname="modeToMatch">The desired display mode (see <seecref="T:SharpDX.DXGI.ModeDescription"/>). Members of DXGI_MODE_DESC can be unspecified indicating no preference for that member. A value of 0 for Width or Height indicates the value is unspecified. If either Width or Height are 0 both must be 0. A numerator and denominator of 0 in RefreshRate indicate it is unspecified. Other members of DXGI_MODE_DESC have enumeration values indicating the member is unspecified. If pConnectedDevice is NULL Format cannot be DXGI_FORMAT_UNKNOWN. </param>
<paramname="closestMatch">The mode that most closely matches pModeToMatch. </param>
<returns>Returns one of the following <seecref="!:SharpDX.DXGI.DXGIError"/>. </returns>
Gets the display modes that match the requested format and other input options.
</summary>
<remarks>
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.
<code> 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); </code>
</remarks>
<paramname="format">The color format (see <seecref="T:SharpDX.DXGI.Format"/>). </param>
<paramname="flags">format for modes to include (see {{DXGI_ENUM_MODES}}). DXGI_ENUM_MODES_SCALING needs to be specified to expose the display modes that require scaling. Centered modes, requiring no scaling and corresponding directly to the display output, are enumerated by default. </param>
<returns>Returns a list of display modes (see <seecref="T:SharpDX.DXGI.ModeDescription"/>); </returns>
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<p>Gets a description of the gamma-control capabilities.</p>
</summary>
<remarks>
<p></p><p><strong>Note</strong>??Calling this method is only supported while in full-screen mode.</p>
</remarks>
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<p></p><p><strong>Note</strong>??Calling this method is only supported while in full-screen mode.</p>
</remarks>
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<p>Gets statistics about recently rendered frames.</p>
</summary>
<remarks>
<p>This API is similar to <strong><seecref="M:SharpDX.DXGI.SwapChain.GetFrameStatistics(SharpDX.DXGI.FrameStatistics@)"/></strong>.</p><p></p><p><strong>Note</strong>??Calling this method is only supported while in full-screen mode.</p>
</remarks>
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<p>An <strong><seecref="T:SharpDX.DXGI.Resource"/></strong> interface allows resource sharing and identifies the memory that a resource resides in.</p>
</summary>
<remarks>
<p>To find out what type of memory a resource is currently located in, use <strong><seecref="M:SharpDX.DXGI.Device.QueryResourceResidency(SharpDX.ComObject[])"/></strong>. To share resources between processes, use <strong><seecref="!:SharpDX.Direct3D10.Device.OpenSharedResource"/></strong>. For information about how to share resources between multiple Windows graphics APIs, including Direct3D 11, Direct2D, Direct3D 10, and Direct3D 9Ex, see Surface Sharing Between Windows Graphics APIs.</p><p>You can retrieve the <strong><seecref="T:SharpDX.DXGI.Resource"/></strong> interface from any video memory resource that you create from a Direct3D 10 and later function. Any Direct3D object that supports <strong><seecref="!:SharpDX.Direct3D10.Resource"/></strong> or <strong><seecref="!:SharpDX.Direct3D11.Resource"/></strong> also supports <strong><seecref="T:SharpDX.DXGI.Resource"/></strong>. For example, the Direct3D 2D texture object that you create from <strong><seecref="!:SharpDX.Direct3D11.Device.CreateTexture2D"/></strong> supports <strong><seecref="T:SharpDX.DXGI.Resource"/></strong>. You can call <strong>QueryInterface</strong> on the 2D texture object (<strong><seecref="!:SharpDX.Direct3D11.Texture2D"/></strong>) to retrieve the <strong><seecref="T:SharpDX.DXGI.Resource"/></strong> interface. For example, to retrieve the <strong><seecref="T:SharpDX.DXGI.Resource"/></strong> interface from the 2D texture object, use the following code.</p><pre><code><seecref="T:SharpDX.DXGI.Resource"/> * pDXGIResource;
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Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.Resource"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<p>[Starting with Direct3D 11.1, we recommend not to use <strong>GetSharedHandle</strong> anymore to retrieve the handle to a shared resource. Instead, use <strong>IDXGIResource1::CreateSharedHandle</strong> to get a handle for sharing. To use <strong>IDXGIResource1::CreateSharedHandle</strong>, you must create the resource as shared and specify that it uses NT handles (that is, you set the <strong>D3D11_RESOURCE_MISC_SHARED_NTHANDLE</strong> flag). We also recommend that you create shared resources that use NT handles so you can use <strong>CloseHandle</strong>, <strong>DuplicateHandle</strong>, and so on on those shared resources.]</p><p>Gets the handle to a shared resource.</p>
<returns><p>Returns one of the DXGI_ERROR values.</p></returns>
<remarks>
<p>You can pass the handle that <strong>GetSharedHandle</strong> returns in a call to the <strong><seecref="!:SharpDX.Direct3D11.Device.OpenSharedResource"/></strong> method to give a device access to a shared resource that you created on a different device.</p><p><strong>GetSharedHandle</strong> doesn't always return a handle. <strong>GetSharedHandle</strong> only returns the handle when you created the resource as shared (that is, you set the <strong><seecref="!:SharpDX.Direct3D11.ResourceOptionFlags.Shared"/></strong> or <strong><seecref="!:SharpDX.Direct3D11.ResourceOptionFlags.SharedKeyedmutex"/></strong> flag).</p><p>The handle that <strong>GetSharedHandle</strong> returns is not an NT handle. Therefore, don't use the handle with <strong>CloseHandle</strong>, <strong>DuplicateHandle</strong>, and so on. The creator of a shared resource must not destroy the resource until all entities that opened the resource have destroyed 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.</p>
</remarks>
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<paramname="usageRef"><dd><p>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.</p></dd></param>
<returns><p>Returns one of the following DXGI_ERROR.</p></returns>
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<p>Set the priority for evicting the resource from memory.</p>
</summary>
<paramname="evictionPriority"><dd><p>The priority is one of the following values: </p><table><tr><th>Value</th><th>Meaning</th></tr><tr><td><dl><dt><strong><seecref="F:SharpDX.DXGI.ResourcePriority.Minimum"/> (0x28000000)</strong></dt></dl></td><td><p>The resource is unused and can be evicted as soon as another resource requires the memory that the resource occupies.</p></td></tr><tr><td><dl><dt><strong><seecref="F:SharpDX.DXGI.ResourcePriority.Low"/> (0x50000000)</strong></dt></dl></td><td><p>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.</p></td></tr><tr><td><dl><dt><strong><seecref="F:SharpDX.DXGI.ResourcePriority.Normal"/> (0x78000000)</strong></dt></dl></td><td><p>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. </p></td></tr><tr><td><dl><dt><strong><seecref="F:SharpDX.DXGI.ResourcePriority.High"/> (0xa0000000)</strong></dt></dl></td><td><p>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.</p></td></tr><tr><td><dl><dt><strong><seecref="F:SharpDX.DXGI.ResourcePriority.Maximum"/> (0xc8000000)</strong></dt></dl></td><td><p>The resource is evicted from memory only if there is no other way of resolving the memory requirement.</p></td></tr></table><p>?</p></dd></param>
<returns><p>Returns one of the following DXGI_ERROR.</p></returns>
<remarks>
<p>The eviction priority is a memory-management variable that is used by DXGI for determining how to populate overcommitted memory.</p><p>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.</p>
</remarks>
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<msdn-id>Bb174564</msdn-id>
<unmanaged>HRESULT IDXGIResource::SetEvictionPriority([In] unsigned int EvictionPriority)</unmanaged>
<paramname="evictionPriorityRef"><dd><p>A reference to the eviction priority, which determines when a resource can be evicted from memory. </p><p>The following defined values are possible.</p><table><tr><th>Value</th><th>Meaning</th></tr><tr><td><dl><dt><strong><seecref="F:SharpDX.DXGI.ResourcePriority.Minimum"/> (0x28000000)</strong></dt></dl></td><td><p>The resource is unused and can be evicted as soon as another resource requires the memory that the resource occupies.</p></td></tr><tr><td><dl><dt><strong><seecref="F:SharpDX.DXGI.ResourcePriority.Low"/> (0x50000000)</strong></dt></dl></td><td><p>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.</p></td></tr><tr><td><dl><dt><strong><seecref="F:SharpDX.DXGI.ResourcePriority.Normal"/> (0x78000000)</strong></dt></dl></td><td><p>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. </p></td></tr><tr><td><dl><dt><strong><seecref="F:SharpDX.DXGI.ResourcePriority.High"/> (0xa0000000)</strong></dt></dl></td><td><p>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.</p></td></tr><tr><td><dl><dt><strong><seecref="F:SharpDX.DXGI.ResourcePriority.Maximum"/> (0xc8000000)</strong></dt></dl></td><td><p>The resource is evicted from memory only if there is no other way of resolving the memory requirement.</p></td></tr></table><p>?</p></dd></param>
<returns><p>Returns one of the following DXGI_ERROR.</p></returns>
<remarks>
<p>The eviction priority is a memory-management variable that is used by DXGI to determine how to manage overcommitted memory.</p><p>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.</p>
</remarks>
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<p>[Starting with Direct3D 11.1, we recommend not to use <strong>GetSharedHandle</strong> anymore to retrieve the handle to a shared resource. Instead, use <strong>IDXGIResource1::CreateSharedHandle</strong> to get a handle for sharing. To use <strong>IDXGIResource1::CreateSharedHandle</strong>, you must create the resource as shared and specify that it uses NT handles (that is, you set the <strong>D3D11_RESOURCE_MISC_SHARED_NTHANDLE</strong> flag). We also recommend that you create shared resources that use NT handles so you can use <strong>CloseHandle</strong>, <strong>DuplicateHandle</strong>, and so on on those shared resources.]</p><p>Gets the handle to a shared resource.</p>
</summary>
<remarks>
<p>You can pass the handle that <strong>GetSharedHandle</strong> returns in a call to the <strong><seecref="!:SharpDX.Direct3D11.Device.OpenSharedResource"/></strong> method to give a device access to a shared resource that you created on a different device.</p><p><strong>GetSharedHandle</strong> doesn't always return a handle. <strong>GetSharedHandle</strong> only returns the handle when you created the resource as shared (that is, you set the <strong><seecref="!:SharpDX.Direct3D11.ResourceOptionFlags.Shared"/></strong> or <strong><seecref="!:SharpDX.Direct3D11.ResourceOptionFlags.SharedKeyedmutex"/></strong> flag).</p><p>The handle that <strong>GetSharedHandle</strong> returns is not an NT handle. Therefore, don't use the handle with <strong>CloseHandle</strong>, <strong>DuplicateHandle</strong>, and so on. The creator of a shared resource must not destroy the resource until all entities that opened the resource have destroyed 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.</p>
</remarks>
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<p>The eviction priority is a memory-management variable that is used by DXGI to determine how to manage overcommitted memory.</p><p>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.</p>
</remarks>
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<p>The <strong><seecref="T:SharpDX.DXGI.Surface"/></strong> interface implements methods for image-data objects.</p>
</summary>
<remarks>
<p>An image-data object is a 2D section of memory, commonly called a surface. To get the surface from an output, call <strong><seecref="M:SharpDX.DXGI.Output.CopyDisplaySurfaceTo(SharpDX.DXGI.Surface)"/></strong>. </p><p>The runtime automatically creates an <strong><seecref="T:SharpDX.DXGI.Surface"/></strong> interface when it creates a Direct3D resource object that represents a surface. For example, the runtime creates an <strong><seecref="T:SharpDX.DXGI.Surface"/></strong> interface when you call <strong><seecref="!:SharpDX.Direct3D11.Device.CreateTexture2D"/></strong> or <strong><seecref="!:SharpDX.Direct3D10.Device.CreateTexture2D"/></strong> to create a 2D texture. To retrieve the <strong><seecref="T:SharpDX.DXGI.Surface"/></strong> interface that represents the 2D texture surface, call <strong>ID3D11Texture2D::QueryInterface</strong> or <strong>ID3D10Texture2D::QueryInterface</strong>. In this call, you must pass the identifier of <strong><seecref="T:SharpDX.DXGI.Surface"/></strong>. If the 2D texture has only a single MIP-map level and does not consist of an array of textures, <strong>QueryInterface</strong> succeeds and returns a reference to the <strong><seecref="T:SharpDX.DXGI.Surface"/></strong> interface reference. Otherwise, <strong>QueryInterface</strong> fails and does not return the reference to <strong><seecref="T:SharpDX.DXGI.Surface"/></strong>.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='IDXGISurface']/*"/>
Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.Surface"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<paramname="descRef"><dd><p>A reference to the surface description (see <strong><seecref="T:SharpDX.DXGI.SurfaceDescription"/></strong>).</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the error codes that are described in the DXGI_ERROR topic.</p></returns>
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<p>Get a reference to the data contained in the surface, and deny GPU access to the surface.</p>
</summary>
<paramname="lockedRectRef"><dd><p>A reference to the surface data (see <strong><seecref="T:SharpDX.DXGI.MappedRect"/></strong>).</p></dd></param>
<paramname="mapFlags"><dd><p>CPU read-write flags. These flags can be combined with a logical OR. </p><ul><li><seecref="F:SharpDX.DXGI.MapFlags.Read"/> - Allow CPU read access.</li><li><seecref="F:SharpDX.DXGI.MapFlags.Write"/> - Allow CPU write access.</li><li><seecref="F:SharpDX.DXGI.MapFlags.Discard"/> - Discard the previous contents of a resource when it is mapped.</li></ul></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the error codes that are described in the DXGI_ERROR topic.</p></returns>
<remarks>
<p>Use <strong><seecref="M:SharpDX.DXGI.Surface.Map(SharpDX.DXGI.MappedRect@,System.Int32)"/></strong> to access a surface from the CPU. To release a mapped surface (and allow GPU access) call <strong><seecref="M:SharpDX.DXGI.Surface.Unmap"/></strong>.</p>
</remarks>
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<msdn-id>bb174567</msdn-id>
<unmanaged>HRESULT IDXGISurface::Map([Out] DXGI_MAPPED_RECT* pLockedRect,[In] unsigned int MapFlags)</unmanaged>
<p>Invalidate the reference to the surface retrieved by <strong><seecref="M:SharpDX.DXGI.Surface.Map(SharpDX.DXGI.MappedRect@,System.Int32)"/></strong> and re-enable GPU access to the resource.</p>
</summary>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the error codes that are described in the DXGI_ERROR topic.</p></returns>
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<paramname="swapChain">The swap chain to get the buffer from.</param>
<paramname="index">The index of the desired buffer.</param>
<returns>The buffer interface, or <c>null</c> on failure.</returns>
</member>
<membername="P:SharpDX.DXGI.Surface.Description">
<summary>
<p>Get a description of the surface.</p>
</summary>
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<p>The <strong><seecref="T:SharpDX.DXGI.Surface1"/></strong> interface extends the <strong><seecref="T:SharpDX.DXGI.Surface"/></strong> by adding support for using Windows Graphics Device Interface (GDI) to render to a Microsoft DirectX Graphics Infrastructure (DXGI) surface.</p>
<p>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).</p><p>An image-data object is a 2D section of memory, commonly called a surface. To get the surface from an output, call <strong><seecref="M:SharpDX.DXGI.Output.CopyDisplaySurfaceTo(SharpDX.DXGI.Surface)"/></strong>. Then, call <strong>QueryInterface</strong> on the <strong><seecref="T:SharpDX.DXGI.Surface"/></strong> object that <strong><seecref="M:SharpDX.DXGI.Output.CopyDisplaySurfaceTo(SharpDX.DXGI.Surface)"/></strong> returns to retrieve the <strong><seecref="T:SharpDX.DXGI.Surface1"/></strong> interface.</p><p>Any object that supports <strong><seecref="T:SharpDX.DXGI.Surface"/></strong> also supports <strong><seecref="T:SharpDX.DXGI.Surface1"/></strong>.</p><p>The runtime automatically creates an <strong><seecref="T:SharpDX.DXGI.Surface1"/></strong> interface when it creates a Direct3D resource object that represents a surface. For example, the runtime creates an <strong><seecref="T:SharpDX.DXGI.Surface1"/></strong> interface when you call <strong><seecref="!:SharpDX.Direct3D11.Device.CreateTexture2D"/></strong> or <strong><seecref="!:SharpDX.Direct3D10.Device.CreateTexture2D"/></strong> to create a 2D texture. To retrieve the <strong><seecref="T:SharpDX.DXGI.Surface1"/></strong> interface that represents the 2D texture surface, call <strong>ID3D11Texture2D::QueryInterface</strong> or <strong>ID3D10Texture2D::QueryInterface</strong>. In this call, you must pass the identifier of <strong><seecref="T:SharpDX.DXGI.Surface1"/></strong>. If the 2D texture has only a single MIP-map level and does not consist of an array of textures, <strong>QueryInterface</strong> succeeds and returns a reference to the <strong><seecref="T:SharpDX.DXGI.Surface1"/></strong> interface reference. Otherwise, <strong>QueryInterface</strong> fails and does not return the reference to <strong><seecref="T:SharpDX.DXGI.Surface1"/></strong>.</p>
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Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.Surface1"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<p>Returns a device context (DC) that allows you to render to a Microsoft DirectX Graphics Infrastructure (DXGI) surface using Windows Graphics Device Interface (GDI).</p>
<paramname="discard"><dd><p>A Boolean value that specifies whether to preserve Direct3D contents in the GDI DC. <strong>TRUE</strong> directs the runtime not to preserve Direct3D contents in the GDI DC; that is, the runtime discards the Direct3D contents. <strong><seecref="F:SharpDX.Result.False"/></strong> guarantees that Direct3D contents are available in the GDI DC.</p></dd></param>
<returns><dd><p>A reference to an <strong><seecref="T:System.IntPtr"/></strong> handle that represents the current device context for GDI rendering.</p></dd></returns>
<p>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).</p><p>After you use the <strong>GetDC</strong> method to retrieve a DC, you can render to the DXGI surface by using GDI. The <strong>GetDC</strong> method readies the surface for GDI rendering and allows inter-operation between DXGI and GDI technologies. </p><p>Keep the following in mind when using this method:</p><ul><li>You must create the surface by using the <strong><seecref="!:SharpDX.Direct3D11.ResourceOptionFlags.GdiCompatible"/></strong> flag for a surface or by using the <strong><seecref="F:SharpDX.DXGI.SwapChainFlags.GdiCompatible"/></strong> flag for swap chains, otherwise this method fails.</li><li>You must release the device and call the <strong><seecref="M:SharpDX.DXGI.Surface1.ReleaseDC_(System.Nullable{SharpDX.Rectangle})"/></strong> method before you issue any new Direct3D commands.</li><li>This method fails if an outstanding DC has already been created by this method.</li><li>The format for the surface or swap chain must be <strong><seecref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm_SRgb"/></strong> or <strong><seecref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm"/></strong>.</li><li>On <strong>GetDC</strong>, the render target in the output merger of the Direct3D pipeline is unbound from the surface. You must call the <strong><seecref="!:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargets"/></strong> method on the device prior to Direct3D rendering after GDI rendering.</li><li>Prior to resizing buffers you must release all outstanding DCs.</li></ul><p> You can also call <strong>GetDC</strong> on the back buffer at index 0 of a swap chain by obtaining an <strong><seecref="T:SharpDX.DXGI.Surface1"/></strong> from the swap chain. The following code illustrates the process.</p><pre><code><seecref="T:SharpDX.DXGI.SwapChain"/>* g_pSwapChain = <c>null</c>;
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<paramname="dirtyRectRef"><dd><p>A reference to a <strong><seecref="T:SharpDX.Rectangle"/></strong> structure that identifies the dirty region of the surface. A dirty region is any part of the surface that you used for GDI rendering and that you want to preserve. This area is used as a performance hint to graphics subsystem in certain scenarios. Do not use this parameter to restrict rendering to the specified rectangular region. If you pass in <strong><c>null</c></strong>, <strong>ReleaseDC</strong> considers the whole surface as dirty. Otherwise, <strong>ReleaseDC</strong> uses the area specified by the <seecref="T:SharpDX.Rectangle"/> as a performance hint to indicate what areas have been manipulated by GDI rendering.</p><p>You can pass a reference to an empty <strong><seecref="T:SharpDX.Rectangle"/></strong> structure (a rectangle with no position or area) if you didn't change any content.</p></dd></param>
<returns><p>If this method succeeds, it returns <strong><seecref="F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><seecref="T:SharpDX.Result"/></strong> error code.</p></returns>
<p>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).</p><p>Use the <strong>ReleaseDC</strong> method to release the DC and indicate that your application finished all GDI rendering to this surface. You must call the <strong>ReleaseDC</strong> method before you can use Direct3D to perform additional rendering.</p><p>Prior to resizing buffers you must release all outstanding DCs.</p>
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Releases the GDI device context (DC) associated with the current surface and allows rendering using Direct3D. The whole surface to be considered dirty.
Use the ReleaseDC method to release the DC and indicate that your application has finished all GDI rendering to this surface. You must call the ReleaseDC method before you perform addition rendering using Direct3D. Prior to resizing buffers all outstanding DCs must be released.
Use the ReleaseDC method to release the DC and indicate that your application has finished all GDI rendering to this surface. You must call the ReleaseDC method before you perform addition rendering using Direct3D. Prior to resizing buffers all outstanding DCs must be released.
<paramname="dirtyRect">A reference to a <seecref="T:SharpDX.Rectangle"/> structure that identifies the dirty region of the surface. A dirty region is any part of the surface that you have used for GDI rendering and that you want to preserve. This is used as a performance hint to graphics subsystem in certain scenarios. Do not use this parameter to restrict rendering to the specified rectangular region. The area specified by the <seecref="T:SharpDX.Rectangle"/> will be used as a performance hint to indicate what areas have been manipulated by GDI rendering. </param>
<returns>If the method succeeds, it returns S_OK. Otherwise, it returns an HRESULT error code. </returns>
<p>An <strong><seecref="T:SharpDX.DXGI.SwapChain"/></strong> interface implements one or more <strong>surfaces</strong> for storing rendered data before presenting it to an output.</p>
</summary>
<remarks>
<p>You can create a swap chain in several ways. If your application uses Direct3D, create a swap chain when you create a device by
calling <strong><seecref="!:SharpDX.Direct3D10.D3D10.CreateDeviceAndSwapChain"/></strong> or <strong><seecref="!:SharpDX.Direct3D11.D3D11.CreateDeviceAndSwapChain"/></strong>. If your application does not need Direct3D, create a swap chain for use directly with DXGI by
calling <strong><seecref="M:SharpDX.DXGI.Factory.CreateSwapChain(SharpDX.ComObject,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain)"/></strong>, <strong>IDXGIFactory2::CreateSwapChainForHwnd</strong>, <strong>IDXGIFactory2::CreateSwapChainForImmersiveWindow</strong>, or <strong>IDXGIFactory2::CreateSwapChainForCompositionSurface</strong>.</p>
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Performs an explicit conversion from <seecref="T:System.IntPtr"/> to <seecref="T:SharpDX.DXGI.SwapChain"/>. (This method is a shortcut to <seecref="P:SharpDX.CppObject.NativePointer"/>)
<p>[Starting with Direct3D 11.1, we recommend not to use <strong>Present</strong> anymore to present a rendered image. Instead, use <strong>IDXGISwapChain1::Present1</strong>.]</p><p>Presents a rendered image to the user.</p>
<returns><p>Possible return values include: <seecref="F:SharpDX.Result.Ok"/>, <seecref="F:SharpDX.DXGI.ResultCode.DeviceReset"/> or <seecref="F:SharpDX.DXGI.ResultCode.DeviceRemoved"/> (see DXGI_ERROR), <seecref="F:SharpDX.DXGI.DXGIStatus.Occluded"/> (see <seecref="T:SharpDX.DXGI.DXGIStatus"/>), or D3DDDIERR_DEVICEREMOVED. </p><p><strong>Note</strong>??The <strong>Present</strong> method can return either <seecref="F:SharpDX.DXGI.ResultCode.DeviceRemoved"/> or D3DDDIERR_DEVICEREMOVED if a video card has been physically removed from the computer, or a driver upgrade for the video card has occurred.</p></returns>
<p>For the best performance when flipping swap-chain buffers in a full-screen application, see Full-Screen Application Performance Hints.</p><p>Because calling <strong>Present</strong> 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.</p><table><tr><td><p>Differences between Direct3D 9 and Direct3D 10:</p><p>Specifying <strong><seecref="F:SharpDX.DXGI.PresentFlags.Test"/></strong> in the <em>Flags</em> parameter is analogous to <strong><seecref="!:SharpDX.Direct3D9.Device.TestCooperativeLevel"/></strong> in Direct3D 9.</p></td></tr></table><p>?</p><p>For flip presentation model swap chains that you create with the <strong>DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</strong> value set, a successful presentation unbinds back buffer 0 from the graphics pipeline, except for when you pass the <strong><seecref="F:SharpDX.DXGI.PresentFlags.DoNotSequence"/></strong> flag in the <em>Flags</em> parameter.</p>Flip presentation model queue<p>Suppose the following frames with sync-interval values are queued from oldest (A) to newest (E) before you call <strong>Present</strong>.</p><p>A: 3, B: 0, C: 0, D: 1, E: 0</p><p>When you call <strong>Present</strong>, the runtime shows frame A for 3 vertical blank intervals, then frame D for 1 vertical blank interval, and then frame E until you submit a new presentation. The runtime discards frames C and D.</p>
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<msdn-id>bb174576</msdn-id>
<unmanaged>HRESULT IDXGISwapChain::Present([In] unsigned int SyncInterval,[In] DXGI_PRESENT_FLAGS Flags)</unmanaged>
<paramname="buffer"><dd><p>A zero-based buffer index. </p><p>If the swap chain's swap effect is <strong><seecref="F:SharpDX.DXGI.SwapEffect.Discard"/></strong>, this method can only access the first buffer; for this situation, set the index to zero.</p><p>If the swap chain's swap effect is either <strong><seecref="F:SharpDX.DXGI.SwapEffect.Sequential"/></strong> or <strong>DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</strong>, this method can only access read-only buffers with indexes greater than zero. Read-only back buffers have the <strong>BufferUsage</strong> member of the <strong><seecref="T:SharpDX.DXGI.SwapChainDescription"/></strong> or <strong>DXGI_SWAP_CHAIN_DESC1</strong> structure set to <strong><seecref="F:SharpDX.DXGI.Usage.ReadOnly"/></strong>.</p></dd></param>
<paramname="riid"><dd><p>The type of interface used to manipulate the buffer. See remarks.</p></dd></param>
<paramname="surfaceOut"><dd><p>A reference to a back-buffer interface.</p></dd></param>
<returns><p>Returns one of the following DXGI_ERROR.</p></returns>
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<msdn-id>bb174570</msdn-id>
<unmanaged>HRESULT IDXGISwapChain::GetBuffer([In] unsigned int Buffer,[In] const GUID& riid,[Out] void** ppSurface)</unmanaged>
<p>Sets the display state to windowed or full screen.</p>
</summary>
<paramname="fullscreen"><dd><p>A Boolean value that specifies whether to set the display state to windowed or full screen. <strong>TRUE</strong> for full screen, and <strong><seecref="F:SharpDX.Result.False"/></strong> for windowed.</p></dd></param>
<paramname="targetRef"><dd><p>If you pass <strong>TRUE</strong> to the <em>Fullscreen</em> parameter to set the display state to full screen, you can optionally set this parameter to a reference to an <strong><seecref="T:SharpDX.DXGI.Output"/></strong> interface for the output target that contains the swap chain. If you set this parameter to <strong><c>null</c></strong>, DXGI will choose the output based on the swap-chain's device and the output window's placement. If you pass <strong><seecref="F:SharpDX.Result.False"/></strong> to <em>Fullscreen</em>, you must set this parameter to <strong><c>null</c></strong>.</p></dd></param>
<returns><p>This methods returns: </p><ul><li><seecref="F:SharpDX.Result.Ok"/> if the action succeeded and the swap chain was placed in the requested state.</li><li><seecref="F:SharpDX.DXGI.ResultCode.NotCurrentlyAvailable"/> if the action failed. There are many reasons why a windowed-mode swap chain cannot switch to full-screen mode. For instance: <ul><li>The application is running over Terminal Server.</li><li>The output window is occluded.</li><li>The output window does not have keyboard focus.</li><li>Another application is already in full-screen mode.</li></ul><p>When this error is returned, an application can continue to run in windowed mode and try to switch to full-screen mode later.</p></li><li><seecref="F:SharpDX.DXGI.DXGIStatus.ModeChangeInProgress"/> is returned if a fullscreen/windowed mode transition is occurring when this API is called.</li><li>Other error codes if you run out of memory or encounter another unexpected fault; these codes may be treated as hard, non-continuable errors.</li></ul></returns>
<p>DXGI may change the display state of a swap chain in response to end user or system requests.</p><p>We recommend that you create a windowed swap chain and allow the end user to change the swap chain to full screen through <strong>SetFullscreenState</strong>; that is, do not set the <strong>Windowed</strong> member of <strong><seecref="T:SharpDX.DXGI.SwapChainDescription"/></strong> to <seecref="F:SharpDX.Result.False"/> to force the swap chain to be full screen. However, if you create the swap chain as full screen, also provide the end user with a list of supported display modes because a swap chain that is created with an unsupported display mode might cause the display to go black and prevent the end user from seeing anything. Also, we recommend that you have a time-out confirmation screen or other fallback mechanism when you allow the end user to change display modes.</p>Notes for Metro style apps<p>If a Metro style app calls <strong>SetFullscreenState</strong> to set the display state to full screen, <strong>SetFullscreenState</strong> fails with <seecref="F:SharpDX.DXGI.ResultCode.NotCurrentlyAvailable"/>.</p><p>You cannot call <strong>SetFullscreenState</strong> on a windowless swap chain that you created with <strong>IDXGIFactory2::CreateSwapChainForCompositionSurface</strong>.</p><p>For the flip presentation model, after you transition the display state to full screen, you must call <strong>ResizeBuffers</strong> to ensure that your call to <strong>IDXGISwapChain1::Present1</strong> succeeds.</p>
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<p>Get the state associated with full-screen mode.</p>
</summary>
<paramname="fullscreenRef"><dd><p>A reference to a boolean whose value is either:</p><ul><li><strong>TRUE</strong> if the swap chain is in full-screen mode</li><li><strong><seecref="F:SharpDX.Result.False"/></strong> if the swap chain is in windowed mode</li></ul></dd></param>
<paramname="targetOut"><dd><p>A reference to the output target (see <strong><seecref="T:SharpDX.DXGI.Output"/></strong>) when the mode is full screen; otherwise <strong><c>null</c></strong>.</p></dd></param>
<returns><p>Returns one of the following DXGI_ERROR.</p></returns>
<remarks>
<p>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.</p>
</remarks>
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<p>[Starting with Direct3D 11.1, we recommend not to use <strong>GetDesc</strong> anymore to get a description of the swap chain. Instead, use <strong>IDXGISwapChain1::GetDesc1</strong>.]</p><p>Get a description of the swap chain.</p>
<returns><p>Returns one of the following DXGI_ERROR.</p></returns>
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<p>Changes the swap chain's back buffer size, format, and number of buffers. This should be called when the application window is resized.</p>
</summary>
<paramname="bufferCount"><dd><p>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 <strong>DXGI_MAX_SWAP_CHAIN_BUFFERS</strong>. Set this number to zero to preserve the existing number of buffers in the swap chain. You can't specify greater than two buffers for the flip presentation model.</p></dd></param>
<paramname="width"><dd><p>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 <strong>IDXGIFactory2::CreateSwapChainForCompositionSurface</strong> method to create the swap chain for a composition surface.</p></dd></param>
<paramname="height"><dd><p>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 <strong>IDXGIFactory2::CreateSwapChainForCompositionSurface</strong> method to create the swap chain for a composition surface.</p></dd></param>
<paramname="newFormat"><dd><p>A <strong><seecref="T:SharpDX.DXGI.Format"/></strong>-typed value for the new format of the back buffer. Set this value to <strong><seecref="F:SharpDX.DXGI.Format.Unknown"/></strong> to preserve the existing format of the back buffer. The flip presentation model supports a more restricted set of formats than the bit-block transfer (bitblt) model.</p></dd></param>
<paramname="swapChainFlags"><dd><p>A combination of <strong><seecref="T:SharpDX.DXGI.SwapChainFlags"/></strong>-typed values that are combined by using a bitwise OR operation. The resulting value specifies options for swap-chain behavior.</p></dd></param>
<returns><p>Returns <seecref="F:SharpDX.Result.Ok"/> if successful; an error code otherwise. For a list of error codes, see DXGI_ERROR.</p></returns>
<p>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 <strong>ResizeBuffers</strong> to succeed.</p><p>Direct references are held by the application after it calls <strong>AddRef</strong> on a resource.</p><p>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.</p><p>Before you call <strong>ResizeBuffers</strong>, ensure that the application releases all references (by calling the appropriate number of <strong>Release</strong> 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 <strong><seecref="!:SharpDX.Direct3D11.DeviceContext.ClearState"/></strong> to ensure that all references are released. If a view is bound to a deferred context, you must discard the partially built command list as well (by calling <strong>ClearState</strong>, <strong><seecref="!:SharpDX.Direct3D11.DeviceContext.FinishCommandListInternal"/></strong>, then <strong>Release</strong> on the command list). After you call <strong>ResizeBuffers</strong>, you can re-query interfaces via <strong><seecref="M:SharpDX.DXGI.SwapChain.GetBuffer(System.Int32,System.Guid,System.IntPtr@)"/></strong>.</p><p>For swap chains that you created with <strong><seecref="F:SharpDX.DXGI.SwapChainFlags.GdiCompatible"/></strong>, before you call <strong>ResizeBuffers</strong>, also call <strong><seecref="M:SharpDX.DXGI.Surface1.ReleaseDC_(System.Nullable{SharpDX.Rectangle})"/></strong> on the swap chain's back-buffer surface to ensure that you have no outstanding GDI device contexts (DCs) open.</p><p>We recommend that you call <strong>ResizeBuffers</strong> when a client window is resized (that is, when an application receives a WM_SIZE message).</p><p>The only difference between <strong>ResizeBuffers</strong> in Windows Developer Preview and <strong>ResizeBuffers</strong> in Windows?7 is with flip presentation model swap chains that you create with the <strong>DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</strong> value set. In Windows Developer Preview, you must call <strong>ResizeBuffers</strong> to realize a transition between full-screen mode and windowed mode; otherwise, your next call to the <strong>Present</strong> method fails.</p>
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<msdn-id>bb174577</msdn-id>
<unmanaged>HRESULT IDXGISwapChain::ResizeBuffers([In] unsigned int BufferCount,[In] unsigned int Width,[In] unsigned int Height,[In] DXGI_FORMAT NewFormat,[In] DXGI_SWAP_CHAIN_FLAG SwapChainFlags)</unmanaged>
<paramname="newTargetParametersRef"><dd><p>A reference to a <strong><seecref="T:SharpDX.DXGI.ModeDescription"/></strong> structure that describes the mode, which specifies the new width, height, format, and refresh rate of the target. If the format is <strong><seecref="F:SharpDX.DXGI.Format.Unknown"/></strong>, <strong>ResizeTarget</strong> uses the existing format. We only recommend that you use <strong><seecref="F:SharpDX.DXGI.Format.Unknown"/></strong> when the swap chain is in full-screen mode as this method is not thread safe.</p></dd></param>
<returns><p>Returns a code that indicates success or failure. <seecref="F:SharpDX.DXGI.DXGIStatus.ModeChangeInProgress"/> is returned if a fullscreen/windowed mode transition is occurring when this API is called. See DXGI_ERROR for additional DXGI error codes.</p></returns>
<remarks>
<p><strong>ResizeTarget</strong> 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, applications can call <strong>ResizeTarget</strong> to resize the target window (rather than a Microsoft Win32API such as <strong>SetWindowPos</strong>) without knowledge of the swap chain display mode.</p><p>If a Metro style app calls <strong>ResizeTarget</strong>, it fails with <seecref="F:SharpDX.DXGI.ResultCode.NotCurrentlyAvailable"/>.</p><p>You cannot call <strong>ResizeTarget</strong> on a windowless swap chain that you created with <strong>IDXGIFactory2::CreateSwapChainForCompositionSurface</strong>.</p>
</remarks>
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<p>Get the output (the display monitor) that contains the majority of the client area of the target window.</p>
</summary>
<paramname="outputOut"><dd><p>A reference to the output interface (see <strong><seecref="T:SharpDX.DXGI.Output"/></strong>).</p></dd></param>
<returns><p>Returns one of the following DXGI_ERROR.</p></returns>
<remarks>
<p>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.</p><p>The output is also owned by the adapter on which the swap chain's device was created.</p><p>You cannot call <strong>GetContainingOutput</strong> on a windowless swap chain that you created with <strong>IDXGIFactory2::CreateSwapChainForCompositionSurface</strong>.</p>
</remarks>
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<p>Gets performance statistics about the last render frame.</p>
</summary>
<paramname="statsRef"><dd><p>A reference to a <strong><seecref="T:SharpDX.DXGI.FrameStatistics"/></strong> structure for the frame statistics.</p></dd></param>
<returns><p>Returns one of the DXGI_ERROR values.</p></returns>
<p>You cannot use <strong>GetFrameStatistics</strong> for swap chains that both use the bit-block transfer (bitblt) presentation model and draw in windowed mode.</p><p>You can only use <strong>GetFrameStatistics</strong> for swap chains that either use the flip presentation model or draw in full-screen mode. You set the <strong>DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</strong> value in the <strong>SwapEffect</strong> member of the <strong>DXGI_SWAP_CHAIN_DESC1</strong> structure to specify that the swap chain uses the flip presentation model.</p>
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<p>Gets the number of times that <strong><seecref="M:SharpDX.DXGI.SwapChain.Present(System.Int32,SharpDX.DXGI.PresentFlags)"/></strong> or <strong>IDXGISwapChain1::Present1</strong> has been called.</p>
<returns><p>Returns one of the DXGI_ERROR values.</p></returns>
<remarks>
<p>For info about presentation statistics for a frame, see <strong><seecref="T:SharpDX.DXGI.FrameStatistics"/></strong>.</p>
</remarks>
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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 DXGI_STATUS_OCCLUDED will be returned. If the buffer width or the buffer height are zero, the sizes will be inferred from the output window size in the swap-chain description. Since the target output cannot be chosen explicitly when the swap-chain is created, you should not 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 the sizes match: Create a windowed swap chain and then set it full-screen using <seecref="M:SharpDX.DXGI.SwapChain.SetFullscreenState(SharpDX.Bool,SharpDX.DXGI.Output)"/>. Save a reference to the swap-chain immediately after creation, and use it to get the output window size during a WM_SIZE event. Then resize the swap chain buffers (with <seecref="M:SharpDX.DXGI.SwapChain.ResizeBuffers(System.Int32,System.Int32,System.Int32,SharpDX.DXGI.Format,SharpDX.DXGI.SwapChainFlags)"/>) during the transition from windowed to full-screen. 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}}.
<paramname="index">A zero-based buffer index. If the swap effect is not DXGI_SWAP_EFFECT_SEQUENTIAL, this method only has access to the first buffer; for this case, set the index to zero.</param>
<returns>
Returns a reference to a back-buffer interface.
</returns>
<msdn-id>bb174570</msdn-id>
<unmanaged>HRESULT IDXGISwapChain::GetBuffer([In] unsigned int Buffer,[In] const GUID& riid,[Out] void** ppSurface)</unmanaged>
<p>[Starting with Direct3D 11.1, we recommend not to use <strong>GetDesc</strong> anymore to get a description of the swap chain. Instead, use <strong>IDXGISwapChain1::GetDesc1</strong>.]</p><p>Get a description of the swap chain.</p>
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<p>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.</p><p>The output is also owned by the adapter on which the swap chain's device was created.</p><p>You cannot call <strong>GetContainingOutput</strong> on a windowless swap chain that you created with <strong>IDXGIFactory2::CreateSwapChainForCompositionSurface</strong>.</p>
</remarks>
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<p>You cannot use <strong>GetFrameStatistics</strong> for swap chains that both use the bit-block transfer (bitblt) presentation model and draw in windowed mode.</p><p>You can only use <strong>GetFrameStatistics</strong> for swap chains that either use the flip presentation model or draw in full-screen mode. You set the <strong>DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</strong> value in the <strong>SwapEffect</strong> member of the <strong>DXGI_SWAP_CHAIN_DESC1</strong> structure to specify that the swap chain uses the flip presentation model.</p>
</remarks>
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<p>Gets the number of times that <strong><seecref="M:SharpDX.DXGI.SwapChain.Present(System.Int32,SharpDX.DXGI.PresentFlags)"/></strong> or <strong>IDXGISwapChain1::Present1</strong> has been called.</p>
<p>For info about presentation statistics for a frame, see <strong><seecref="T:SharpDX.DXGI.FrameStatistics"/></strong>.</p>
</remarks>
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<p>Describes an adapter (or video card) by using DXGI 1.0.</p>
</summary>
<remarks>
<p>The <strong><seecref="T:SharpDX.DXGI.AdapterDescription"/></strong> structure provides a description of an adapter. This structure is initialized by using the <strong><seecref="M:SharpDX.DXGI.Adapter.GetDescription(SharpDX.DXGI.AdapterDescription@)"/></strong> method.</p>
</remarks>
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<dd><p>A string that contains the adapter description.</p></dd>
</summary>
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<dd><p>The PCI ID of the hardware vendor.</p></dd>
</summary>
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<msdn-id>bb173058</msdn-id>
<unmanaged>unsigned int VendorId</unmanaged>
<unmanaged-short>unsigned int VendorId</unmanaged-short>
<dd><p>The PCI ID of the hardware device.</p></dd>
</summary>
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<unmanaged>unsigned int DeviceId</unmanaged>
<unmanaged-short>unsigned int DeviceId</unmanaged-short>
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<unmanaged>unsigned int SubSysId</unmanaged>
<unmanaged-short>unsigned int SubSysId</unmanaged-short>
<dd><p>The PCI ID of the revision number of the adapter.</p></dd>
</summary>
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<unmanaged>unsigned int Revision</unmanaged>
<unmanaged-short>unsigned int Revision</unmanaged-short>
<dd><p>The number of bytes of dedicated video memory that are not shared with the CPU.</p></dd>
</summary>
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<dd><p>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.</p></dd>
</summary>
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<dd><p>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.</p></dd>
</summary>
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<dd><p>A unique value that identifies the adapter. See <strong><seecref="T:System.Int64"/></strong> for a definition of the structure. <strong><seecref="T:System.Int64"/></strong> is defined in dxgi.h.</p></dd>
</summary>
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<p>Describes an adapter (or video card) using DXGI 1.1.</p>
</summary>
<remarks>
<p>The <strong><seecref="T:SharpDX.DXGI.AdapterDescription1"/></strong> structure provides a DXGI 1.1 description of an adapter. This structure is initialized by using the <strong><seecref="M:SharpDX.DXGI.Adapter1.GetDescription1(SharpDX.DXGI.AdapterDescription1@)"/></strong> method.</p>
</remarks>
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<dd><p>A string that contains the adapter description.</p></dd>
</summary>
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<dd><p>The PCI ID of the hardware vendor.</p></dd>
</summary>
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<msdn-id>ff471326</msdn-id>
<unmanaged>unsigned int VendorId</unmanaged>
<unmanaged-short>unsigned int VendorId</unmanaged-short>
<dd><p>The PCI ID of the hardware device.</p></dd>
</summary>
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<msdn-id>ff471326</msdn-id>
<unmanaged>unsigned int DeviceId</unmanaged>
<unmanaged-short>unsigned int DeviceId</unmanaged-short>
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<msdn-id>ff471326</msdn-id>
<unmanaged>unsigned int SubSysId</unmanaged>
<unmanaged-short>unsigned int SubSysId</unmanaged-short>
<dd><p>The PCI ID of the revision number of the adapter.</p></dd>
</summary>
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<msdn-id>ff471326</msdn-id>
<unmanaged>unsigned int Revision</unmanaged>
<unmanaged-short>unsigned int Revision</unmanaged-short>
<dd><p>The number of bytes of dedicated video memory that are not shared with the CPU.</p></dd>
</summary>
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<dd><p>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.</p></dd>
</summary>
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<dd><p>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.</p></dd>
</summary>
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<dd><p>A unique value that identifies the adapter. See <strong><seecref="T:System.Int64"/></strong> for a definition of the structure. <strong><seecref="T:System.Int64"/></strong> is defined in dxgi.h.</p></dd>
</summary>
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<dd><p>A value of the <strong><seecref="T:SharpDX.DXGI.AdapterFlags"/></strong> enumerated type that describes the adapter type. The <strong><seecref="F:SharpDX.DXGI.AdapterFlags.Remote"/></strong> flag is reserved.</p></dd>
</summary>
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<p>You initialize the <strong><seecref="T:SharpDX.DXGI.FrameStatistics"/></strong> structure with the <strong><seecref="M:SharpDX.DXGI.Output.GetFrameStatistics(SharpDX.DXGI.FrameStatistics@)"/></strong> or <strong><seecref="M:SharpDX.DXGI.SwapChain.GetFrameStatistics(SharpDX.DXGI.FrameStatistics@)"/></strong> method.</p><p>You can only use <strong><seecref="M:SharpDX.DXGI.SwapChain.GetFrameStatistics(SharpDX.DXGI.FrameStatistics@)"/></strong> for swap chains that either use the flip presentation model or draw in full-screen mode. You set the <strong>DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</strong> value in the <strong>SwapEffect</strong> member of the <strong>DXGI_SWAP_CHAIN_DESC1</strong> structure to specify that the swap chain uses the flip presentation model.</p><p>The values in the <strong>PresentCount</strong> and <strong>PresentRefreshCount</strong> 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 <strong>SyncRefreshCount</strong> and <strong>SyncQPCTime</strong> 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.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_FRAME_STATISTICS']/*"/>
<dd><p>A value that represents the running total count of times that an image was presented to the monitor since the computer booted.</p><p><strong>Note</strong>??The number of times that an image was presented to the monitor is not necessarily the same as the number of times that you called <strong><seecref="M:SharpDX.DXGI.SwapChain.Present(System.Int32,SharpDX.DXGI.PresentFlags)"/></strong> or <strong>IDXGISwapChain1::Present1</strong>.</p></dd>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_FRAME_STATISTICS::PresentCount']/*"/>
<msdn-id>bb173060</msdn-id>
<unmanaged>unsigned int PresentCount</unmanaged>
<unmanaged-short>unsigned int PresentCount</unmanaged-short>
<dd><p>A 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).</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_FRAME_STATISTICS::PresentRefreshCount']/*"/>
<msdn-id>bb173060</msdn-id>
<unmanaged>unsigned int PresentRefreshCount</unmanaged>
<unmanaged-short>unsigned int PresentRefreshCount</unmanaged-short>
<dd><p>A value that represents the running total count of v-blanks when the scheduler last sampled the machine time by calling <strong>QueryPerformanceCounter</strong> and that have happened since the computer booted (for windowed mode, since the swap chain was created).</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_FRAME_STATISTICS::SyncRefreshCount']/*"/>
<msdn-id>bb173060</msdn-id>
<unmanaged>unsigned int SyncRefreshCount</unmanaged>
<unmanaged-short>unsigned int SyncRefreshCount</unmanaged-short>
<dd><p>A value that represents the high-resolution performance counter timer. This value is the same as the value returned by the <strong>QueryPerformanceCounter</strong> function.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_FRAME_STATISTICS::SyncQPCTime']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_FRAME_STATISTICS::SyncGPUTime']/*"/>
<p>The <strong><seecref="T:SharpDX.DXGI.GammaControl"/></strong> structure is used by the <strong><seecref="M:SharpDX.DXGI.Output.SetGammaControl(SharpDX.DXGI.GammaControl@)"/></strong> method.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_GAMMA_CONTROL']/*"/>
<dd><p>A <strong><seecref="T:SharpDX.Color4"/></strong> structure with scalar values that are applied to rgb values before being sent to the gamma look up table.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_GAMMA_CONTROL::Scale']/*"/>
<msdn-id>bb173061</msdn-id>
<unmanaged>DXGI_RGB Scale</unmanaged>
<unmanaged-short>DXGI_RGB Scale</unmanaged-short>
</member>
<membername="F:SharpDX.DXGI.GammaControl.Offset">
<summary>
<dd><p>A <strong><seecref="T:SharpDX.Color4"/></strong> structure with offset values that are applied to the rgb values before being sent to the gamma look up table.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_GAMMA_CONTROL::Offset']/*"/>
<dd><p>An array of <strong><seecref="T:SharpDX.Color4"/></strong> structures that control the points of a gamma curve.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_GAMMA_CONTROL::GammaCurve']/*"/>
<p>Controls the gamma capabilities of an adapter.</p>
</summary>
<remarks>
<p>To get a list of the capabilities for controlling gamma correction, call <strong><seecref="M:SharpDX.DXGI.Output.GetGammaControlCapabilities(SharpDX.DXGI.GammaControlCapabilities@)"/></strong>.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_GAMMA_CONTROL_CAPABILITIES']/*"/>
<dd><p>True if scaling and offset operations are supported during gamma correction; otherwise, false.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_GAMMA_CONTROL_CAPABILITIES::ScaleAndOffsetSupported']/*"/>
<dd><p>A value describing the maximum range of the control-point positions.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_GAMMA_CONTROL_CAPABILITIES::MaxConvertedValue']/*"/>
<dd><p>A value describing the minimum range of the control-point positions.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_GAMMA_CONTROL_CAPABILITIES::MinConvertedValue']/*"/>
<dd><p>A value describing the number of control points in the array.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_GAMMA_CONTROL_CAPABILITIES::NumGammaControlPoints']/*"/>
<msdn-id>bb173062</msdn-id>
<unmanaged>unsigned int NumGammaControlPoints</unmanaged>
<unmanaged-short>unsigned int NumGammaControlPoints</unmanaged-short>
<dd><p>An array of values describing control points; the maximum length of control points is 1025.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_GAMMA_CONTROL_CAPABILITIES::ControlPointPositions']/*"/>
<p>Describes a mapped rectangle that is used to access a surface.</p>
</summary>
<remarks>
<p>The <strong><seecref="T:SharpDX.DXGI.MappedRect"/></strong> structure is initialized by the <strong><seecref="M:SharpDX.DXGI.Surface.Map(SharpDX.DXGI.MappedRect@,System.Int32)"/></strong> method.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_MAPPED_RECT']/*"/>
<dd><p>A value that describes the width, in bytes, of the surface.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_MAPPED_RECT::Pitch']/*"/>
<msdn-id>bb173063</msdn-id>
<unmanaged>int Pitch</unmanaged>
<unmanaged-short>int Pitch</unmanaged-short>
</member>
<membername="F:SharpDX.DXGI.MappedRect.PBits">
<summary>
<dd><p>A reference to the image buffer of the surface.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_MAPPED_RECT::pBits']/*"/>
<p>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.</p><ul><li><p>Feature level >= 9.1</p><ul><li><strong><seecref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm"/></strong></li><li><strong><seecref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb"/></strong></li><li><strong><seecref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm"/></strong> (except 10.x on Windows?Vista)</li><li><strong><seecref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm_SRgb"/></strong> (except 10.x on Windows?Vista)</li></ul></li><li><p>Feature level >= 10.0</p><ul><li><strong><seecref="F:SharpDX.DXGI.Format.R16G16B16A16_Float"/></strong></li><li><strong><seecref="F:SharpDX.DXGI.Format.R10G10B10A2_UNorm"/></strong></li></ul></li><li><p>Feature level >= 11.0</p><ul><li><strong><seecref="F:SharpDX.DXGI.Format.R10G10B10_Xr_Bias_A2_UNorm"/></strong></li></ul></li></ul><p>You can pass one of these format values to <strong><seecref="!:SharpDX.Direct3D11.Device.CheckFormatSupport"/></strong> to determine if it is a valid format for displaying on screen. If <strong><seecref="!:SharpDX.Direct3D11.Device.CheckFormatSupport"/></strong> returns <strong><seecref="!:SharpDX.Direct3D11.FormatSupport.Display"/></strong> in the bit field to which the <em>pFormatSupport</em> parameter points, the format is valid for displaying on screen.</p><p>Starting with Windows Developer Preview for a flip model swap chain (that is, a swap chain that has the <strong>DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</strong> value set in the <strong>SwapEffect</strong> member of <strong><seecref="T:SharpDX.DXGI.SwapChainDescription"/></strong>), you must set the <strong>Format</strong> member of <strong><seecref="T:SharpDX.DXGI.ModeDescription"/></strong> to <strong><seecref="F:SharpDX.DXGI.Format.R16G16B16A16_Float"/></strong>, <strong><seecref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm"/></strong>, or <strong><seecref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm"/></strong>.</p><p>Because of the relaxed render target creation rules that Direct3D 11 has for back buffers, applications can create a <strong><seecref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm_SRgb"/></strong> render target view from a <strong><seecref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm"/></strong> swap chain so they can use automatic color space conversion when they render the swap chain.</p>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_MODE_DESC']/*"/>
<dd><p>A value that describes the resolution width. If you specify the width as zero when you call the <strong><seecref="M:SharpDX.DXGI.Factory.CreateSwapChain(SharpDX.ComObject,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain)"/></strong> method to create a swap chain, the runtime obtains the width from the output window and assigns this width value to the swap-chain description. You can subsequently call the <strong><seecref="M:SharpDX.DXGI.SwapChain.GetDescription(SharpDX.DXGI.SwapChainDescription@)"/></strong> method to retrieve the assigned width value.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_MODE_DESC::Width']/*"/>
<msdn-id>bb173064</msdn-id>
<unmanaged>unsigned int Width</unmanaged>
<unmanaged-short>unsigned int Width</unmanaged-short>
<dd><p>A value describing the resolution height. If you specify the height as zero when you call the <strong><seecref="M:SharpDX.DXGI.Factory.CreateSwapChain(SharpDX.ComObject,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain)"/></strong> method to create a swap chain, the runtime obtains the height from the output window and assigns this height value to the swap-chain description. You can subsequently call the <strong><seecref="M:SharpDX.DXGI.SwapChain.GetDescription(SharpDX.DXGI.SwapChainDescription@)"/></strong> method to retrieve the assigned height value.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_MODE_DESC::Height']/*"/>
<msdn-id>bb173064</msdn-id>
<unmanaged>unsigned int Height</unmanaged>
<unmanaged-short>unsigned int Height</unmanaged-short>
<dd><p>A <strong><seecref="T:SharpDX.DXGI.Rational"/></strong> structure describing the refresh rate in hertz</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_MODE_DESC::RefreshRate']/*"/>
<dd><p>A <strong><seecref="T:SharpDX.DXGI.Format"/></strong> structure describing the display format.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_MODE_DESC::Format']/*"/>
<dd><p>A member of the <strong><seecref="T:SharpDX.DXGI.DisplayModeScanlineOrder"/></strong> enumerated type describing the scanline drawing mode.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_MODE_DESC::ScanlineOrdering']/*"/>
<dd><p>A member of the <strong><seecref="T:SharpDX.DXGI.DisplayModeScaling"/></strong> enumerated type describing the scaling mode.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_MODE_DESC::Scaling']/*"/>
<p>Describes an output or physical connection between the adapter (video card) and a device.</p>
</summary>
<remarks>
<p>The <strong><seecref="T:SharpDX.DXGI.OutputDescription"/></strong> structure is initialized by the <strong><seecref="M:SharpDX.DXGI.Output.GetDescription(SharpDX.DXGI.OutputDescription@)"/></strong> method.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_OUTPUT_DESC']/*"/>
<dd><p>A string that contains the name of the output device.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_OUTPUT_DESC::DeviceName']/*"/>
<dd><p>A <strong><seecref="T:SharpDX.Rectangle"/></strong> structure containing the bounds of the output in desktop coordinates.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_OUTPUT_DESC::DesktopCoordinates']/*"/>
<dd><p>True if the output is attached to the desktop; otherwise, false.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_OUTPUT_DESC::AttachedToDesktop']/*"/>
<dd><p>A member of the <strong><seecref="T:SharpDX.DXGI.DisplayModeRotation"/></strong> enumerated type describing on how an image is rotated by the output.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_OUTPUT_DESC::Rotation']/*"/>
<dd><p>An <strong><seecref="T:System.IntPtr"/></strong> handle that represents the display monitor. For more information, see <seecref="T:System.IntPtr"/> and the Device Context.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_OUTPUT_DESC::Monitor']/*"/>
<p>The <strong><seecref="T:SharpDX.DXGI.Rational"/></strong> structure operates under the following rules:</p><ul><li>0/0 is legal and will be interpreted as 0/1.</li><li>0/anything is interpreted as zero.</li><li>If you are representing a whole number, the denominator should be 1.</li></ul>
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_RATIONAL']/*"/>
<msdn-id>bb173069</msdn-id>
<unmanaged>DXGI_RATIONAL</unmanaged>
<unmanaged-short>DXGI_RATIONAL</unmanaged-short>
</member>
<membername="F:SharpDX.DXGI.Rational.Numerator">
<summary>
<dd><p>An unsigned integer value representing the top of the rational number.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_RATIONAL::Numerator']/*"/>
<msdn-id>bb173069</msdn-id>
<unmanaged>unsigned int Numerator</unmanaged>
<unmanaged-short>unsigned int Numerator</unmanaged-short>
<dd><p>An unsigned integer value representing the bottom of the rational number.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_RATIONAL::Denominator']/*"/>
<msdn-id>bb173069</msdn-id>
<unmanaged>unsigned int Denominator</unmanaged>
<unmanaged-short>unsigned int Denominator</unmanaged-short>
<p>The default sampler mode, with no anti-aliasing, has a count of 1 and a quality level of 0.</p><p>If multi-sample antialiasing is being used, all bound render targets and depth buffers must have the same sample counts and quality levels.</p><table><tr><td><p>Differences between Direct3D 10.0 and Direct3D 10.1 and between Direct3D 10.0 and Direct3D 11:</p><p>Direct3D 10.1 has defined two standard quality levels: <strong><seecref="!:SharpDX.Direct3D10.StandardMultisampleQualityLevels.StandardMultisamplePattern"/></strong> and <strong><seecref="!:SharpDX.Direct3D10.StandardMultisampleQualityLevels.CenterMultisamplePattern"/></strong> in the <strong><seecref="!:SharpDX.Direct3D10.StandardMultisampleQualityLevels"/></strong> enumeration in D3D10_1.h.</p><p>Direct3D 11 has defined two standard quality levels: <strong><seecref="!:SharpDX.Direct3D11.StandardMultisampleQualityLevels.StandardMultisamplePattern"/></strong> and <strong><seecref="!:SharpDX.Direct3D11.StandardMultisampleQualityLevels.CenterMultisamplePattern"/></strong> in the <strong><seecref="!:SharpDX.Direct3D11.StandardMultisampleQualityLevels"/></strong> enumeration in D3D11.h.</p></td></tr></table><p>?</p>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SAMPLE_DESC']/*"/>
<dd><p>The number of multisamples per pixel.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SAMPLE_DESC::Count']/*"/>
<msdn-id>bb173072</msdn-id>
<unmanaged>unsigned int Count</unmanaged>
<unmanaged-short>unsigned int Count</unmanaged-short>
<dd><p>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 <strong><seecref="!:SharpDX.Direct3D10.Device.CheckMultisampleQualityLevels"/></strong> for Direct3D 10 or <strong><seecref="!:SharpDX.Direct3D11.Device.CheckMultisampleQualityLevels"/></strong> for Direct3D 11.</p><p>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.</p></dd>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SAMPLE_DESC::Quality']/*"/>
<msdn-id>bb173072</msdn-id>
<unmanaged>unsigned int Quality</unmanaged>
<unmanaged-short>unsigned int Quality</unmanaged-short>
Initializes a new instance of the <seecref ="T:SharpDX.DXGI.SampleDescription"/> structure.
</summary>
<paramname ="count">The sample count.</param>
<paramname ="quality">The sample quality.</param>
</member>
<membername="T:SharpDX.DXGI.SharedResource">
<summary>
<p>Represents a handle to a shared resource.</p>
</summary>
<remarks>
<p>To create a shared surface, pass a shared-resource handle into the <strong><seecref="M:SharpDX.DXGI.Device.CreateSurface(SharpDX.DXGI.SurfaceDescription@,System.Int32,System.Int32,System.Nullable{SharpDX.DXGI.SharedResource},SharpDX.DXGI.Surface@)"/></strong> method.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SHARED_RESOURCE']/*"/>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SHARED_RESOURCE::Handle']/*"/>
<msdn-id>bb173073</msdn-id>
<unmanaged>void* Handle</unmanaged>
<unmanaged-short>void Handle</unmanaged-short>
</member>
<membername="T:SharpDX.DXGI.SurfaceDescription">
<summary>
<p>Describes a surface.</p>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SURFACE_DESC']/*"/>
<dd><p>A value describing the surface width.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SURFACE_DESC::Width']/*"/>
<msdn-id>bb173074</msdn-id>
<unmanaged>unsigned int Width</unmanaged>
<unmanaged-short>unsigned int Width</unmanaged-short>
<dd><p>A value describing the surface height.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SURFACE_DESC::Height']/*"/>
<msdn-id>bb173074</msdn-id>
<unmanaged>unsigned int Height</unmanaged>
<unmanaged-short>unsigned int Height</unmanaged-short>
<dd><p>A member of the <strong><seecref="T:SharpDX.DXGI.Format"/></strong> enumerated type that describes the surface format.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SURFACE_DESC::Format']/*"/>
<dd><p>A member of the <strong><seecref="T:SharpDX.DXGI.SampleDescription"/></strong> structure that describes multi-sampling parameters for the surface.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SURFACE_DESC::SampleDesc']/*"/>
<p>In full-screen mode, there is a dedicated front buffer; in windowed mode, the desktop is the front buffer.</p><p>If you create a swap chain with one buffer, specifying <strong><seecref="F:SharpDX.DXGI.SwapEffect.Sequential"/></strong> does not cause the contents of the single buffer to be swapped with the front buffer.</p><p>For performance information about flipping swap-chain buffers in full-screen application, see Full-Screen Application Performance Hints.</p>
</remarks>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SWAP_CHAIN_DESC']/*"/>
<dd><p>A <strong><seecref="T:SharpDX.DXGI.ModeDescription"/></strong> structure that describes the backbuffer display mode.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SWAP_CHAIN_DESC::BufferDesc']/*"/>
<dd><p>A <strong><seecref="T:SharpDX.DXGI.SampleDescription"/></strong> structure that describes multi-sampling parameters.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SWAP_CHAIN_DESC::SampleDesc']/*"/>
<dd><p>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.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SWAP_CHAIN_DESC::BufferUsage']/*"/>
<dd><p>A value that describes the number of buffers in the swap chain. When you call <strong><seecref="M:SharpDX.DXGI.Factory.CreateSwapChain(SharpDX.ComObject,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain)"/></strong> to create a full-screen swap chain, you typically include the front buffer in this value. For more information about swap-chain buffers, see Remarks.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SWAP_CHAIN_DESC::BufferCount']/*"/>
<msdn-id>bb173075</msdn-id>
<unmanaged>unsigned int BufferCount</unmanaged>
<unmanaged-short>unsigned int BufferCount</unmanaged-short>
<dd><p>An <strong><seecref="T:System.IntPtr"/></strong> handle to the output window. This member must not be <strong><c>null</c></strong>.</p></dd>
</summary>
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<dd><p>A Boolean value that specifies whether the output is in windowed mode. <strong>TRUE</strong> if the output is in windowed mode; otherwise, <strong><seecref="F:SharpDX.Result.False"/></strong>. </p><p>We recommend that you create a windowed swap chain and allow the end user to change the swap chain to full screen through <strong><seecref="M:SharpDX.DXGI.SwapChain.SetFullscreenState(SharpDX.Bool,SharpDX.DXGI.Output)"/></strong>; that is, do not set this member to <seecref="F:SharpDX.Result.False"/> to force the swap chain to be full screen. However, if you create the swap chain as full screen, also provide the end user with a list of supported display modes through the <strong>BufferDesc</strong> member because a swap chain that is created with an unsupported display mode might cause the display to go black and prevent the end user from seeing anything. </p><p>For more information about choosing windowed verses full screen, see <strong><seecref="M:SharpDX.DXGI.Factory.CreateSwapChain(SharpDX.ComObject,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain)"/></strong>.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SWAP_CHAIN_DESC::Windowed']/*"/>
<dd><p>A member of the <strong><seecref="T:SharpDX.DXGI.SwapEffect"/></strong> enumerated type that describes options for handling the contents of the presentation buffer after presenting a surface.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SWAP_CHAIN_DESC::SwapEffect']/*"/>
<dd><p>A member of the <strong><seecref="T:SharpDX.DXGI.SwapChainFlags"/></strong> enumerated type that describes options for swap-chain behavior.</p></dd>
</summary>
<!-- No matching elements were found for the following include tag --><includefile=".\..\Documentation\CodeComments.xml"path="/comments/comment[@id='DXGI_SWAP_CHAIN_DESC::Flags']/*"/>