<?xml version="1.0" encoding="utf-8"?>
<doc>
  <member name="DXGI_SCALING">
    <summary>
      <para>Identifies resize behavior when the back-buffer size does not match the size of the target output.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ne-dxgi1_2-dxgi_scaling" /></para>
    </summary>
  </member>
  <member name="DXGI_SCALING::DXGI_SCALING_STRETCH">
    <summary>Directs DXGI to make the back-buffer contents scale to fit the presentation target size. This is the implicit behavior of DXGI when you call the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgifactory-createswapchain">IDXGIFactory::CreateSwapChain</a> method.</summary>
  </member>
  <member name="DXGI_SCALING::DXGI_SCALING_NONE">
    <summary>Directs DXGI to make the back-buffer contents appear without any scaling when the presentation target size is not equal to the back-buffer size. The top edges of the back buffer and presentation target are aligned together. If the WS_EX_LAYOUTRTL style is associated with the <a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">HWND</a> handle to the target output window, the right edges of the back buffer and presentation target are aligned together; otherwise, the left edges are aligned together. All target area outside the back buffer is filled with window background color.

This value specifies that all target areas outside the back buffer of a swap chain are filled with the background color that you specify in a call to <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgiswapchain1-setbackgroundcolor">IDXGISwapChain1::SetBackgroundColor</a>.</summary>
  </member>
  <member name="DXGI_SCALING::DXGI_SCALING_ASPECT_RATIO_STRETCH">
    <summary>Directs DXGI to make the back-buffer contents scale to fit the presentation target size, while preserving the aspect ratio of the back-buffer. If the scaled back-buffer does not fill the presentation area, it will be centered with black borders.

This constant is supported on Windows Phone 8 and Windows 10. 

Note that with legacy Win32 window swapchains, this works the same as DXGI_SCALING_STRETCH.</summary>
  </member>
  <member name="DXGI_MATRIX_3X2_F">
    <summary>
      <para>Represents a 3x2 matrix. Used with GetMatrixTransform and SetMatrixTransform to indicate the scaling and translation transform for SwapChainPanel swap chains.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/ns-dxgi1_3-dxgi_matrix_3x2_f" /></para>
    </summary>
  </member>
  <member name="DXGI_MATRIX_3X2_F::_11">
    <summary>The value in the first row and first column of the matrix.</summary>
  </member>
  <member name="DXGI_MATRIX_3X2_F::_12">
    <summary>The value in the first row and second column of the matrix.</summary>
  </member>
  <member name="DXGI_MATRIX_3X2_F::_21">
    <summary>The value in the second row and first column of the matrix.</summary>
  </member>
  <member name="DXGI_MATRIX_3X2_F::_22">
    <summary>The value in the second row and second column of the matrix.</summary>
  </member>
  <member name="DXGI_MATRIX_3X2_F::_31">
    <summary>The value in the third row and first column of the matrix.</summary>
  </member>
  <member name="DXGI_MATRIX_3X2_F::_32">
    <summary>The value in the third row and second column of the matrix.</summary>
  </member>
  <member name="IDXGIFactory2::GetSharedResourceAdapterLuid">
    <summary>
      <para>Identifies the adapter on which a shared resource object was created.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgifactory2-getsharedresourceadapterluid" /></para>
      <param name="hResource">A handle to a shared resource object. The <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgiresource1-createsharedhandle">IDXGIResource1::CreateSharedHandle</a> method returns this handle.</param>
      <param name="pLuid">A pointer to a variable that receives a locally unique identifier (<a href="https://docs.microsoft.com/previous-versions/windows/hardware/drivers/ff549708(v=vs.85)">LUID</a>) value that identifies the adapter. <b>LUID</b> is defined in Dxgi.h. An <b>LUID</b> is a 64-bit value that is guaranteed to be unique only on the operating system on which it was generated. The uniqueness of an <b>LUID</b> is guaranteed only until the operating system is restarted.</param>
    </summary>
  </member>
  <member name="IDXGIResource">
    <summary>
      <para>An IDXGIResource interface allows resource sharing and identifies the memory that a resource resides in.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgiresource" /></para>
    </summary>
  </member>
  <member name="DXGI_FRAME_PRESENTATION_MODE">
    <summary>
      <para>Indicates options for presenting frames to the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/ne-dxgi1_3-dxgi_frame_presentation_mode" /></para>
    </summary>
  </member>
  <member name="DXGI_FRAME_PRESENTATION_MODE::DXGI_FRAME_PRESENTATION_MODE_COMPOSED">
    <summary>Specifies that the presentation mode is a composition surface, meaning that the conversion from YUV to RGB is happening once per output refresh (for example, 60 Hz).
            When this value is returned, the media app should discontinue use of the decode swap chain and perform YUV to RGB conversion itself, reducing the frequency of YUV to RGB conversion to once per video frame.</summary>
  </member>
  <member name="DXGI_FRAME_PRESENTATION_MODE::DXGI_FRAME_PRESENTATION_MODE_OVERLAY">
    <summary>Specifies that the presentation mode is an overlay surface, meaning that the YUV to RGB conversion is happening efficiently in hardware (once per video frame).
            When this value is returned, the media app can continue to use the decode swap chain.
            See <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_3/nn-dxgi1_3-idxgidecodeswapchain">IDXGIDecodeSwapChain</a>.</summary>
  </member>
  <member name="DXGI_FRAME_PRESENTATION_MODE::DXGI_FRAME_PRESENTATION_MODE_NONE">
    <summary>No presentation is specified.</summary>
  </member>
  <member name="DXGI_FRAME_PRESENTATION_MODE::DXGI_FRAME_PRESENTATION_MODE_COMPOSITION_FAILURE">
    <summary>An  issue occurred that caused content protection to be invalidated in a swap-chain with hardware content protection, and is usually because the system ran out of hardware protected memory. The app will need to do one of the following:

<ul>
<li>Drastically reduce the amount of hardware protected memory used. For example, media applications might be able to reduce their buffering.
</li>
<li>Stop using hardware protection if possible.</li>
</ul>
Note that simply re-creating the swap chain or the device will usually have no impact as the DWM will continue to run out of memory and will return the same failure.</summary>
  </member>
  <member name="DXGI_RESOURCE_PRIORITY_HIGH__0xa0000000_">
    <summary>
      <para>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.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiresource-setevictionpriority" /></para>
    </summary>
  </member>
  <member name="DXGIGetDebugInterface">
    <summary>
      <para>Retrieves a debugging interface.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-dxgigetdebuginterface" /></para>
      <param name="riid">The globally unique identifier (GUID) of the requested interface type.</param>
      <param name="ppDebug">A pointer to a buffer that receives a pointer to the debugging interface.</param>
    </summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_CATEGORY">
    <summary>
      <para>Values that specify categories of debug messages.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/ne-dxgidebug-dxgi_info_queue_message_category" /></para>
    </summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_CATEGORY::DXGI_INFO_QUEUE_MESSAGE_CATEGORY_UNKNOWN">
    <summary>Unknown category.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_CATEGORY::DXGI_INFO_QUEUE_MESSAGE_CATEGORY_MISCELLANEOUS">
    <summary>Miscellaneous category.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_CATEGORY::DXGI_INFO_QUEUE_MESSAGE_CATEGORY_INITIALIZATION">
    <summary>Initialization category.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_CATEGORY::DXGI_INFO_QUEUE_MESSAGE_CATEGORY_CLEANUP">
    <summary>Cleanup category.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_CATEGORY::DXGI_INFO_QUEUE_MESSAGE_CATEGORY_COMPILATION">
    <summary>Compilation category.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_CATEGORY::DXGI_INFO_QUEUE_MESSAGE_CATEGORY_STATE_CREATION">
    <summary>State creation category.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_CATEGORY::DXGI_INFO_QUEUE_MESSAGE_CATEGORY_STATE_SETTING">
    <summary>State setting category.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_CATEGORY::DXGI_INFO_QUEUE_MESSAGE_CATEGORY_STATE_GETTING">
    <summary>State getting category.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_CATEGORY::DXGI_INFO_QUEUE_MESSAGE_CATEGORY_RESOURCE_MANIPULATION">
    <summary>Resource manipulation category.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_CATEGORY::DXGI_INFO_QUEUE_MESSAGE_CATEGORY_EXECUTION">
    <summary>Execution category.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_CATEGORY::DXGI_INFO_QUEUE_MESSAGE_CATEGORY_SHADER">
    <summary>Shader category.</summary>
  </member>
  <member name="IDXGIFactory4::EnumAdapterByLuid">
    <summary>
      <para>Outputs the IDXGIAdapter for the specified LUID.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nf-dxgi1_4-idxgifactory4-enumadapterbyluid" /></para>
      <param name="AdapterLuid">A unique value that identifies the adapter.
            See <a href="https://docs.microsoft.com/previous-versions/windows/hardware/drivers/ff549708(v=vs.85)">LUID</a> for a definition of the structure.
            <b>LUID</b> is defined in dxgi.h.</param>
      <param name="riid">The globally unique identifier (GUID) of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiadapter">IDXGIAdapter</a> object referenced by the <i>ppvAdapter</i> parameter.</param>
      <param name="ppvAdapter">The address of an <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiadapter">IDXGIAdapter</a> interface pointer to the adapter.
            This parameter must not be NULL.</param>
    </summary>
  </member>
  <member name="DXGI_OUTDUPL_MOVE_RECT">
    <summary>
      <para>The DXGI_OUTDUPL_MOVE_RECT structure describes the movement of a rectangle.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ns-dxgi1_2-dxgi_outdupl_move_rect" /></para>
    </summary>
  </member>
  <member name="DXGI_OUTDUPL_MOVE_RECT::SourcePoint">
    <summary>The starting position of a rectangle.</summary>
  </member>
  <member name="DXGI_OUTDUPL_MOVE_RECT::DestinationRect">
    <summary>The target region to which to move a rectangle.</summary>
  </member>
  <member name="IDXGISwapChain1::GetRestrictToOutput">
    <summary>
      <para>Gets the output (the display monitor) to which you can restrict the contents of a present operation.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiswapchain1-getrestricttooutput" /></para>
      <param name="ppRestrictToOutput">A pointer to a buffer that receives a pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgioutput">IDXGIOutput</a> interface for the restrict-to output. An application passes this pointer to <b>IDXGIOutput</b> in a call to the  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforhwnd">IDXGIFactory2::CreateSwapChainForHwnd</a>, <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforcorewindow">IDXGIFactory2::CreateSwapChainForCoreWindow</a>, or  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforcomposition">IDXGIFactory2::CreateSwapChainForComposition</a> method to create the swap chain.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain2">
    <summary>
      <para>Extends IDXGISwapChain1 with methods to support swap back buffer scaling and lower-latency swap chains.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nn-dxgi1_3-idxgiswapchain2" /></para>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::PushDenyAllStorageFilter">
    <summary>
      <para>Pushes a deny-all storage filter onto the storage-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-pushdenyallstoragefilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that pushes the filter.</param>
    </summary>
  </member>
  <member name="IDXGIDecodeSwapChain::GetSourceRect">
    <summary>
      <para>Gets the source region that is used for the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgidecodeswapchain-getsourcerect" /></para>
      <param name="pRect">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/windef/ns-windef-rect">RECT</a> structure 
        that receives the source region for the swap chain.</param>
    </summary>
  </member>
  <member name="IDXGIObject::SetPrivateDataInterface">
    <summary>
      <para>Set an interface in the object's private data.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiobject-setprivatedatainterface" /></para>
      <param name="Name">A GUID identifying the interface.</param>
      <param name="pUnknown">The interface to set.</param>
    </summary>
  </member>
  <member name="IDXGIFactory4::EnumWarpAdapter">
    <summary>
      <para>Provides an adapter which can be provided to D3D12CreateDevice to use the WARP renderer.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nf-dxgi1_4-idxgifactory4-enumwarpadapter" /></para>
      <param name="riid">The globally unique identifier (GUID) of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiadapter">IDXGIAdapter</a> object referenced by the <i>ppvAdapter</i> parameter.</param>
      <param name="ppvAdapter">The address of an <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiadapter">IDXGIAdapter</a> interface pointer to the adapter.
            This parameter must not be NULL.</param>
    </summary>
  </member>
  <member name="DXGI_INFO_QUEUE_FILTER">
    <summary>
      <para>Describes a debug message filter, which contains lists of message types to allow and deny.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/ns-dxgidebug-dxgi_info_queue_filter" /></para>
    </summary>
  </member>
  <member name="DXGI_INFO_QUEUE_FILTER::AllowList">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ns-dxgidebug-dxgi_info_queue_filter_desc">DXGI_INFO_QUEUE_FILTER_DESC</a> structure that describes the types of messages to allow.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_FILTER::DenyList">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ns-dxgidebug-dxgi_info_queue_filter_desc">DXGI_INFO_QUEUE_FILTER_DESC</a> structure that describes the types of messages to deny.</summary>
  </member>
  <member name="IDXGISwapChain1::SetRotation">
    <summary>
      <para>Sets the rotation of the back buffers for the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiswapchain1-setrotation" /></para>
      <param name="Rotation">A <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173065(v=vs.85)">DXGI_MODE_ROTATION</a>-typed value that specifies how to set the rotation of the back buffers for the swap chain.</param>
    </summary>
  </member>
  <member name="DXGI_HARDWARE_COMPOSITION_SUPPORT_FLAGS">
    <summary>
      <para>Describes which levels of hardware composition are supported.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/ne-dxgi1_6-dxgi_hardware_composition_support_flags" /></para>
    </summary>
  </member>
  <member name="DXGI_HARDWARE_COMPOSITION_SUPPORT_FLAGS::DXGI_HARDWARE_COMPOSITION_SUPPORT_FLAG_FULLSCREEN">
    <summary>This flag specifies that swapchain composition can be facilitated in a performant manner using hardware for fullscreen applications.</summary>
  </member>
  <member name="DXGI_HARDWARE_COMPOSITION_SUPPORT_FLAGS::DXGI_HARDWARE_COMPOSITION_SUPPORT_FLAG_WINDOWED">
    <summary>This flag specifies that swapchain composition can be facilitated in a performant manner using hardware for windowed applications.</summary>
  </member>
  <member name="DXGI_HARDWARE_COMPOSITION_SUPPORT_FLAGS::DXGI_HARDWARE_COMPOSITION_SUPPORT_FLAG_CURSOR_STRETCHED">
    <summary>This flag specifies that swapchain composition facilitated using hardware can cause the cursor to appear stretched.</summary>
  </member>
  <member name="IDXGIInfoQueue::AddMessage">
    <summary>
      <para>Adds a debug message to the message queue and sends that message to the debug output.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-addmessage" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that produced the message.</param>
      <param name="Category">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ne-dxgidebug-dxgi_info_queue_message_category">DXGI_INFO_QUEUE_MESSAGE_CATEGORY</a>-typed value that specifies the category of the message.</param>
      <param name="Severity">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ne-dxgidebug-dxgi_info_queue_message_severity">DXGI_INFO_QUEUE_MESSAGE_SEVERITY</a>-typed value that specifies the severity of the message.</param>
      <param name="ID">An integer that uniquely identifies the message.</param>
      <param name="pDescription">The message string.</param>
    </summary>
  </member>
  <member name="IDXGIAdapter4">
    <summary>
      <para>This interface represents a display subsystem, and extends this family of interfaces to expose a method to check for an adapter's compatibility with Arbitrary Code Guard (ACG).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/nn-dxgi1_6-idxgiadapter4" /></para>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::PopStorageFilter">
    <summary>
      <para>Pops a storage filter from the top of the storage-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-popstoragefilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that pops the filter.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::GetMessage">
    <summary>
      <para>Gets a message from the message queue.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getmessage" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the message.</param>
      <param name="MessageIndex">An index into the message queue after an optional retrieval filter has been applied. This can be between 0 and the number of messages in the message queue that pass through the retrieval filter. Call <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/nf-dxgidebug-idxgiinfoqueue-getnumstoredmessagesallowedbyretrievalfilters">IDXGIInfoQueue::GetNumStoredMessagesAllowedByRetrievalFilters</a> to obtain this number. 0 is the message at the beginning of the message queue.</param>
      <param name="pMessage">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ns-dxgidebug-dxgi_info_queue_message">DXGI_INFO_QUEUE_MESSAGE</a> structure that describes the message.</param>
      <param name="pMessageByteLength">A pointer to a variable that receives the size, in bytes, of the message description that <i>pMessage</i> points to. This size includes the size of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ns-dxgidebug-dxgi_info_queue_message">DXGI_INFO_QUEUE_MESSAGE</a> structure in bytes.</param>
    </summary>
  </member>
  <member name="IDXGIOutput1::GetDisplayModeList1">
    <summary>
      <para>Gets the display modes that match the requested format and other input options.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgioutput1-getdisplaymodelist1" /></para>
      <param name="EnumFormat">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format">DXGI_FORMAT</a>-typed value for the color format.</param>
      <param name="Flags">A combination of <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-enum-modes">DXGI_ENUM_MODES</a>-typed values that are combined by using a bitwise OR operation. The resulting value specifies options for display modes to include. You must specify DXGI_ENUM_MODES_SCALING to expose the display modes that require scaling.  Centered modes that require no 
            scaling and correspond directly to the display output are enumerated by default.</param>
      <param name="pNumModes">A pointer to a variable that receives the number of display modes that <b>GetDisplayModeList1</b> returns in the memory block to which <i>pDesc</i> points. Set <i>pDesc</i> to <b>NULL</b> so that <i>pNumModes</i> returns the number of display modes that match the format and the options.
        Otherwise, <i>pNumModes</i> returns the number of display modes returned in <i>pDesc</i>.</param>
      <param name="pDesc">A pointer to a list of display modes; set to <b>NULL</b> to get the number of display modes.</param>
    </summary>
  </member>
  <member name="IDXGIDevice1::SetMaximumFrameLatency">
    <summary>
      <para>Sets the number of frames that the system is allowed to queue for rendering.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgidevice1-setmaximumframelatency" /></para>
      <param name="MaxLatency">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.</param>
    </summary>
  </member>
  <member name="DXGI_ALPHA_MODE_PREMULTIPLIED">
    <summary>
      <para>The color channels contain values that are premultiplied with the alpha channel.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dcomp/nf-dcomp-idcompositiondevice2-createsurface" /></para>
    </summary>
  </member>
  <member name="IDXGIDecodeSwapChain::SetDestSize">
    <summary>
      <para>Sets the size of the destination surface to use for the video processing blit operation.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgidecodeswapchain-setdestsize" /></para>
      <param name="Width">The width of the destination size, in pixels.</param>
      <param name="Height">The height of the destination size, in pixels.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::GetNumMessagesDeniedByStorageFilter">
    <summary>
      <para>Gets the number of messages that were denied passage through a storage filter.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getnummessagesdeniedbystoragefilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the number.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::PushDenyAllRetrievalFilter">
    <summary>
      <para>Pushes a deny-all retrieval filter onto the retrieval-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-pushdenyallretrievalfilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that pushes the deny-all retrieval filter.</param>
    </summary>
  </member>
  <member name="IDXGIObject">
    <summary>
      <para>An IDXGIObject interface is a base interface for all DXGI objects; IDXGIObject supports associating caller-defined (private data) with an object and retrieval of an interface to the parent object.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgiobject" /></para>
    </summary>
  </member>
  <member name="IDXGIFactory6">
    <summary>
      <para>This interface enables a single method that enumerates graphics adapters based on a given GPU preference.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/nn-dxgi1_6-idxgifactory6" /></para>
    </summary>
  </member>
  <member name="IDXGIOutput1::FindClosestMatchingMode1">
    <summary>
      <para>Finds the display mode that most closely matches the requested display mode.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgioutput1-findclosestmatchingmode1" /></para>
      <param name="pModeToMatch">A pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_mode_desc1">DXGI_MODE_DESC1</a> structure that describes the display mode to match. Members of <b>DXGI_MODE_DESC1</b> can be unspecified, which indicates no preference for 
        that member.  A value of 0 for <b>Width</b> or <b>Height</b> indicates that the value is unspecified.  If either <b>Width</b> or 
        <b>Height</b> is 0, both must be 0.  A numerator and denominator of 0 in <b>RefreshRate</b> indicate it is unspecified. Other members 
        of <b>DXGI_MODE_DESC1</b> have enumeration values that indicate that the member is unspecified.  If <i>pConcernedDevice</i> is <b>NULL</b>, the <b>Format</b>member of <b>DXGI_MODE_DESC1</b> cannot be <b>DXGI_FORMAT_UNKNOWN</b>.</param>
      <param name="pClosestMatch">A pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_mode_desc1">DXGI_MODE_DESC1</a> structure that receives a description of the display mode that most closely matches the display mode described at <i>pModeToMatch</i>.</param>
      <param name="pConcernedDevice">A pointer to the Direct3D device interface. If this parameter is <b>NULL</b>, <b>FindClosestMatchingMode1</b> returns only modes whose format matches that of <i>pModeToMatch</i>; otherwise, <b>FindClosestMatchingMode1</b> returns only those formats that are supported for scan-out by the device. For info about the formats that are supported for scan-out by the device at each feature level:

<ul>
<li>
<a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/hardware-support-for-direct3d-12-1-formats">DXGI Format  Support for Direct3D Feature Level 12.1 Hardware</a>
</li>
<li>
<a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/hardware-support-for-direct3d-12-0-formats">DXGI Format  Support for Direct3D Feature Level 12.0 Hardware</a>
</li>
<li>
<a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/format-support-for-direct3d-11-1-feature-level-hardware">DXGI Format  Support for Direct3D Feature Level 11.1 Hardware</a>
</li>
<li>
<a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/format-support-for-direct3d-11-0-feature-level-hardware">DXGI Format  Support for Direct3D Feature Level 11.0 Hardware</a>
</li>
<li>
<a href="https://docs.microsoft.com/previous-versions/ff471324(v=vs.85)">Hardware Support for Direct3D 10Level9 Formats</a>
</li>
<li>
<a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/format-support-for-direct3d-feature-level-10-1-hardware">Hardware Support for Direct3D 10.1 Formats</a>
</li>
<li>
<a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/format-support-for-direct3d-feature-level-10-0-hardware">Hardware Support for Direct3D 10 Formats</a>
</li>
</ul></param>
    </summary>
  </member>
  <member name="IDXGIFactory2::UnregisterOcclusionStatus">
    <summary>
      <para>Unregisters a window or an event to stop it from receiving notification when occlusion status changes.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgifactory2-unregisterocclusionstatus" /></para>
      <param name="dwCookie">A key value for the window or event to unregister. The  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-registerocclusionstatuswindow">IDXGIFactory2::RegisterOcclusionStatusWindow</a> or  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-registerocclusionstatusevent">IDXGIFactory2::RegisterOcclusionStatusEvent</a> method returns this value.</param>
    </summary>
  </member>
  <member name="DXGI_RESOURCE_PRIORITY_MAXIMUM__0xc8000000_">
    <summary>
      <para>The resource is evicted from memory only if there is no other way of resolving the memory requirement.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiresource-setevictionpriority" /></para>
    </summary>
  </member>
  <member name="IDXGIDevice2">
    <summary>
      <para>The IDXGIDevice2 interface implements a derived class for DXGI objects that produce image data. The interface exposes methods to block CPU processing until the GPU completes processing, and to offer resources to the operating system.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nn-dxgi1_2-idxgidevice2" /></para>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::PushCopyOfRetrievalFilter">
    <summary>
      <para>Pushes a copy of the retrieval filter that is currently on the top of the retrieval-filter stack onto the retrieval-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-pushcopyofretrievalfilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that pushes the copy of the retrieval filter.</param>
    </summary>
  </member>
  <member name="IDXGIFactory2::UnregisterStereoStatus">
    <summary>
      <para>Unregisters a window or an event to stop it from receiving notification when stereo status changes.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgifactory2-unregisterstereostatus" /></para>
      <param name="dwCookie">A key value for the window or event to unregister. The  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-registerstereostatuswindow">IDXGIFactory2::RegisterStereoStatusWindow</a> or  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-registerstereostatusevent">IDXGIFactory2::RegisterStereoStatusEvent</a> method returns this value.</param>
    </summary>
  </member>
  <member name="IDXGIOutput6::CheckHardwareCompositionSupport">
    <summary>
      <para>Notifies applications that hardware stretching is supported.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/nf-dxgi1_6-idxgioutput6-checkhardwarecompositionsupport" /></para>
      <param name="pFlags">A bitfield of <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_6/ne-dxgi1_6-dxgi_hardware_composition_support_flags">DXGI_HARDWARE_COMPOSITION_SUPPORT_FLAGS</a> enumeration values describing which types of hardware composition are supported. The values are bitwise OR'd together.</param>
    </summary>
  </member>
  <member name="IDXGIFactory::CreateSoftwareAdapter">
    <summary>
      <para>Create an adapter interface that represents a software adapter.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgifactory-createsoftwareadapter" /></para>
      <param name="Module">Handle to the software adapter's dll. HMODULE can be obtained with <a href="https://docs.microsoft.com/windows/desktop/api/libloaderapi/nf-libloaderapi-getmodulehandlea">GetModuleHandle</a> or <a href="https://docs.microsoft.com/windows/desktop/api/libloaderapi/nf-libloaderapi-loadlibrarya">LoadLibrary</a>.</param>
      <param name="ppAdapter">Address of a pointer to an adapter (see <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiadapter">IDXGIAdapter</a>).</param>
    </summary>
  </member>
  <member name="IDXGIAdapter3::UnregisterHardwareContentProtectionTeardownStatus">
    <summary>
      <para>Unregisters an event to stop it from receiving notification of hardware content protection teardown events.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nf-dxgi1_4-idxgiadapter3-unregisterhardwarecontentprotectionteardownstatus" /></para>
      <param name="dwCookie">A key value for the window or event to unregister. The  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_4/nf-dxgi1_4-idxgiadapter3-registerhardwarecontentprotectionteardownstatusevent">IDXGIAdapter3::RegisterHardwareContentProtectionTeardownStatusEvent</a> method returns this value.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain::GetFullscreenState">
    <summary>
      <para>Get the state associated with full-screen mode.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiswapchain-getfullscreenstate" /></para>
      <param name="pFullscreen">A pointer to a boolean whose value is either:


<ul>
<li><b>TRUE</b> if the swap chain is in full-screen mode</li>
<li><b>FALSE</b> if the swap chain is in windowed mode</li>
</ul></param>
      <param name="ppTarget">A pointer to the output target (see <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgioutput">IDXGIOutput</a>) when the mode is full screen; otherwise <b>NULL</b>.</param>
    </summary>
  </member>
  <member name="IDXGIFactory1::IsCurrent">
    <summary>
      <para>Informs an application of the possible need to re-enumerate adapters.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgifactory1-iscurrent" /></para>
    </summary>
  </member>
  <member name="DXGI_SAMPLE_DESC">
    <summary>
      <para>Describes multi-sampling parameters for a resource.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgicommon/ns-dxgicommon-dxgi_sample_desc" /></para>
    </summary>
  </member>
  <member name="DXGI_SAMPLE_DESC::Count">
    <summary>The number of multisamples per pixel.</summary>
  </member>
  <member name="DXGI_SAMPLE_DESC::Quality">
    <summary>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 <a href="https://docs.microsoft.com/windows/desktop/api/d3d10/nf-d3d10-id3d10device-checkmultisamplequalitylevels">ID3D10Device::CheckMultisampleQualityLevels</a> for Direct3D 10 or <a href="https://docs.microsoft.com/windows/desktop/api/d3d11/nf-d3d11-id3d11device-checkmultisamplequalitylevels">ID3D11Device::CheckMultisampleQualityLevels</a> for Direct3D 11.

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.</summary>
  </member>
  <member name="DXGI_DISPLAY_COLOR_SPACE">
    <summary>
      <para>Don't use this structure; it is not supported and it will be removed from the header in a future release.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/ns-dxgi-dxgi_display_color_space" /></para>
    </summary>
  </member>
  <member name="DXGI_DISPLAY_COLOR_SPACE::PrimaryCoordinates">
    <summary>The primary coordinates, as an 8 by 2 array of FLOAT values.</summary>
  </member>
  <member name="DXGI_DISPLAY_COLOR_SPACE::WhitePoints">
    <summary>The white points, as a 16 by 2 array of FLOAT values.</summary>
  </member>
  <member name="IDXGIDevice2::OfferResources">
    <summary>
      <para>Allows the operating system to free the video memory of resources by discarding their content.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgidevice2-offerresources" /></para>
      <param name="NumResources">The number of resources in the <i>ppResources</i> argument array.</param>
      <param name="ppResources">An array of pointers to <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiresource">IDXGIResource</a> interfaces for the resources to offer.</param>
      <param name="Priority">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ne-dxgi1_2-dxgi_offer_resource_priority">DXGI_OFFER_RESOURCE_PRIORITY</a>-typed value that indicates how valuable data is.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain3">
    <summary>
      <para>Extends IDXGISwapChain2 with methods to support getting the index of the swap chain's current back buffer and support for color space.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nn-dxgi1_4-idxgiswapchain3" /></para>
    </summary>
  </member>
  <member name="IDXGIOutput::SetGammaControl">
    <summary>
      <para>Sets the gamma controls.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgioutput-setgammacontrol" /></para>
      <param name="pArray">A pointer to a <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173061(v=vs.85)">DXGI_GAMMA_CONTROL</a> structure that describes the gamma curve to set.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain4::SetHDRMetaData">
    <summary>
      <para>This method sets High Dynamic Range (HDR) and Wide Color Gamut (WCG) header metadata.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/nf-dxgi1_5-idxgiswapchain4-sethdrmetadata" /></para>
      <param name="Type">Specifies one member of the  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_5/ne-dxgi1_5-dxgi_hdr_metadata_type">DXGI_HDR_METADATA_TYPE</a> enum.</param>
      <param name="Size">Specifies the size of <i>pMetaData</i>, in bytes.</param>
      <param name="pMetaData">Specifies a void pointer that references the metadata, if it exists. Refer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_5/ns-dxgi1_5-dxgi_hdr_metadata_hdr10">DXGI_HDR_METADATA_HDR10</a> structure.</param>
    </summary>
  </member>
  <member name="DXGI_MAPPED_RECT">
    <summary>
      <para>Describes a mapped rectangle that is used to access a surface.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/ns-dxgi-dxgi_mapped_rect" /></para>
    </summary>
  </member>
  <member name="DXGI_MAPPED_RECT::Pitch">
    <summary>A value that describes the width, in bytes, of the surface.</summary>
  </member>
  <member name="DXGI_MAPPED_RECT::pBits">
    <summary>A pointer to the image buffer of the surface.</summary>
  </member>
  <member name="IDXGIInfoQueue::GetStorageFilter">
    <summary>
      <para>Gets the storage filter at the top of the storage-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getstoragefilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the filter.</param>
      <param name="pFilter">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ns-dxgidebug-dxgi_info_queue_filter">DXGI_INFO_QUEUE_FILTER</a> structure that describes the filter.</param>
      <param name="pFilterByteLength">A pointer to a variable that receives the size, in bytes, of the filter description to which <i>pFilter</i> points. If <i>pFilter</i> is <b>NULL</b>, <b>GetStorageFilter</b> outputs the size of the storage filter.</param>
    </summary>
  </member>
  <member name="IDXGIDevice3">
    <summary>
      <para>The IDXGIDevice3 interface implements a derived class for DXGI objects that produce image data. The interface exposes a method to trim graphics memory usage by the DXGI device.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nn-dxgi1_3-idxgidevice3" /></para>
    </summary>
  </member>
  <member name="IDXGIDevice">
    <summary>
      <para>An IDXGIDevice interface implements a derived class for DXGI objects that produce image data.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgidevice" /></para>
    </summary>
  </member>
  <member name="IDXGIAdapter::GetDesc">
    <summary>
      <para>Gets a DXGI 1.0 description of an adapter (or video card).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiadapter-getdesc" /></para>
      <param name="pDesc">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ns-dxgi-dxgi_adapter_desc">DXGI_ADAPTER_DESC</a> structure that describes the adapter. This parameter must not be <b>NULL</b>. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, <b>GetDesc</b> returns zeros for the PCI ID in the <b>VendorId</b>, <b>DeviceId</b>, <b>SubSysId</b>, and <b>Revision</b> members of <b>DXGI_ADAPTER_DESC</b> and “Software Adapter” for the description string in the <b>Description</b> member.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::GetRetrievalFilter">
    <summary>
      <para>Gets the retrieval filter at the top of the retrieval-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getretrievalfilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the filter.</param>
      <param name="pFilter">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ns-dxgidebug-dxgi_info_queue_filter">DXGI_INFO_QUEUE_FILTER</a> structure that describes the filter.</param>
      <param name="pFilterByteLength">A pointer to a variable that receives the size, in bytes, of the filter description to which <i>pFilter</i> points. If <i>pFilter</i> is <b>NULL</b>, <b>GetRetrievalFilter</b> outputs the size of the retrieval filter.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain::SetFullscreenState">
    <summary>
      <para>Sets the display state to windowed or full screen.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiswapchain-setfullscreenstate" /></para>
      <param name="Fullscreen">A Boolean value that specifies whether to set the display state to windowed or full screen. <b>TRUE</b> for full screen, and <b>FALSE</b> for windowed.</param>
      <param name="pTarget">If you pass <b>TRUE</b> to the <i>Fullscreen</i> parameter to set the display state to full screen, you can optionally set this parameter to a pointer to an <a href="https://docs.microsoft.com/windows/win32/api/dxgi/nn-dxgi-idxgioutput">IDXGIOutput</a> interface for the output target that contains the swap chain. If you set this parameter to <b>NULL</b>, DXGI will choose the output based on the swap-chain's device and the output window's placement. If you pass <b>FALSE</b> to <i>Fullscreen</i>, then you must set this parameter to <b>NULL</b>.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::PushRetrievalFilter">
    <summary>
      <para>Pushes a retrieval filter onto the retrieval-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-pushretrievalfilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that pushes the filter.</param>
      <param name="pFilter">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ns-dxgidebug-dxgi_info_queue_filter">DXGI_INFO_QUEUE_FILTER</a> structure that describes the filter.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::AddRetrievalFilterEntries">
    <summary>
      <para>Adds retrieval filters to the top of the retrieval-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-addretrievalfilterentries" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that produced the filters.</param>
      <param name="pFilter">An array of <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ns-dxgidebug-dxgi_info_queue_filter">DXGI_INFO_QUEUE_FILTER</a> structures that describe the filters.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain1::GetCoreWindow">
    <summary>
      <para>Retrieves the underlying CoreWindow object for this swap-chain object.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiswapchain1-getcorewindow" /></para>
      <param name="refiid">A pointer to the globally unique identifier (GUID) of the <a href="https://docs.microsoft.com/uwp/api/Windows.UI.Core.CoreWindow">CoreWindow</a> object that is referenced by 
          the <i>ppUnk</i> parameter.</param>
      <param name="ppUnk">A pointer to a variable that receives a pointer to the <a href="https://docs.microsoft.com/uwp/api/Windows.UI.Core.CoreWindow">CoreWindow</a> object.</param>
    </summary>
  </member>
  <member name="IDXGIDevice4::OfferResources1">
    <summary>
      <para>Allows the operating system to free the video memory of resources, including both discarding the content and de-committing the memory.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/nf-dxgi1_5-idxgidevice4-offerresources1" /></para>
      <param name="NumResources">The number of resources in the <i>ppResources</i> argument array.</param>
      <param name="ppResources">An array of pointers to <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiresource">IDXGIResource</a> interfaces for the resources to offer.</param>
      <param name="Priority">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ne-dxgi1_2-dxgi_offer_resource_priority">DXGI_OFFER_RESOURCE_PRIORITY</a>-typed value that indicates how valuable data is.</param>
      <param name="Flags">Specifies the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_5/ne-dxgi1_5-dxgi_offer_resource_flags">DXGI_OFFER_RESOURCE_FLAGS</a>.</param>
    </summary>
  </member>
  <member name="IDXGIDevice4">
    <summary>
      <para>This interface provides updated methods to offer and reclaim resources.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/nn-dxgi1_5-idxgidevice4" /></para>
    </summary>
  </member>
  <member name="IDXGIFactory2::CreateSwapChainForHwnd">
    <summary>
      <para>Creates a swap chain that is associated with an HWND handle to the output window for the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforhwnd" /></para>
      <param name="pDevice">For Direct3D 11, and earlier versions of Direct3D, this is a pointer to the Direct3D device for the swap chain. For Direct3D 12 this is a pointer to a direct command queue (refer to <a href="https://docs.microsoft.com/windows/desktop/api/d3d12/nn-d3d12-id3d12commandqueue">ID3D12CommandQueue</a>). This parameter cannot be <b>NULL</b>.</param>
      <param name="hWnd">The <a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">HWND</a> handle that is associated with the swap chain that <b>CreateSwapChainForHwnd</b> creates. This parameter cannot be <b>NULL</b>.</param>
      <param name="pDesc">A pointer to a  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_swap_chain_desc1">DXGI_SWAP_CHAIN_DESC1</a> structure for the swap-chain description. This parameter cannot be <b>NULL</b>.</param>
      <param name="pFullscreenDesc">A pointer to a  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_swap_chain_fullscreen_desc">DXGI_SWAP_CHAIN_FULLSCREEN_DESC</a> structure for the description of a full-screen swap chain. You can optionally set this parameter to create a full-screen swap chain. Set it to <b>NULL</b> to create a windowed swap chain.</param>
      <param name="pRestrictToOutput">A pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgioutput">IDXGIOutput</a> interface for the output to restrict content to. You must also pass the <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-present">DXGI_PRESENT_RESTRICT_TO_OUTPUT</a> flag in a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgiswapchain1-present1">IDXGISwapChain1::Present1</a> call to force the content to appear blacked out on any other output. If you want to restrict the content to a different output, you must create a new swap chain. However, you can conditionally restrict content based on the <b>DXGI_PRESENT_RESTRICT_TO_OUTPUT</b> flag.


Set this parameter to <b>NULL</b> if you don't want to restrict content to an output target.</param>
      <param name="ppSwapChain">A pointer to a variable that receives a pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nn-dxgi1_2-idxgiswapchain1">IDXGISwapChain1</a> interface for the swap chain that <b>CreateSwapChainForHwnd</b> creates.</param>
    </summary>
  </member>
  <member name="IDXGIDeviceSubObject">
    <summary>
      <para>Inherited from objects that are tied to the device so that they can retrieve a pointer to it.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgidevicesubobject" /></para>
    </summary>
  </member>
  <member name="IDXGIDecodeSwapChain::SetColorSpace">
    <summary>
      <para>Sets the color space used by the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgidecodeswapchain-setcolorspace" /></para>
      <param name="ColorSpace">A pointer to a combination of <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_3/ne-dxgi1_3-dxgi_multiplane_overlay_ycbcr_flags">DXGI_MULTIPLANE_OVERLAY_YCbCr_FLAGS</a>-typed values that are combined by using a bitwise OR operation. The resulting value specifies the color space to set for the swap chain.</param>
    </summary>
  </member>
  <member name="IDXGIDecodeSwapChain::SetSourceRect">
    <summary>
      <para>Sets the rectangle that defines the source region for the video processing blit operation.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgidecodeswapchain-setsourcerect" /></para>
      <param name="pRect">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/windef/ns-windef-rect">RECT</a> structure 
        that contains the source region to set for the swap chain.</param>
    </summary>
  </member>
  <member name="IDXGIOutput::FindClosestMatchingMode">
    <summary>
      <para>Finds the display mode that most closely matches the requested display mode.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgioutput-findclosestmatchingmode" /></para>
      <param name="pModeToMatch">The desired display mode (see <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173064(v=vs.85)">DXGI_MODE_DESC</a>). Members of <b>DXGI_MODE_DESC</b> can be unspecified indicating no preference for 
        that member.  A value of 0 for <b>Width</b> or <b>Height</b> indicates the value is unspecified.  If either <b>Width</b> or 
        <b>Height</b> are 0, both must be 0.  A numerator and denominator of 0 in <b>RefreshRate</b> indicate it is unspecified. Other members 
        of <b>DXGI_MODE_DESC</b> have enumeration values indicating the member is unspecified.  If <i>pConcernedDevice</i> is <b>NULL</b>, <b>Format</b>cannot be DXGI_FORMAT_UNKNOWN.</param>
      <param name="pClosestMatch">The mode that most closely matches <i>pModeToMatch</i>.</param>
      <param name="pConcernedDevice">A pointer to the Direct3D device interface. If this parameter is <b>NULL</b>, only modes whose format matches that of <i>pModeToMatch</i> will 
        be returned; otherwise, only those formats that are supported for scan-out by the device are returned. For info about the formats that are supported for scan-out by the device at each feature level:

<ul>
<li>
<a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/hardware-support-for-direct3d-12-1-formats">DXGI Format  Support for Direct3D Feature Level 12.1 Hardware</a>
</li>
<li>
<a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/hardware-support-for-direct3d-12-0-formats">DXGI Format  Support for Direct3D Feature Level 12.0 Hardware</a>
</li>
<li>
<a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/format-support-for-direct3d-11-1-feature-level-hardware">DXGI Format  Support for Direct3D Feature Level 11.1 Hardware</a>
</li>
<li>
<a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/format-support-for-direct3d-11-0-feature-level-hardware">DXGI Format  Support for Direct3D Feature Level 11.0 Hardware</a>
</li>
<li>
<a href="https://docs.microsoft.com/previous-versions/ff471324(v=vs.85)">Hardware Support for Direct3D 10Level9 Formats</a>
</li>
<li>
<a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/format-support-for-direct3d-feature-level-10-1-hardware">Hardware Support for Direct3D 10.1 Formats</a>
</li>
<li>
<a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/format-support-for-direct3d-feature-level-10-0-hardware">Hardware Support for Direct3D 10 Formats</a>
</li>
</ul></param>
    </summary>
  </member>
  <member name="IDXGIOutput6">
    <summary>
      <para>Represents an adapter output (such as a monitor). The IDXGIOutput6 interface exposes methods to provide specific monitor capabilities.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/nn-dxgi1_6-idxgioutput6" /></para>
    </summary>
  </member>
  <member name="IDXGIAdapter::CheckInterfaceSupport">
    <summary>
      <para>Checks whether the system supports a device interface for a graphics component.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiadapter-checkinterfacesupport" /></para>
      <param name="InterfaceName">The GUID of the interface of the device version for which support is being checked. This should usually be __uuidof(IDXGIDevice), which returns the version number of the Direct3D 9 UMD (user mode driver) binary. Since WDDM 2.3, all driver components within a driver package (D3D9, D3D11, and D3D12) have been required to share a single version number, so this is a good way to query the driver version regardless of which API is being used.</param>
      <param name="pUMDVersion">The user mode driver version of <i>InterfaceName</i>. This is  returned only if the interface is supported, otherwise this parameter will be <b>NULL</b>.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain1::GetHwnd">
    <summary>
      <para>Retrieves the underlying HWND for this swap-chain object.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiswapchain1-gethwnd" /></para>
      <param name="pHwnd">A pointer to a variable that receives the <a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">HWND</a> for the swap-chain object.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::SetBreakOnCategory">
    <summary>
      <para>Sets a message category to break on when a message with that category passes through the storage filter.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-setbreakoncategory" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that sets the breaking condition.</param>
      <param name="Category">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ne-dxgidebug-dxgi_info_queue_message_category">DXGI_INFO_QUEUE_MESSAGE_CATEGORY</a>-typed value that specifies the category of the message.</param>
      <param name="bEnable">A Boolean value that specifies whether <b>SetBreakOnCategory</b> turns on or off this breaking condition (<b>TRUE</b> for on, <b>FALSE</b> for off).</param>
    </summary>
  </member>
  <member name="IDXGISurface2">
    <summary>
      <para>The IDXGISurface2 interface extends the IDXGISurface1 interface by adding support for subresource surfaces and getting a handle to a shared resource.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nn-dxgi1_2-idxgisurface2" /></para>
    </summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG">
    <summary>
      <para>Identifies the type of DXGI adapter.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/ne-dxgi-dxgi_adapter_flag" /></para>
    </summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG::DXGI_ADAPTER_FLAG_NONE">
    <summary>Specifies no flags.</summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG::DXGI_ADAPTER_FLAG_REMOTE">
    <summary>Value always set to 0. This flag is reserved.</summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG::DXGI_ADAPTER_FLAG_SOFTWARE">
    <summary>Specifies a software adapter. For more info about this flag, see <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/d3d10-graphics-programming-guide-dxgi">new info in Windows 8 about enumerating adapters</a>.

<b>Direct3D 11:  </b>This enumeration value is supported starting with Windows 8.</summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG::DXGI_ADAPTER_FLAG_FORCE_DWORD">
    <summary>Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile 
          to a size other than 32 bits. This value is not used.</summary>
  </member>
  <member name="IDXGIObject::GetPrivateData">
    <summary>
      <para>Get a pointer to the object's data.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiobject-getprivatedata" /></para>
      <param name="Name">A GUID identifying the data.</param>
      <param name="pDataSize">The size of the data.</param>
      <param name="pData">Pointer to the data.</param>
    </summary>
  </member>
  <member name="IDXGIFactory4">
    <summary>
      <para>Enables creating Microsoft DirectX Graphics Infrastructure (DXGI) objects.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nn-dxgi1_4-idxgifactory4" /></para>
    </summary>
  </member>
  <member name="IDXGISwapChain3::CheckColorSpaceSupport">
    <summary>
      <para>Checks the swap chain's support for color space.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nf-dxgi1_4-idxgiswapchain3-checkcolorspacesupport" /></para>
      <param name="ColorSpace">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgicommon/ne-dxgicommon-dxgi_color_space_type">DXGI_COLOR_SPACE_TYPE</a>-typed value that specifies color space type to check support for.</param>
      <param name="pColorSpaceSupport">A pointer to a variable that receives a combination of <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_4/ne-dxgi1_4-dxgi_swap_chain_color_space_support_flag">DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG</a>-typed values that are combined by using a bitwise OR operation. The resulting value specifies options for color space support.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::GetNumStoredMessages">
    <summary>
      <para>Gets the number of messages currently stored in the message queue.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getnumstoredmessages" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the number.</param>
    </summary>
  </member>
  <member name="IDXGIFactory">
    <summary>
      <para>An IDXGIFactory interface implements methods for generating DXGI objects (which handle full screen transitions).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgifactory" /></para>
    </summary>
  </member>
  <member name="DXGI_QUERY_VIDEO_MEMORY_INFO">
    <summary>
      <para>Describes the current video memory budgeting parameters.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/ns-dxgi1_4-dxgi_query_video_memory_info" /></para>
    </summary>
  </member>
  <member name="DXGI_QUERY_VIDEO_MEMORY_INFO::Budget">
    <summary>Specifies the OS-provided video memory budget, in bytes, that the application should target. If <i>CurrentUsage</i> is greater than <i>Budget</i>, the application may incur stuttering or performance penalties due to background activity by the OS to provide other applications with a fair usage of video memory.</summary>
  </member>
  <member name="DXGI_QUERY_VIDEO_MEMORY_INFO::CurrentUsage">
    <summary>Specifies the application’s current video memory usage, in bytes.</summary>
  </member>
  <member name="DXGI_QUERY_VIDEO_MEMORY_INFO::AvailableForReservation">
    <summary>The amount of video memory, in bytes, that the application has available for reservation. To reserve this video memory, the application should call <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_4/nf-dxgi1_4-idxgiadapter3-setvideomemoryreservation">IDXGIAdapter3::SetVideoMemoryReservation</a>.</summary>
  </member>
  <member name="DXGI_QUERY_VIDEO_MEMORY_INFO::CurrentReservation">
    <summary>The amount of video memory, in bytes, that is reserved by the application. The OS uses the reservation as a hint to determine the application’s minimum working set. Applications should attempt to ensure that their video memory usage can be trimmed to meet this requirement.</summary>
  </member>
  <member name="IDXGIOutput6::GetDesc1">
    <summary>
      <para>Get an extended description of the output that includes color characteristics and connection type.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/nf-dxgi1_6-idxgioutput6-getdesc1" /></para>
      <param name="pDesc">A pointer to the output description (see <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_6/ns-dxgi1_6-dxgi_output_desc1">DXGI_OUTPUT_DESC1</a>).</param>
    </summary>
  </member>
  <member name="IDXGIFactory2::RegisterOcclusionStatusEvent">
    <summary>
      <para>Registers to receive notification of changes in occlusion status by using event signaling.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgifactory2-registerocclusionstatusevent" /></para>
      <param name="hEvent">A handle to the event object that the operating system sets when notification of occlusion status change occurs. The <a href="https://docs.microsoft.com/windows/desktop/api/synchapi/nf-synchapi-createeventa">CreateEvent</a> or <a href="https://docs.microsoft.com/windows/desktop/api/synchapi/nf-synchapi-openeventa">OpenEvent</a> function returns this handle.</param>
      <param name="pdwCookie">A pointer to a key value that an application can pass to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-unregisterocclusionstatus">IDXGIFactory2::UnregisterOcclusionStatus</a> method  to unregister the notification event that <i>hEvent</i> specifies.</param>
    </summary>
  </member>
  <member name="IDXGIDecodeSwapChain">
    <summary>
      <para>Represents a swap chain that is used by desktop media apps to decode video data and show it on a DirectComposition surface.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nn-dxgi1_3-idxgidecodeswapchain" /></para>
    </summary>
  </member>
  <member name="IDXGIFactory2::CreateSwapChainForCoreWindow">
    <summary>
      <para>Creates a swap chain that is associated with the CoreWindow object for the output window for the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforcorewindow" /></para>
      <param name="pDevice">For Direct3D 11, and earlier versions of Direct3D, this is a pointer to the Direct3D device for the swap chain. For Direct3D 12 this is a pointer to a direct command queue (refer to <a href="https://docs.microsoft.com/windows/desktop/api/d3d12/nn-d3d12-id3d12commandqueue">ID3D12CommandQueue</a>). This parameter cannot be <b>NULL</b>.</param>
      <param name="pWindow">A pointer to the <a href="https://docs.microsoft.com/uwp/api/Windows.UI.Core.CoreWindow">CoreWindow</a> object that is associated with the swap chain that <b>CreateSwapChainForCoreWindow</b> creates.</param>
      <param name="pDesc">A pointer to a  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_swap_chain_desc1">DXGI_SWAP_CHAIN_DESC1</a> structure for the swap-chain description. This parameter cannot be <b>NULL</b>.</param>
      <param name="pRestrictToOutput">A pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgioutput">IDXGIOutput</a> interface that the swap chain is restricted to. If the swap chain is moved to a different output, the content is black. You can optionally set this parameter to an output target that uses <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-present">DXGI_PRESENT_RESTRICT_TO_OUTPUT</a> to restrict the content on this output. If you do not set this parameter to restrict content on an output target, you can set it to <b>NULL</b>.</param>
      <param name="ppSwapChain">A pointer to a variable that receives a pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nn-dxgi1_2-idxgiswapchain1">IDXGISwapChain1</a> interface for the swap chain that <b>CreateSwapChainForCoreWindow</b> creates.</param>
    </summary>
  </member>
  <member name="IDXGISurface2::GetResource">
    <summary>
      <para>Gets the parent resource and subresource index that support a subresource surface.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgisurface2-getresource" /></para>
      <param name="riid">The globally unique identifier (GUID)  of the requested interface type.</param>
      <param name="ppParentResource">A pointer to a buffer that receives a pointer to the parent resource object for the subresource surface.</param>
      <param name="pSubresourceIndex">A pointer to a variable that receives the index of the subresource surface.</param>
    </summary>
  </member>
  <member name="IDXGIAdapter3::RegisterVideoMemoryBudgetChangeNotificationEvent">
    <summary>
      <para>This method establishes a correlation between a CPU synchronization object and the budget change event.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nf-dxgi1_4-idxgiadapter3-registervideomemorybudgetchangenotificationevent" /></para>
      <param name="hEvent">Specifies a HANDLE for the event.</param>
      <param name="pdwCookie">A key value for the window or event to unregister. The  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_4/nf-dxgi1_4-idxgiadapter3-registerhardwarecontentprotectionteardownstatusevent">IDXGIAdapter3::RegisterHardwareContentProtectionTeardownStatusEvent</a> method returns this value.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::SetBreakOnID">
    <summary>
      <para>Sets a message identifier to break on when a message with that identifier passes through the storage filter.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-setbreakonid" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that sets the breaking condition.</param>
      <param name="ID">An integer value that specifies the identifier of the message.</param>
      <param name="bEnable">A Boolean value that specifies whether <b>SetBreakOnID</b> turns on or off this breaking condition (<b>TRUE</b> for on, <b>FALSE</b> for off).</param>
    </summary>
  </member>
  <member name="IDXGIDebug1::IsLeakTrackingEnabledForThread">
    <summary>
      <para>Gets a value indicating whether leak tracking is turned on for the current thread.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgidebug1-isleaktrackingenabledforthread" /></para>
    </summary>
  </member>
  <member name="IDXGIFactory2::CreateSwapChainForComposition">
    <summary>
      <para>Creates a swap chain that you can use to send Direct3D content into the DirectComposition API or the Windows.UI.Xaml framework to compose in a window.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforcomposition" /></para>
      <param name="pDevice">For Direct3D 11, and earlier versions of Direct3D, this is a pointer to the Direct3D device for the swap chain. For Direct3D 12 this is a pointer to a direct command queue (refer to <a href="https://docs.microsoft.com/windows/desktop/api/d3d12/nn-d3d12-id3d12commandqueue">ID3D12CommandQueue</a>). This parameter cannot be <b>NULL</b>. Software drivers, like <a href="https://docs.microsoft.com/windows/desktop/api/d3dcommon/ne-d3dcommon-d3d_driver_type">D3D_DRIVER_TYPE_REFERENCE</a>, are not supported for composition swap chains.</param>
      <param name="pDesc">A pointer to a  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_swap_chain_desc1">DXGI_SWAP_CHAIN_DESC1</a> structure for the swap-chain description. This parameter cannot be <b>NULL</b>.

You must specify the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</a> value in the <b>SwapEffect</b> member of <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_swap_chain_desc1">DXGI_SWAP_CHAIN_DESC1</a> because <b>CreateSwapChainForComposition</b> supports only <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-flip-model">flip presentation model</a>.

You must also specify the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ne-dxgi1_2-dxgi_scaling">DXGI_SCALING_STRETCH</a> value in the <b>Scaling</b> member of <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_swap_chain_desc1">DXGI_SWAP_CHAIN_DESC1</a>.</param>
      <param name="pRestrictToOutput">A pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgioutput">IDXGIOutput</a> interface for the output to restrict content to. You must also pass the <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-present">DXGI_PRESENT_RESTRICT_TO_OUTPUT</a> flag in a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgiswapchain1-present1">IDXGISwapChain1::Present1</a> call to force the content to appear blacked out on any other output. If you want to restrict the content to a different output, you must create a new swap chain. However, you can conditionally restrict content based on the <b>DXGI_PRESENT_RESTRICT_TO_OUTPUT</b> flag.


Set this parameter to <b>NULL</b> if you don't want to restrict content to an output target.</param>
      <param name="ppSwapChain">A pointer to a variable that receives a pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nn-dxgi1_2-idxgiswapchain1">IDXGISwapChain1</a> interface for the swap chain that <b>CreateSwapChainForComposition</b> creates.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::GetNumMessagesAllowedByStorageFilter">
    <summary>
      <para>Gets the number of messages that a storage filter allowed to pass through.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getnummessagesallowedbystoragefilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the number.</param>
    </summary>
  </member>
  <member name="IDXGIOutputDuplication::ReleaseFrame">
    <summary>
      <para>Indicates that the application finished processing the frame.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgioutputduplication-releaseframe" /></para>
    </summary>
  </member>
  <member name="IDXGIDeviceSubObject::GetDevice">
    <summary>
      <para>Retrieves the device.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgidevicesubobject-getdevice" /></para>
      <param name="riid">The reference id for the device.</param>
      <param name="ppDevice">The address of a pointer to the device.</param>
    </summary>
  </member>
  <member name="IDXGIDisplayControl::SetStereoEnabled">
    <summary>
      <para>Set a Boolean value to either enable or disable the operating system's stereoscopic 3D display behavior.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgidisplaycontrol-setstereoenabled" /></para>
      <param name="enabled">A Boolean value that either enables or disables the operating system's stereoscopic 3D display behavior. TRUE enables the operating system's stereoscopic 3D display behavior and FALSE disables it.</param>
    </summary>
  </member>
  <member name="IDXGIFactoryMedia::CreateSwapChainForCompositionSurfaceHandle">
    <summary>
      <para>Creates a YUV swap chain for an existing DirectComposition surface handle.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgifactorymedia-createswapchainforcompositionsurfacehandle" /></para>
      <param name="pDevice">A pointer to the Direct3D device for the swap chain. This parameter cannot be <b>NULL</b>. Software drivers, like <a href="https://docs.microsoft.com/windows/desktop/api/d3dcommon/ne-d3dcommon-d3d_driver_type">D3D_DRIVER_TYPE_REFERENCE</a>, are not supported for composition swap chains.</param>
      <param name="hSurface">A handle to an existing <a href="https://docs.microsoft.com/windows/desktop/directcomp/reference">DirectComposition</a> surface. This parameter cannot be <b>NULL</b>.</param>
      <param name="pDesc">A pointer to a  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_swap_chain_desc1">DXGI_SWAP_CHAIN_DESC1</a> structure for the swap-chain description. This parameter cannot be <b>NULL</b>.</param>
      <param name="pRestrictToOutput">A pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgioutput">IDXGIOutput</a> interface for the swap chain to restrict content to. If the swap chain is moved to a different output, the content is black. You can optionally set this parameter to an output target that uses <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-present">DXGI_PRESENT_RESTRICT_TO_OUTPUT</a> to restrict the content on this output. If the swap chain is moved to a different output, the content is black.

You must also pass the <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-present">DXGI_PRESENT_RESTRICT_TO_OUTPUT</a> flag in a present call to force the content to appear blacked out on any other output. If you want to restrict the content to a different output, you must create a new swap chain. However, you can conditionally restrict content based on the <b>DXGI_PRESENT_RESTRICT_TO_OUTPUT</b> flag.

Set this parameter to <b>NULL</b> if you don't want to restrict content to an output target.</param>
      <param name="ppSwapChain">A pointer to a variable that receives a pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nn-dxgi1_2-idxgiswapchain1">IDXGISwapChain1</a> interface for the swap chain that this method creates.</param>
    </summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS_MEDIA">
    <summary>
      <para>Used to verify system approval for the app's custom present duration (custom refresh rate).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/ns-dxgi1_3-dxgi_frame_statistics_media" /></para>
    </summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS_MEDIA::PresentCount">
    <summary>A value that represents the running total count of times that an image was presented to the monitor since the computer booted.

<div class="alert"><b>Note</b>  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 <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiswapchain-present">IDXGISwapChain::Present</a> or <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgiswapchain1-present1">IDXGISwapChain1::Present1</a>.</div>
<div> </div></summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS_MEDIA::PresentRefreshCount">
    <summary>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).</summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS_MEDIA::SyncRefreshCount">
    <summary>A value that represents  the running total count of v-blanks when the scheduler last sampled the machine time by calling <a href="https://docs.microsoft.com/windows/desktop/api/profileapi/nf-profileapi-queryperformancecounter">QueryPerformanceCounter</a> and that have happened since the computer booted (for windowed mode, since the swap chain was created).</summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS_MEDIA::SyncQPCTime">
    <summary>A value that represents the high-resolution performance counter timer. 
        This value is the same as the value returned by the <a href="https://docs.microsoft.com/windows/desktop/api/profileapi/nf-profileapi-queryperformancecounter">QueryPerformanceCounter</a> 
        function.</summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS_MEDIA::SyncGPUTime">
    <summary>Reserved. Always returns 0.</summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS_MEDIA::CompositionMode">
    <summary>A value indicating the composition presentation mode. This value is used to determine whether the app should continue to use the decode swap chain. See <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_3/ne-dxgi1_3-dxgi_frame_presentation_mode">DXGI_FRAME_PRESENTATION_MODE</a>.</summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS_MEDIA::ApprovedPresentDuration">
    <summary>If the system approves an app's custom present duration request, this field is set to the approved custom present duration.

If the app's custom present duration request is not approved, this field is set to zero.</summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG3">
    <summary>
      <para>Identifies the type of DXGI adapter.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/ne-dxgi1_6-dxgi_adapter_flag3" /></para>
    </summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG3::DXGI_ADAPTER_FLAG3_NONE">
    <summary>Specifies no flags.</summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG3::DXGI_ADAPTER_FLAG3_REMOTE">
    <summary>Value always set to 0. This flag is reserved.</summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG3::DXGI_ADAPTER_FLAG3_SOFTWARE">
    <summary>Specifies a software adapter. For more info about this flag, see <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/d3d10-graphics-programming-guide-dxgi">new info in Windows 8 about enumerating adapters</a>.

<b>Direct3D 11:  </b>This enumeration value is supported starting with Windows 8.</summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG3::DXGI_ADAPTER_FLAG3_ACG_COMPATIBLE">
    <summary>Specifies that the adapter's driver has been confirmed to work in an OS process where Arbitrary Code Guard (ACG) is enabled (i.e. dynamic code generation is disallowed).</summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG3::DXGI_ADAPTER_FLAG3_SUPPORT_MONITORED_FENCES">
    <summary>Specifies that the adapter supports monitored fences. These adapters support the <a href="https://docs.microsoft.com/windows/desktop/api/d3d12/nn-d3d12-id3d12device">ID3D12Device::CreateFence</a> and <a href="https://docs.microsoft.com/windows/desktop/api/d3d11_4/nn-d3d11_4-id3d11device5">ID3D11Device5::CreateFence</a> functions.</summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG3::DXGI_ADAPTER_FLAG3_SUPPORT_NON_MONITORED_FENCES">
    <summary>Specifies that the adapter supports non-monitored fences. These adapters support the <a href="https://docs.microsoft.com/windows/desktop/api/d3d12/nn-d3d12-id3d12device">ID3D12Device::CreateFence</a> function together with the <a href="https://docs.microsoft.com/windows/desktop/api/d3d12/ne-d3d12-d3d12_fence_flags">D3D12_FENCE_FLAG_NON_MONITORED</a> flag.

<div class="alert"><b>Note</b>  For adapters that support both monitored and non-monitored fences, non-monitored fences are only supported when created with the <a href="https://docs.microsoft.com/windows/desktop/api/d3d12/ne-d3d12-d3d12_fence_flags">D3D12_FENCE_FLAG_SHARED</a> and <b>D3D12_FENCE_FLAG_SHARED_CROSS_ADAPTER</b> flags. Monitored fences should always be used by supporting adapters unless communicating with an adapter that only supports non-monitored fences.</div>
<div> </div></summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG3::DXGI_ADAPTER_FLAG3_KEYED_MUTEX_CONFORMANCE">
    <summary>Specifies that the adapter claims keyed mutex conformance. This signals a stronger guarantee that the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgikeyedmutex">IDXGIKeyedMutex</a> interface behaves correctly.</summary>
  </member>
  <member name="DXGI_ADAPTER_FLAG3::DXGI_ADAPTER_FLAG3_FORCE_DWORD">
    <summary>Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.</summary>
  </member>
  <member name="IDXGIOutput::TakeOwnership">
    <summary>
      <para>Takes ownership of an output.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgioutput-takeownership" /></para>
      <param name="pDevice">A pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/unknwn/nn-unknwn-iunknown">IUnknown</a> interface of a device (such as an <a href="https://docs.microsoft.com/windows/desktop/api/d3d10/nn-d3d10-id3d10device">ID3D10Device</a>).</param>
      <param name="Exclusive">Set to <b>TRUE</b> to enable other threads or applications to take ownership of the device; otherwise, set to <b>FALSE</b>.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain::GetBuffer">
    <summary>
      <para>Accesses one of the swap-chain's back buffers.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiswapchain-getbuffer" /></para>
      <param name="Buffer">A zero-based buffer index. 

If the swap chain's swap effect is <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_DISCARD</a>, this method can only access the first buffer; for this situation, set the index to zero.

If the swap chain's swap effect is either <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_SEQUENTIAL</a> or <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</a>, only the swap chain's zero-index buffer can be read from and written to. The swap chain's buffers with indexes greater than zero can only be read from; so if you call the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiresource-getusage">IDXGIResource::GetUsage</a> method for such buffers, they have the <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-usage">DXGI_USAGE_READ_ONLY</a> flag set.</param>
      <param name="riid">The type of interface used to manipulate the buffer.</param>
      <param name="ppSurface">A pointer to a back-buffer interface.</param>
    </summary>
  </member>
  <member name="IDXGIAdapter::EnumOutputs">
    <summary>
      <para>Enumerate adapter (video card) outputs.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiadapter-enumoutputs" /></para>
      <param name="Output">The index of the output.</param>
      <param name="ppOutput">The address of a pointer to an <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgioutput">IDXGIOutput</a> interface at the position specified by the <i>Output</i> parameter.</param>
    </summary>
  </member>
  <member name="IDXGISwapChainMedia::SetPresentDuration">
    <summary>
      <para>Requests a custom presentation duration (custom refresh rate).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgiswapchainmedia-setpresentduration" /></para>
      <param name="Duration">The custom presentation duration, specified in hundreds of nanoseconds.</param>
    </summary>
  </member>
  <member name="IDXGIDebug::ReportLiveObjects">
    <summary>
      <para>Reports info about the lifetime of an object or objects.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgidebug-reportliveobjects" /></para>
      <param name="apiid">The globally unique identifier (GUID) of the object or objects to get info about. Use one of the <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> GUIDs.</param>
      <param name="flags">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ne-dxgidebug-dxgi_debug_rlo_flags">DXGI_DEBUG_RLO_FLAGS</a>-typed value that specifies the amount of info to report.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain2::GetMatrixTransform">
    <summary>
      <para>Gets the transform matrix that will be applied to a composition swap chain upon the next present.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgiswapchain2-getmatrixtransform" /></para>
      <param name="pMatrix">[out]

The transform matrix currently used for swap chain scaling and translation.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain::GetLastPresentCount">
    <summary>
      <para>Gets the number of times that IDXGISwapChain::Present or IDXGISwapChain1::Present1 has been called.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiswapchain-getlastpresentcount" /></para>
      <param name="pLastPresentCount">A pointer to a variable that receives the number of calls.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain2::GetFrameLatencyWaitableObject">
    <summary>
      <para>Returns a waitable handle that signals when the DXGI adapter has finished presenting a new frame.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgiswapchain2-getframelatencywaitableobject" /></para>
    </summary>
  </member>
  <member name="IDXGIFactory6::EnumAdapterByGpuPreference">
    <summary>
      <para>Enumerates graphics adapters based on a given GPU preference.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/nf-dxgi1_6-idxgifactory6-enumadapterbygpupreference" /></para>
      <param name="Adapter">The index of the adapter to enumerate. The indices are in order of the preference specified in <i>GpuPreference</i>—for example, if <b>DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE</b> is specified, then the highest-performing adapter is at index 0, the second-highest is at index 1, and so on.</param>
      <param name="GpuPreference">The GPU preference for the app.</param>
      <param name="riid">The globally unique identifier (GUID) of the <a href="https://docs.microsoft.com/windows/win32/api/dxgi1_6/nn-dxgi1_6-idxgifactory6">IDXGIAdapter</a> object referenced by the <i>ppvAdapter</i> parameter.</param>
      <param name="ppvAdapter">The address of an <a href="https://docs.microsoft.com/windows/win32/api/dxgi/nn-dxgi-idxgiadapter">IDXGIAdapter</a> interface pointer to the adapter.

This parameter must not be NULL.</param>
    </summary>
  </member>
  <member name="IDXGIFactory2::IsWindowedStereoEnabled">
    <summary>
      <para>Determines whether to use stereo mode.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgifactory2-iswindowedstereoenabled" /></para>
    </summary>
  </member>
  <member name="IDXGISwapChainMedia::GetFrameStatisticsMedia">
    <summary>
      <para>Queries the system for a DXGI_FRAME_STATISTICS_MEDIA structure that indicates whether a custom refresh rate is currently approved by the system.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgiswapchainmedia-getframestatisticsmedia" /></para>
      <param name="pStats">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_3/ns-dxgi1_3-dxgi_frame_statistics_media">DXGI_FRAME_STATISTICS_MEDIA</a> structure indicating whether the system currently approves the custom refresh rate request.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain::GetContainingOutput">
    <summary>
      <para>Get the output (the display monitor) that contains the majority of the client area of the target window.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiswapchain-getcontainingoutput" /></para>
      <param name="ppOutput">A pointer to the output interface (see <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgioutput">IDXGIOutput</a>).</param>
    </summary>
  </member>
  <member name="DXGI_RESIDENCY">
    <summary>
      <para>Flags indicating the memory location of a resource.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/ne-dxgi-dxgi_residency" /></para>
    </summary>
  </member>
  <member name="DXGI_RESIDENCY::DXGI_RESIDENCY_FULLY_RESIDENT">
    <summary>The resource is located in video memory.</summary>
  </member>
  <member name="DXGI_RESIDENCY::DXGI_RESIDENCY_RESIDENT_IN_SHARED_MEMORY">
    <summary>At least some of the resource is located in CPU memory.</summary>
  </member>
  <member name="DXGI_RESIDENCY::DXGI_RESIDENCY_EVICTED_TO_DISK">
    <summary>At least some of the resource has been paged out to the hard drive.</summary>
  </member>
  <member name="IDXGIOutputDuplication::GetFramePointerShape">
    <summary>
      <para>Gets information about the new pointer shape for the current desktop frame.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgioutputduplication-getframepointershape" /></para>
      <param name="PointerShapeBufferSize">The size in bytes of the buffer that the caller passed to the  <i>pPointerShapeBuffer</i> parameter.</param>
      <param name="pPointerShapeBuffer">A pointer to a buffer to which <b>GetFramePointerShape</b> copies and returns pixel data for the new pointer shape.</param>
      <param name="pPointerShapeBufferSizeRequired">Pointer to a variable that receives the number of bytes that <b>GetFramePointerShape</b> needs to store the new pointer shape pixel data in the buffer at <i>pPointerShapeBuffer</i>.

For more information about returning the required buffer size, see Remarks.</param>
      <param name="pPointerShapeInfo">Pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_outdupl_pointer_shape_info">DXGI_OUTDUPL_POINTER_SHAPE_INFO</a> structure that receives the pointer shape information.</param>
    </summary>
  </member>
  <member name="IDXGIOutput">
    <summary>
      <para>An IDXGIOutput interface represents an adapter output (such as a monitor).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgioutput" /></para>
    </summary>
  </member>
  <member name="IDXGIFactory::CreateSwapChain">
    <summary>
      <para>Creates a swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgifactory-createswapchain" /></para>
      <param name="pDevice">For Direct3D 11, and earlier versions of Direct3D, this is a pointer to the Direct3D device for the swap chain. For Direct3D 12 this is a pointer to a direct command queue (refer to <a href="https://docs.microsoft.com/windows/desktop/api/d3d12/nn-d3d12-id3d12commandqueue">ID3D12CommandQueue</a>) . This parameter cannot be <b>NULL</b>.</param>
      <param name="pDesc">A pointer to a  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ns-dxgi-dxgi_swap_chain_desc">DXGI_SWAP_CHAIN_DESC</a> structure for the swap-chain description. This parameter cannot be <b>NULL</b>.</param>
      <param name="ppSwapChain">A pointer to a variable that receives a pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiswapchain">IDXGISwapChain</a> interface for the swap chain that <b>CreateSwapChain</b> creates.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain::GetFrameStatistics">
    <summary>
      <para>Gets performance statistics about the last render frame.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiswapchain-getframestatistics" /></para>
      <param name="pStats">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ns-dxgi-dxgi_frame_statistics">DXGI_FRAME_STATISTICS</a> structure for the frame statistics.</param>
    </summary>
  </member>
  <member name="IDXGIFactory2">
    <summary>
      <para>The IDXGIFactory2 interface includes methods to create a newer version swap chain with more features than IDXGISwapChain and to monitor stereoscopic 3D capabilities.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nn-dxgi1_2-idxgifactory2" /></para>
    </summary>
  </member>
  <member name="DXGI_ALPHA_MODE">
    <summary>
      <para>Identifies the alpha value, transparency behavior, of a surface.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ne-dxgi1_2-dxgi_alpha_mode" /></para>
    </summary>
  </member>
  <member name="DXGI_ALPHA_MODE::DXGI_ALPHA_MODE_UNSPECIFIED">
    <summary>Indicates that the transparency behavior is not specified.</summary>
  </member>
  <member name="DXGI_ALPHA_MODE::DXGI_ALPHA_MODE_PREMULTIPLIED">
    <summary>Indicates that the transparency behavior is premultiplied. Each color is first scaled by the alpha value. The alpha value itself is the same in both straight and premultiplied alpha. Typically, no color channel value is greater than the alpha channel value. If a color channel value in a premultiplied format is greater than the alpha channel, the standard source-over blending math results in an additive blend.</summary>
  </member>
  <member name="DXGI_ALPHA_MODE::DXGI_ALPHA_MODE_STRAIGHT">
    <summary>Indicates that the transparency behavior is not premultiplied. The alpha channel indicates the transparency of the color.</summary>
  </member>
  <member name="DXGI_ALPHA_MODE::DXGI_ALPHA_MODE_IGNORE">
    <summary>Indicates to ignore the transparency behavior.</summary>
  </member>
  <member name="DXGI_ALPHA_MODE::DXGI_ALPHA_MODE_FORCE_DWORD">
    <summary>Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile 
          to a size other than 32 bits. This value is not used.</summary>
  </member>
  <member name="DXGI_SURFACE_DESC">
    <summary>
      <para>Describes a surface.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/ns-dxgi-dxgi_surface_desc" /></para>
    </summary>
  </member>
  <member name="DXGI_SURFACE_DESC::Width">
    <summary>A value describing the surface width.</summary>
  </member>
  <member name="DXGI_SURFACE_DESC::Height">
    <summary>A value describing the surface height.</summary>
  </member>
  <member name="DXGI_SURFACE_DESC::Format">
    <summary>A member of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format">DXGI_FORMAT</a> enumerated type that describes the surface format.</summary>
  </member>
  <member name="DXGI_SURFACE_DESC::SampleDesc">
    <summary>A member of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgicommon/ns-dxgicommon-dxgi_sample_desc">DXGI_SAMPLE_DESC</a> structure that describes multi-sampling parameters for the surface.</summary>
  </member>
  <member name="IDXGISwapChain::ResizeBuffers">
    <summary>
      <para>Changes the swap chain's back buffer size, format, and number of buffers. This should be called when the application window is resized.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiswapchain-resizebuffers" /></para>
      <param name="BufferCount">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 <b>DXGI_MAX_SWAP_CHAIN_BUFFERS</b>. 
            Set this number to zero to preserve the existing number of buffers in the swap chain. 
            You can't specify less than two buffers for the flip presentation model.</param>
      <param name="Width">The new width of the back buffer. 
            If you specify zero, DXGI will use the width of the client area of the target window. 
            You can't specify the width as zero if you called the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforcomposition">IDXGIFactory2::CreateSwapChainForComposition</a> method to create the swap chain for a composition surface.</param>
      <param name="Height">The new height of the back buffer. 
            If you specify zero, DXGI will use the height of the client area of the target window. 
            You can't specify the height as zero if you called the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforcomposition">IDXGIFactory2::CreateSwapChainForComposition</a> method to create the swap chain for a composition surface.</param>
      <param name="NewFormat">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format">DXGI_FORMAT</a>-typed value for the new format of the back buffer. 
            Set this value to <a href="https://docs.microsoft.com/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format">DXGI_FORMAT_UNKNOWN</a> 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.</param>
      <param name="SwapChainFlags">A combination of <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_chain_flag">DXGI_SWAP_CHAIN_FLAG</a>-typed values that are combined by using a bitwise OR operation. 
            The resulting value specifies options for swap-chain behavior.</param>
    </summary>
  </member>
  <member name="IDXGIOutputDuplication">
    <summary>
      <para>The IDXGIOutputDuplication interface accesses and manipulates the duplicated desktop image.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nn-dxgi1_2-idxgioutputduplication" /></para>
    </summary>
  </member>
  <member name="DXGI_OUTDUPL_POINTER_SHAPE_INFO">
    <summary>
      <para>The DXGI_OUTDUPL_POINTER_SHAPE_INFO structure describes information about the cursor shape.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ns-dxgi1_2-dxgi_outdupl_pointer_shape_info" /></para>
    </summary>
  </member>
  <member name="DXGI_OUTDUPL_POINTER_SHAPE_INFO::Type">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ne-dxgi1_2-dxgi_outdupl_pointer_shape_type">DXGI_OUTDUPL_POINTER_SHAPE_TYPE</a>-typed value that specifies the type of cursor shape.</summary>
  </member>
  <member name="DXGI_OUTDUPL_POINTER_SHAPE_INFO::Width">
    <summary>The width in pixels of the mouse cursor.</summary>
  </member>
  <member name="DXGI_OUTDUPL_POINTER_SHAPE_INFO::Height">
    <summary>The height in scan lines of the mouse cursor.</summary>
  </member>
  <member name="DXGI_OUTDUPL_POINTER_SHAPE_INFO::Pitch">
    <summary>The width in bytes of the mouse cursor.</summary>
  </member>
  <member name="DXGI_OUTDUPL_POINTER_SHAPE_INFO::HotSpot">
    <summary>The position of the cursor's hot spot relative to its upper-left pixel. An application does not use the hot spot when it determines where to draw the cursor shape.</summary>
  </member>
  <member name="IDXGISwapChain1::GetDesc1">
    <summary>
      <para>Gets a description of the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiswapchain1-getdesc1" /></para>
      <param name="pDesc">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_swap_chain_desc1">DXGI_SWAP_CHAIN_DESC1</a>  structure that describes the swap chain.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue">
    <summary>
      <para>This interface controls the debug information queue, and can only be used if the debug layer is turned on.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nn-dxgidebug-idxgiinfoqueue" /></para>
    </summary>
  </member>
  <member name="DXGI_MEMORY_SEGMENT_GROUP">
    <summary>
      <para>Specifies the memory segment group to use.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/ne-dxgi1_4-dxgi_memory_segment_group" /></para>
    </summary>
  </member>
  <member name="DXGI_MEMORY_SEGMENT_GROUP::DXGI_MEMORY_SEGMENT_GROUP_LOCAL">
    <summary>The grouping of segments which is considered local to the video adapter, and represents the fastest available memory to the GPU. Applications should target the local segment group as the target size for their working set.</summary>
  </member>
  <member name="DXGI_MEMORY_SEGMENT_GROUP::DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL">
    <summary>The grouping of segments which is considered non-local to the video adapter, and may have slower performance than the local segment group.</summary>
  </member>
  <member name="IDXGISwapChain4">
    <summary>
      <para>This interface exposes a single method for setting video metadata.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/nn-dxgi1_5-idxgiswapchain4" /></para>
    </summary>
  </member>
  <member name="IDXGIFactory2::RegisterOcclusionStatusWindow">
    <summary>
      <para>Registers an application window to receive notification messages of changes of occlusion status.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgifactory2-registerocclusionstatuswindow" /></para>
      <param name="WindowHandle">The handle of the window to send a notification message to when occlusion status change occurs.</param>
      <param name="wMsg">Identifies the notification message to send.</param>
      <param name="pdwCookie">A pointer to a key value that an application can pass to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-unregisterocclusionstatus">IDXGIFactory2::UnregisterOcclusionStatus</a> method  to unregister the notification message that <i>wMsg</i> specifies.</param>
    </summary>
  </member>
  <member name="IDXGIResource::GetSharedHandle">
    <summary>
      <para>Gets the handle to a shared resource.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiresource-getsharedhandle" /></para>
      <param name="pSharedHandle">A pointer to a handle.</param>
    </summary>
  </member>
  <member name="IDXGISwapChainMedia::CheckPresentDurationSupport">
    <summary>
      <para>Queries the graphics driver for a supported frame present duration corresponding to a custom refresh rate.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgiswapchainmedia-checkpresentdurationsupport" /></para>
      <param name="DesiredPresentDuration">Indicates the frame duration to check. This value is the duration of one frame at the desired refresh rate, specified in hundreds of nanoseconds. For example, set this field to 167777 to check for 60 Hz refresh rate support.</param>
      <param name="pClosestSmallerPresentDuration">A variable that will be set to the closest supported frame present duration that's smaller than the requested value, or zero if the device does not support any lower duration.</param>
      <param name="pClosestLargerPresentDuration">A variable that will be set to the closest supported frame present duration that's larger than the requested value, or zero if the device does not support any higher duration.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain3::GetCurrentBackBufferIndex">
    <summary>
      <para>Gets the index of the swap chain's current back buffer.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nf-dxgi1_4-idxgiswapchain3-getcurrentbackbufferindex" /></para>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::GetMessageCountLimit">
    <summary>
      <para>Gets the maximum number of messages that can be added to the message queue.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getmessagecountlimit" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the number.</param>
    </summary>
  </member>
  <member name="DXGI_GRAPHICS_PREEMPTION_GRANULARITY">
    <summary>
      <para>Identifies the granularity at which the graphics processing unit (GPU) can be preempted from performing its current graphics rendering task.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ne-dxgi1_2-dxgi_graphics_preemption_granularity" /></para>
    </summary>
  </member>
  <member name="DXGI_GRAPHICS_PREEMPTION_GRANULARITY::DXGI_GRAPHICS_PREEMPTION_DMA_BUFFER_BOUNDARY">
    <summary>Indicates the preemption granularity as a DMA buffer.</summary>
  </member>
  <member name="DXGI_GRAPHICS_PREEMPTION_GRANULARITY::DXGI_GRAPHICS_PREEMPTION_PRIMITIVE_BOUNDARY">
    <summary>Indicates the preemption granularity as a graphics primitive. A primitive is a section in a DMA buffer and can be a group of triangles.</summary>
  </member>
  <member name="DXGI_GRAPHICS_PREEMPTION_GRANULARITY::DXGI_GRAPHICS_PREEMPTION_TRIANGLE_BOUNDARY">
    <summary>Indicates the preemption granularity as a triangle. A triangle is a part of a primitive.</summary>
  </member>
  <member name="DXGI_GRAPHICS_PREEMPTION_GRANULARITY::DXGI_GRAPHICS_PREEMPTION_PIXEL_BOUNDARY">
    <summary>Indicates the preemption granularity as a pixel. A pixel is a part of a triangle.</summary>
  </member>
  <member name="DXGI_GRAPHICS_PREEMPTION_GRANULARITY::DXGI_GRAPHICS_PREEMPTION_INSTRUCTION_BOUNDARY">
    <summary>Indicates the preemption granularity as a graphics instruction. A graphics instruction operates on a pixel.</summary>
  </member>
  <member name="IDXGIAdapter3::UnregisterVideoMemoryBudgetChangeNotification">
    <summary>
      <para>This method stops notifying a CPU synchronization object whenever a budget change occurs. An application may switch back to polling the information regularly.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nf-dxgi1_4-idxgiadapter3-unregistervideomemorybudgetchangenotification" /></para>
      <param name="dwCookie">A key value for the window or event to unregister. The  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_4/nf-dxgi1_4-idxgiadapter3-registerhardwarecontentprotectionteardownstatusevent">IDXGIAdapter3::RegisterHardwareContentProtectionTeardownStatusEvent</a> method returns this value.</param>
    </summary>
  </member>
  <member name="IDXGIDecodeSwapChain::GetTargetRect">
    <summary>
      <para>Gets the rectangle that defines the target region for the video processing blit operation.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgidecodeswapchain-gettargetrect" /></para>
      <param name="pRect">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/windef/ns-windef-rect">RECT</a> structure 
        that receives the target region for the swap chain.</param>
    </summary>
  </member>
  <member name="IDXGIOutputDuplication::MapDesktopSurface">
    <summary>
      <para>Provides the CPU with efficient access to a desktop image if that desktop image is already in system memory.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgioutputduplication-mapdesktopsurface" /></para>
      <param name="pLockedRect">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ns-dxgi-dxgi_mapped_rect">DXGI_MAPPED_RECT</a> structure that receives the surface data that the CPU needs to directly access the surface data.</param>
    </summary>
  </member>
  <member name="DXGI_MODE_DESC1">
    <summary>
      <para>Describes a display mode and whether the display mode supports stereo.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ns-dxgi1_2-dxgi_mode_desc1" /></para>
    </summary>
  </member>
  <member name="DXGI_MODE_DESC1::Width">
    <summary>A value that describes the resolution width.</summary>
  </member>
  <member name="DXGI_MODE_DESC1::Height">
    <summary>A value that describes the resolution height.</summary>
  </member>
  <member name="DXGI_MODE_DESC1::RefreshRate">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgicommon/ns-dxgicommon-dxgi_rational">DXGI_RATIONAL</a> structure that describes the refresh rate in hertz.</summary>
  </member>
  <member name="DXGI_MODE_DESC1::Format">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format">DXGI_FORMAT</a>-typed value that describes the display format.</summary>
  </member>
  <member name="DXGI_MODE_DESC1::ScanlineOrdering">
    <summary>A <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173067(v=vs.85)">DXGI_MODE_SCANLINE_ORDER</a>-typed value that describes the scan-line drawing mode.</summary>
  </member>
  <member name="DXGI_MODE_DESC1::Scaling">
    <summary>A <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173066(v=vs.85)">DXGI_MODE_SCALING</a>-typed value that describes the scaling mode.</summary>
  </member>
  <member name="DXGI_MODE_DESC1::Stereo">
    <summary>Specifies whether the full-screen display mode is stereo. <b>TRUE</b> if stereo; otherwise, <b>FALSE</b>.</summary>
  </member>
  <member name="IDXGIOutput2">
    <summary>
      <para>Represents an adapter output (such as a monitor). The IDXGIOutput2 interface exposes a method to check for multiplane overlay support on the primary output adapter.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nn-dxgi1_3-idxgioutput2" /></para>
    </summary>
  </member>
  <member name="IDXGIOutput::WaitForVBlank">
    <summary>
      <para>Halt a thread until the next vertical blank occurs.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgioutput-waitforvblank" /></para>
    </summary>
  </member>
  <member name="IDXGIDevice::QueryResourceResidency">
    <summary>
      <para>Gets the residency status of an array of resources.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgidevice-queryresourceresidency" /></para>
      <param name="ppResources">An array of <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiresource">IDXGIResource</a> interfaces.</param>
      <param name="pResidencyStatus">An array of <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_residency">DXGI_RESIDENCY</a> flags. Each element describes the residency status for corresponding element in 
        the <i>ppResources</i> argument array.</param>
      <param name="NumResources">The number of resources in the <i>ppResources</i> argument array and <i>pResidencyStatus</i> argument array.</param>
    </summary>
  </member>
  <member name="IDXGIFactory7">
    <summary>
      <para>This interface enables registration for notifications to detect adapter enumeration state changes.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/nn-dxgi1_6-idxgifactory7" /></para>
    </summary>
  </member>
  <member name="IDXGIResource::GetUsage">
    <summary>
      <para>Get the expected resource usage.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiresource-getusage" /></para>
      <param name="pUsage">A pointer to a usage flag (see <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-usage">DXGI_USAGE</a>). For Direct3D 10, a surface can be used as a shader input or a render-target output.</param>
    </summary>
  </member>
  <member name="IDXGIFactory7::UnregisterAdaptersChangedEvent">
    <summary>
      <para>Unregisters an event to stop receiving notifications when the adapter enumeration state changes.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/nf-dxgi1_6-idxgifactory7-unregisteradapterschangedevent" /></para>
      <param name="dwCookie">A key value for the event to unregister.</param>
    </summary>
  </member>
  <member name="DXGI_OUTDUPL_DESC">
    <summary>
      <para>The DXGI_OUTDUPL_DESC structure describes the dimension of the output and the surface that contains the desktop image. The format of the desktop image is always DXGI_FORMAT_B8G8R8A8_UNORM.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ns-dxgi1_2-dxgi_outdupl_desc" /></para>
    </summary>
  </member>
  <member name="DXGI_OUTDUPL_DESC::ModeDesc">
    <summary>A <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173064(v=vs.85)">DXGI_MODE_DESC</a> structure that describes the display mode of the duplicated output.</summary>
  </member>
  <member name="DXGI_OUTDUPL_DESC::Rotation">
    <summary>A member of the <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173065(v=vs.85)">DXGI_MODE_ROTATION</a> enumerated type that describes how the duplicated output rotates an image.</summary>
  </member>
  <member name="DXGI_OUTDUPL_DESC::DesktopImageInSystemMemory">
    <summary>Specifies whether the resource that contains the desktop image is already located in system memory. <b>TRUE</b> if the resource is in system memory; otherwise, <b>FALSE</b>. If this value is <b>TRUE</b> and  the application requires CPU access, it can use the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgioutputduplication-mapdesktopsurface">IDXGIOutputDuplication::MapDesktopSurface</a> and <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgioutputduplication-unmapdesktopsurface">IDXGIOutputDuplication::UnMapDesktopSurface</a> methods to avoid copying the data into a staging buffer.</summary>
  </member>
  <member name="IDXGIAdapter3::SetVideoMemoryReservation">
    <summary>
      <para>This method sends the minimum required physical memory for an application, to the OS.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nf-dxgi1_4-idxgiadapter3-setvideomemoryreservation" /></para>
      <param name="NodeIndex">Specifies the device's physical adapter for which the video memory information is being set.
            For single-GPU operation, set this to zero.
            If there are multiple GPU nodes, set this to the index of the node (the device's physical adapter) for which the video memory information is being set.
            See <a href="https://docs.microsoft.com/windows/win32/direct3d12/multi-engine">Multi-adapter systems</a>.</param>
      <param name="MemorySegmentGroup">Specifies a DXGI_MEMORY_SEGMENT_GROUP that identifies the group as local or non-local.</param>
      <param name="Reservation">Specifies a UINT64 that sets the minimum required physical memory, in bytes.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain1::IsTemporaryMonoSupported">
    <summary>
      <para>Determines whether a swap chain supports “temporary mono.”</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiswapchain1-istemporarymonosupported" /></para>
    </summary>
  </member>
  <member name="IDXGIFactory::MakeWindowAssociation">
    <summary>
      <para>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).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgifactory-makewindowassociation" /></para>
      <param name="WindowHandle">The handle of the window that is to be monitored. This parameter can be <b>NULL</b>; but only if <i>Flags</i> is also 0.</param>
      <param name="Flags" />
    </summary>
  </member>
  <member name="IDXGIDebug1">
    <summary>
      <para>Controls debug settings for Microsoft DirectX Graphics Infrastructure (DXGI). You can use the IDXGIDebug1 interface in Windows Store apps.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nn-dxgidebug-idxgidebug1" /></para>
    </summary>
  </member>
  <member name="IDXGISwapChain3::ResizeBuffers1">
    <summary>
      <para>Changes the swap chain's back buffer size, format, and number of buffers, where the swap chain was created using a D3D12 command queue as an input device. This should be called when the application window is resized.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nf-dxgi1_4-idxgiswapchain3-resizebuffers1" /></para>
      <param name="BufferCount">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 <b>DXGI_MAX_SWAP_CHAIN_BUFFERS</b>.
            Set this number to zero to preserve the existing number of buffers in the swap chain.
            You can't specify less than two buffers for the flip presentation model.</param>
      <param name="Width">The new width of the back buffer. 
            If you specify zero, DXGI will use the width of the client area of the target window. 
            You can't specify the width as zero if you called the <a href="https://docs.microsoft.com/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforcomposition">IDXGIFactory2::CreateSwapChainForComposition</a> method to create the swap chain for a composition surface.</param>
      <param name="Height">The new height of the back buffer. 
            If you specify zero, DXGI will use the height of the client area of the target window. 
            You can't specify the height as zero if you called the <a href="https://docs.microsoft.com/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforcomposition">IDXGIFactory2::CreateSwapChainForComposition</a> method to create the swap chain for a composition surface.</param>
      <param name="Format">A <a href="https://docs.microsoft.com/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format">DXGI_FORMAT</a>-typed value for the new format of the back buffer. 
            Set this value to <a href="https://docs.microsoft.com/windows/win32/api/dxgiformat/ne-dxgiformat-dxgi_format">DXGI_FORMAT_UNKNOWN</a> 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.</param>
      <param name="SwapChainFlags">A combination of <a href="https://docs.microsoft.com/windows/win32/api/dxgi/ne-dxgi-dxgi_swap_chain_flag">DXGI_SWAP_CHAIN_FLAG</a>-typed values that are combined by using a bitwise OR operation.
            The resulting value specifies options for swap-chain behavior.</param>
      <param name="pCreationNodeMask">An array of UINTs, of total size <i>BufferCount</i>, where the value indicates which node the back buffer should be created on.
            Buffers created using <b>ResizeBuffers1</b> with a non-null <i>pCreationNodeMask</i> array are visible to all nodes.</param>
      <param name="ppPresentQueue">An array of command queues (<a href="https://docs.microsoft.com/windows/win32/api/d3d12/nn-d3d12-id3d12commandqueue">ID3D12CommandQueue</a> instances), of total size <i>BufferCount</i>.
            Each queue provided must match the corresponding creation node mask specified in the <i>pCreationNodeMask</i> array.
            When <b>Present()</b> is called, in addition to rotating to the next buffer for the next frame, the swapchain will also rotate through these command queues.
            This allows the app to control which queue requires synchronization for a given present operation.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::ClearStorageFilter">
    <summary>
      <para>Removes a storage filter from the top of the storage-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-clearstoragefilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that removes the filter.</param>
    </summary>
  </member>
  <member name="IDXGIDevice2::ReclaimResources">
    <summary>
      <para>Restores access to resources that were previously offered by calling IDXGIDevice2::OfferResources.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgidevice2-reclaimresources" /></para>
      <param name="NumResources">The number of resources in the <i>ppResources</i> argument and <i>pDiscarded</i> argument arrays.</param>
      <param name="ppResources">An array of pointers to <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiresource">IDXGIResource</a> interfaces for the resources to reclaim.</param>
      <param name="pDiscarded">A pointer to an array that receives Boolean values. Each value in the array corresponds to a resource at the same index that the <i>ppResources</i> parameter specifies.  The runtime sets each Boolean value to TRUE if the corresponding resource’s content was discarded and is now undefined, or to FALSE if the corresponding resource’s old content is still intact.  The caller can pass in <b>NULL</b>, if the caller intends to fill the resources with new content regardless of whether the old content was discarded.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::SetMuteDebugOutput">
    <summary>
      <para>Turns the debug output on or off.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-setmutedebugoutput" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the mute status.</param>
      <param name="bMute">A Boolean value that specifies whether to turn the debug output on or off (<b>TRUE</b> for on, <b>FALSE</b> for off).</param>
    </summary>
  </member>
  <member name="IDXGISwapChain2::SetSourceSize">
    <summary>
      <para>Sets the source region to be used for the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgiswapchain2-setsourcesize" /></para>
      <param name="Width">Source width to use for the swap chain. This value must be greater than zero, and must be less than or equal to the overall width of the swap chain.</param>
      <param name="Height">Source height to use for the swap chain. This value must be greater than zero, and must be less than or equal to the overall height of the swap chain.</param>
    </summary>
  </member>
  <member name="DXGIDeclareAdapterRemovalSupport">
    <summary>
      <para>Allows a process to indicate that it's resilient to any of its graphics devices being removed.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/nf-dxgi1_6-dxgideclareadapterremovalsupport" /></para>
    </summary>
  </member>
  <member name="DXGI_DECODE_SWAP_CHAIN_DESC">
    <summary>
      <para>Used with IDXGIFactoryMedia::CreateDecodeSwapChainForCompositionSurfaceHandle to describe a decode swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/ns-dxgi1_3-dxgi_decode_swap_chain_desc" /></para>
    </summary>
  </member>
  <member name="DXGI_DECODE_SWAP_CHAIN_DESC::Flags">
    <summary>Can be 0, or a combination of <b>DXGI_SWAP_CHAIN_FLAG_FULLSCREEN_VIDEO</b> and/or <b>DXGI_SWAP_CHAIN_FLAG_YUV_VIDEO</b>. Those named values are members of the <a href="https://docs.microsoft.com/windows/win32/api/dxgi/ne-dxgi-dxgi_swap_chain_flag">DXGI_SWAP_CHAIN_FLAG</a> enumerated type, and you can combine them by using a bitwise OR operation. The resulting value specifies options for decode swap-chain behavior.</summary>
  </member>
  <member name="DXGI_OUTDUPL_FRAME_INFO">
    <summary>
      <para>The DXGI_OUTDUPL_FRAME_INFO structure describes the current desktop image.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ns-dxgi1_2-dxgi_outdupl_frame_info" /></para>
    </summary>
  </member>
  <member name="DXGI_OUTDUPL_FRAME_INFO::LastPresentTime">
    <summary>The time stamp of the last update of the desktop image.  The operating system calls the <a href="https://docs.microsoft.com/windows/desktop/api/profileapi/nf-profileapi-queryperformancecounter">QueryPerformanceCounter</a> 
        function to obtain the value. A zero value indicates that the desktop image was not updated since an application last called the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgioutputduplication-acquirenextframe">IDXGIOutputDuplication::AcquireNextFrame</a> method to acquire the next frame of the desktop image.</summary>
  </member>
  <member name="DXGI_OUTDUPL_FRAME_INFO::LastMouseUpdateTime">
    <summary>The time stamp of the last update to the mouse.  The operating system calls the <a href="https://docs.microsoft.com/windows/desktop/api/profileapi/nf-profileapi-queryperformancecounter">QueryPerformanceCounter</a> 
        function to obtain the value. A zero value indicates that the position or shape of the mouse was not updated since an application last called the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgioutputduplication-acquirenextframe">IDXGIOutputDuplication::AcquireNextFrame</a> method to acquire the next frame of the desktop image.  The mouse position is always supplied for a mouse update. A new pointer shape is indicated by a non-zero value in the <b>PointerShapeBufferSize</b> member.</summary>
  </member>
  <member name="DXGI_OUTDUPL_FRAME_INFO::AccumulatedFrames">
    <summary>The number of frames that the operating system accumulated in the desktop image surface since the calling application processed the last desktop image.  For more information about this number, see Remarks.</summary>
  </member>
  <member name="DXGI_OUTDUPL_FRAME_INFO::RectsCoalesced">
    <summary>Specifies whether the operating system accumulated updates by coalescing dirty regions. Therefore,  the dirty regions might contain unmodified pixels. <b>TRUE</b> if dirty regions were accumulated; otherwise, <b>FALSE</b>.</summary>
  </member>
  <member name="DXGI_OUTDUPL_FRAME_INFO::ProtectedContentMaskedOut">
    <summary>Specifies whether the desktop image might contain protected content that was already blacked out in the desktop image.  <b>TRUE</b> if protected content was already blacked; otherwise, <b>FALSE</b>. The application can use this information to notify the remote user that some of the desktop content might be protected and therefore not visible.</summary>
  </member>
  <member name="DXGI_OUTDUPL_FRAME_INFO::PointerPosition">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_outdupl_pointer_position">DXGI_OUTDUPL_POINTER_POSITION</a> structure that describes the most recent mouse position if the <b>LastMouseUpdateTime</b> member is a non-zero value; otherwise, this value is ignored. This value provides the coordinates of the location where the top-left-hand corner of the pointer shape is drawn; this value is not the desktop position of the hot spot.</summary>
  </member>
  <member name="DXGI_OUTDUPL_FRAME_INFO::TotalMetadataBufferSize">
    <summary>Size in bytes of the buffers to store all the desktop update metadata for this frame. For more information about this size, see Remarks.</summary>
  </member>
  <member name="DXGI_OUTDUPL_FRAME_INFO::PointerShapeBufferSize">
    <summary>Size in bytes of the buffer to hold the new pixel data for the mouse shape. For more information about this size, see Remarks.</summary>
  </member>
  <member name="IDXGIDevice2::EnqueueSetEvent">
    <summary>
      <para>Flushes any outstanding rendering commands and sets the specified event object to the signaled state after all previously submitted rendering commands complete.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgidevice2-enqueuesetevent" /></para>
      <param name="hEvent">A handle to the event object. The <a href="https://docs.microsoft.com/windows/desktop/api/synchapi/nf-synchapi-createeventa">CreateEvent</a> or <a href="https://docs.microsoft.com/windows/desktop/api/synchapi/nf-synchapi-openeventa">OpenEvent</a> function returns this handle. All types of event objects (manual-reset, auto-reset, and so on) are supported.

The handle must have the EVENT_MODIFY_STATE access right. For more information about access rights, see <a href="https://docs.microsoft.com/windows/desktop/Sync/synchronization-object-security-and-access-rights">Synchronization Object Security and Access Rights</a>.</param>
    </summary>
  </member>
  <member name="DXGI_RECLAIM_RESOURCE_RESULTS">
    <summary>
      <para>Specifies result flags for the ReclaimResources1 method.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/ne-dxgi1_5-dxgi_reclaim_resource_results" /></para>
    </summary>
  </member>
  <member name="DXGI_RECLAIM_RESOURCE_RESULTS::DXGI_RECLAIM_RESOURCE_RESULT_OK">
    <summary>The surface was successfully reclaimed and has valid content. This result is identical to the <i>false</i> value returned by the older <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgidevice2-reclaimresources">ReclaimResources</a> API.</summary>
  </member>
  <member name="DXGI_RECLAIM_RESOURCE_RESULTS::DXGI_RECLAIM_RESOURCE_RESULT_DISCARDED">
    <summary>The surface was reclaimed, but the old content was lost and must be regenerated. This result is identical to the <i>true</i> value returned by the older <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgidevice2-reclaimresources">ReclaimResources</a> API.</summary>
  </member>
  <member name="DXGI_RECLAIM_RESOURCE_RESULTS::DXGI_RECLAIM_RESOURCE_RESULT_NOT_COMMITTED">
    <summary>Both the surface and its contents are lost and invalid. The surface must be 
recreated and the content regenerated in order to be used. All future use of that resource is invalid. Attempts to bind it to the pipeline or map a resource which returns this value will never succeed, and the resource cannot be reclaimed again.</summary>
  </member>
  <member name="IDXGISwapChain1::GetRotation">
    <summary>
      <para>Gets the rotation of the back buffers for the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiswapchain1-getrotation" /></para>
      <param name="pRotation">A pointer to a variable that receives a <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173065(v=vs.85)">DXGI_MODE_ROTATION</a>-typed value that specifies the rotation of the back buffers for the swap chain.</param>
    </summary>
  </member>
  <member name="IDXGIOutput::GetDisplaySurfaceData">
    <summary>
      <para>Gets a copy of the current display surface.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgioutput-getdisplaysurfacedata" /></para>
      <param name="pDestination">A pointer to a destination surface (see <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgisurface">IDXGISurface</a>).</param>
    </summary>
  </member>
  <member name="IDXGIOutput5">
    <summary>
      <para>Represents an adapter output (such as a monitor). The IDXGIOutput5 interface exposes a single method to specify a list of supported formats for fullscreen surfaces.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/nn-dxgi1_5-idxgioutput5" /></para>
    </summary>
  </member>
  <member name="IDXGISwapChain3::SetColorSpace1">
    <summary>
      <para>Sets the color space used by the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nf-dxgi1_4-idxgiswapchain3-setcolorspace1" /></para>
      <param name="ColorSpace">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgicommon/ne-dxgicommon-dxgi_color_space_type">DXGI_COLOR_SPACE_TYPE</a>-typed value that specifies the color space to set.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::SetMessageCountLimit">
    <summary>
      <para>Sets the maximum number of messages that can be added to the message queue.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-setmessagecountlimit" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that sets the limit on the number of messages.</param>
      <param name="MessageCountLimit">The maximum number of messages that can be added to the queue. –1 means no limit.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain::ResizeTarget">
    <summary>
      <para>Resizes the output target.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiswapchain-resizetarget" /></para>
      <param name="pNewTargetParameters">A pointer to a <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173064(v=vs.85)">DXGI_MODE_DESC</a> structure that describes the mode, which specifies the new width, height, format, and refresh rate of the target. 
        If the format is <a href="https://docs.microsoft.com/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format">DXGI_FORMAT_UNKNOWN</a>, <b>ResizeTarget</b> uses the existing format. We only recommend that you use <b>DXGI_FORMAT_UNKNOWN</b> when the swap chain is in full-screen 
        mode as this method is not thread safe.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::PopRetrievalFilter">
    <summary>
      <para>Pops a retrieval filter from the top of the retrieval-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-popretrievalfilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that pops the filter.</param>
    </summary>
  </member>
  <member name="IDXGIFactory3::GetCreationFlags">
    <summary>
      <para>Gets the flags that were used when a Microsoft DirectX Graphics Infrastructure (DXGI) object was created.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgifactory3-getcreationflags" /></para>
    </summary>
  </member>
  <member name="DXGI_RESOURCE_PRIORITY_LOW__0x50000000_">
    <summary>
      <para>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.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiresource-setevictionpriority" /></para>
    </summary>
  </member>
  <member name="IDXGIDevice::CreateSurface">
    <summary>
      <para>Returns a surface. This method is used internally and you should not call it directly in your application.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgidevice-createsurface" /></para>
      <param name="pDesc">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ns-dxgi-dxgi_surface_desc">DXGI_SURFACE_DESC</a> structure that describes the surface.</param>
      <param name="NumSurfaces">The number of surfaces to create.</param>
      <param name="Usage">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-usage">DXGI_USAGE</a> flag that specifies how the surface is expected to be used.</param>
      <param name="pSharedResource">An optional pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ns-dxgi-dxgi_shared_resource">DXGI_SHARED_RESOURCE</a> structure that contains shared resource information for opening views of such resources.</param>
      <param name="ppSurface">The address of an <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgisurface">IDXGISurface</a> interface pointer to the first created surface.</param>
    </summary>
  </member>
  <member name="IDXGIFactory1">
    <summary>
      <para>The IDXGIFactory1 interface implements methods for generating DXGI objects.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgifactory1" /></para>
    </summary>
  </member>
  <member name="DXGI_SWAP_EFFECT">
    <summary>
      <para>Options for handling pixels in a display surface after calling IDXGISwapChain1::Present1.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/ne-dxgi-dxgi_swap_effect" /></para>
    </summary>
  </member>
  <member name="DXGI_SWAP_EFFECT::DXGI_SWAP_EFFECT_DISCARD">
    <summary>Use this flag to specify the bit-block transfer (bitblt) model and to specify that DXGI discard the contents of the back buffer after you call <a href="https://docs.microsoft.com/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgiswapchain1-present1">IDXGISwapChain1::Present1</a>.
            This flag is valid for a swap chain with more than one back buffer, although, applications only have read and write access to buffer 0.
            Use this flag to enable the display driver to select the most efficient presentation technique for the swap chain.
          
<b>Direct3D 12:  </b>This enumeration value is never supported. D3D12 apps must using <b>DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</b> or <b>DXGI_SWAP_EFFECT_FLIP_DISCARD</b>.

<div class="alert"><b>Note</b>  There are differences between full screen exclusive and full screen UWP. If you are porting a Direct3D 11 application to UWP on a Windows PC, be aware that the use of  <b>DXGI_SWAP_EFFECT_DISCARD</b> when creating swap chains does
not behave the same way in UWP as it does in Win32, and its use may be detrimental to GPU performance.

This is because UWP applications are forced into FLIP swap modes (even if other swap modes are set), because this reduces the computation 
time used by the memory copies originally done by the older bitblt model.

The recommended approach is to manually convert DX11 Discard swap chains to use flip models within UWP,  using <b>DXGI_SWAP_EFFECT_FLIP_DISCARD</b> instead of <b>DXGI_SWAP_EFFECT_DISCARD</b> where possible.
 Refer to the Example below, and see <a href="https://docs.microsoft.com/windows/win32/direct3ddxgi/for-best-performance--use-dxgi-flip-model">this article</a> for more information.</div>
<div> </div></summary>
  </member>
  <member name="DXGI_SWAP_EFFECT::DXGI_SWAP_EFFECT_SEQUENTIAL">
    <summary>Use this flag to specify the bitblt model and to specify that DXGI persist the contents of the back buffer after you call <a href="https://docs.microsoft.com/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgiswapchain1-present1">IDXGISwapChain1::Present1</a>.
              Use this option to present the contents of the swap chain in order, from the first buffer (buffer 0) to the last buffer.
              This flag cannot be used with multisampling.
              
<b>Direct3D 12:  </b>This enumeration value is never supported. D3D12 apps must using <b>DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</b> or <b>DXGI_SWAP_EFFECT_FLIP_DISCARD</b>.
            

<div class="alert"><b>Note</b>  For best performance, use <b>DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</b> instead of <b>DXGI_SWAP_EFFECT_SEQUENTIAL</b>. See <a href="https://docs.microsoft.com/windows/win32/direct3ddxgi/for-best-performance--use-dxgi-flip-model">this article</a> for more information.</div>
<div> </div></summary>
  </member>
  <member name="DXGI_SWAP_EFFECT::DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL">
    <summary>Use this flag to specify the flip presentation model and to specify that DXGI persist the contents of the back buffer after you call <a href="https://docs.microsoft.com/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgiswapchain1-present1">IDXGISwapChain1::Present1</a>. This flag cannot be used with multisampling.
            

<b>Direct3D 11:  </b>This enumeration value is supported starting with Windows 8.</summary>
  </member>
  <member name="DXGI_SWAP_EFFECT::DXGI_SWAP_EFFECT_FLIP_DISCARD">
    <summary>Use this flag to specify the flip presentation model and to specify that DXGI discard the contents of the back buffer after you call <a href="https://docs.microsoft.com/windows/win32/api/dxgi1_2/nf-dxgi1_2-idxgiswapchain1-present1">IDXGISwapChain1::Present1</a>.
              This flag cannot be used with multisampling and partial presentation.
              See <a href="https://docs.microsoft.com/windows/win32/direct3ddxgi/dxgi-1-4-improvements">DXGI 1.4 Improvements</a>.
            

<b>Direct3D 11:  </b>This enumeration value is supported starting with Windows 10.
              

<div class="alert"><b>Note</b>  Windows Store apps must use <b>DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</b> or <b>DXGI_SWAP_EFFECT_FLIP_DISCARD</b>.
            </div>
<div> </div></summary>
  </member>
  <member name="IDXGIOutput::GetDesc">
    <summary>
      <para>Get a description of the output.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgioutput-getdesc" /></para>
      <param name="pDesc">A pointer to the output description (see <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ns-dxgi-dxgi_output_desc">DXGI_OUTPUT_DESC</a>).</param>
    </summary>
  </member>
  <member name="IDXGIOutput5::DuplicateOutput1">
    <summary>
      <para>Allows specifying a list of supported formats for fullscreen surfaces that can be returned by the IDXGIOutputDuplication object.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/nf-dxgi1_5-idxgioutput5-duplicateoutput1" /></para>
      <param name="pDevice">A pointer to the Direct3D device interface that you can use to process the desktop image. This device must be created from the adapter to which the output is connected.</param>
      <param name="Flags">Reserved for future use; must be zero.</param>
      <param name="SupportedFormatsCount">Specifies the number of supported formats.</param>
      <param name="pSupportedFormats">Specifies an array, of length  <i>SupportedFormatsCount</i> of  <a href="https://docs.microsoft.com/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format">DXGI_FORMAT</a> entries.</param>
      <param name="ppOutputDuplication">A pointer to a variable that receives the new <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nn-dxgi1_2-idxgioutputduplication">IDXGIOutputDuplication</a> interface.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain1::GetBackgroundColor">
    <summary>
      <para>Retrieves the background color of the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiswapchain1-getbackgroundcolor" /></para>
      <param name="pColor">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-rgba">DXGI_RGBA</a> structure that receives the background color of the swap chain.</param>
    </summary>
  </member>
  <member name="IDXGIDisplayControl::IsStereoEnabled">
    <summary>
      <para>Retrieves a Boolean value that indicates whether the operating system's stereoscopic 3D display behavior is enabled.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgidisplaycontrol-isstereoenabled" /></para>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::PushEmptyStorageFilter">
    <summary>
      <para>Pushes an empty storage filter onto the storage-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-pushemptystoragefilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that pushes the empty storage filter.</param>
    </summary>
  </member>
  <member name="IDXGIKeyedMutex::ReleaseSync">
    <summary>
      <para>Using a key, releases exclusive rendering access to a shared resource.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgikeyedmutex-releasesync" /></para>
      <param name="Key">A value that indicates which device to give access to. This method succeeds when the device that currently owns the surface calls the <b>ReleaseSync</b> method using the same value. This value can be any UINT64 value.</param>
    </summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG">
    <summary>
      <para>Specifies color space support for the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/ne-dxgi1_4-dxgi_swap_chain_color_space_support_flag" /></para>
    </summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG::DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT">
    <summary>Color space support is present.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG::DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_OVERLAY_PRESENT">
    <summary>Overlay color space support is present.</summary>
  </member>
  <member name="IDXGIFactory1::EnumAdapters1">
    <summary>
      <para>Enumerates both adapters (video cards) with or without outputs.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgifactory1-enumadapters1" /></para>
      <param name="Adapter">The index of the adapter to enumerate.</param>
      <param name="ppAdapter">The address of a pointer to an <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiadapter1">IDXGIAdapter1</a> interface at the position specified by the <i>Adapter</i> parameter.  
          This parameter must not be <b>NULL</b>.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain">
    <summary>
      <para>An IDXGISwapChain interface implements one or more surfaces for storing rendered data before presenting it to an output.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgiswapchain" /></para>
    </summary>
  </member>
  <member name="DXGI_OVERLAY_SUPPORT_FLAG">
    <summary>
      <para>Specifies overlay support to check for in a call to IDXGIOutput3::CheckOverlaySupport.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/ne-dxgi1_3-dxgi_overlay_support_flag" /></para>
    </summary>
  </member>
  <member name="DXGI_OVERLAY_SUPPORT_FLAG::DXGI_OVERLAY_SUPPORT_FLAG_DIRECT">
    <summary>Direct overlay support.</summary>
  </member>
  <member name="DXGI_OVERLAY_SUPPORT_FLAG::DXGI_OVERLAY_SUPPORT_FLAG_SCALING">
    <summary>Scaling overlay support.</summary>
  </member>
  <member name="IDXGIFactoryMedia">
    <summary>
      <para>Creates swap chains for desktop media apps that use DirectComposition surfaces to decode and display video.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nn-dxgi1_3-idxgifactorymedia" /></para>
    </summary>
  </member>
  <member name="IDXGISwapChain1::Present1">
    <summary>
      <para>Presents a frame on the display screen.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiswapchain1-present1" /></para>
      <param name="SyncInterval">An integer that specifies how to synchronize presentation of a frame with the vertical blank.


For the bit-block transfer (bitblt) model (<a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_DISCARD</a>or <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_SEQUENTIAL</a>), values are:

<ul>
<li>0 - The presentation occurs immediately, there is no synchronization.</li>
<li>1 through 4 - Synchronize presentation after the <i>n</i>th vertical blank.</li>
</ul>
For the flip model (<a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</a>), values are:

<ul>
<li>0 - Cancel the remaining time on the previously presented frame and discard this frame if a newer frame is queued.
</li>
<li>1 through 4 - Synchronize presentation for at least <i>n</i> vertical blanks.</li>
</ul>
For an example that shows how sync-interval values affect a flip presentation queue, see Remarks.

If the update region straddles more than one output (each represented by <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nn-dxgi1_2-idxgioutput1">IDXGIOutput1</a>), <b>Present1</b> performs the synchronization to the output that contains the largest sub-rectangle of the target window's client area.</param>
      <param name="PresentFlags">An integer value that contains swap-chain presentation options. These options are defined by the <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-present">DXGI_PRESENT</a> constants.</param>
      <param name="pPresentParameters">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_present_parameters">DXGI_PRESENT_PARAMETERS</a> structure that describes updated rectangles and scroll information of the frame to present.</param>
    </summary>
  </member>
  <member name="DXGI_ADAPTER_DESC2">
    <summary>
      <para>Describes an adapter (or video card) that uses Microsoft DirectX Graphics Infrastructure (DXGI) 1.2.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ns-dxgi1_2-dxgi_adapter_desc2" /></para>
    </summary>
  </member>
  <member name="DXGI_ADAPTER_DESC2::Description">
    <summary>A string that contains the adapter description.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC2::VendorId">
    <summary>The PCI ID of the hardware vendor.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC2::DeviceId">
    <summary>The PCI ID of the hardware device.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC2::SubSysId">
    <summary>The PCI ID of the sub system.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC2::Revision">
    <summary>The PCI ID of the revision number of the adapter.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC2::DedicatedVideoMemory">
    <summary>The number of bytes of dedicated video memory that are not shared with the CPU.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC2::DedicatedSystemMemory">
    <summary>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.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC2::SharedSystemMemory">
    <summary>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.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC2::AdapterLuid">
    <summary>A unique value that identifies the adapter. See <a href="https://docs.microsoft.com/previous-versions/windows/hardware/drivers/ff549708(v=vs.85)">LUID</a> for a definition of the structure. <b>LUID</b> is defined in dxgi.h.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC2::Flags">
    <summary>A value of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_adapter_flag">DXGI_ADAPTER_FLAG</a> enumerated type that describes the adapter type.  The <b>DXGI_ADAPTER_FLAG_REMOTE</b> flag is reserved.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC2::GraphicsPreemptionGranularity">
    <summary>A value of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ne-dxgi1_2-dxgi_graphics_preemption_granularity">DXGI_GRAPHICS_PREEMPTION_GRANULARITY</a> enumerated type that describes the granularity level at which the GPU can be preempted from performing its current graphics rendering task.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC2::ComputePreemptionGranularity">
    <summary>A value of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ne-dxgi1_2-dxgi_compute_preemption_granularity">DXGI_COMPUTE_PREEMPTION_GRANULARITY</a> enumerated type that describes the granularity level at which the GPU can be preempted from performing its current compute task.</summary>
  </member>
  <member name="DXGI_OFFER_RESOURCE_PRIORITY">
    <summary>
      <para>Identifies the importance of a resource’s content when you call the IDXGIDevice2::OfferResources method to offer the resource.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ne-dxgi1_2-dxgi_offer_resource_priority" /></para>
    </summary>
  </member>
  <member name="DXGI_OFFER_RESOURCE_PRIORITY::DXGI_OFFER_RESOURCE_PRIORITY_LOW">
    <summary>The resource is low priority. The operating system discards a low priority resource before other offered resources with higher priority. It is a good programming practice to mark a resource as low priority if it has no useful content.</summary>
  </member>
  <member name="DXGI_OFFER_RESOURCE_PRIORITY::DXGI_OFFER_RESOURCE_PRIORITY_NORMAL">
    <summary>The resource is normal priority. You mark a resource as normal priority if it has  content that is easy to regenerate.</summary>
  </member>
  <member name="DXGI_OFFER_RESOURCE_PRIORITY::DXGI_OFFER_RESOURCE_PRIORITY_HIGH">
    <summary>The resource is high priority. The operating system discards other offered resources with lower priority before it discards a high priority resource.  You mark a resource as high priority if it has useful content that is difficult to regenerate.</summary>
  </member>
  <member name="IDXGIDevice::GetAdapter">
    <summary>
      <para>Returns the adapter for the specified device.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgidevice-getadapter" /></para>
      <param name="pAdapter">The address of an <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiadapter">IDXGIAdapter</a> interface pointer to the adapter.  This parameter must not be <b>NULL</b>.</param>
    </summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC1">
    <summary>
      <para>Describes a swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ns-dxgi1_2-dxgi_swap_chain_desc1" /></para>
    </summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC1::Width">
    <summary>A value that describes the resolution width. If you specify the width as zero when you call the 
      <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforhwnd">IDXGIFactory2::CreateSwapChainForHwnd</a> 
      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 
      <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgiswapchain1-getdesc1">IDXGISwapChain1::GetDesc1</a> method to 
      retrieve the assigned width value. You cannot specify the width as zero when you call the 
      <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforcomposition">IDXGIFactory2::CreateSwapChainForComposition</a> 
      method.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC1::Height">
    <summary>A value that describes the resolution height. If you specify the height as zero when you call the 
      <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforhwnd">IDXGIFactory2::CreateSwapChainForHwnd</a> 
      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 
      <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgiswapchain1-getdesc1">IDXGISwapChain1::GetDesc1</a> method to 
      retrieve the assigned height value. You cannot specify the height as zero when you call the 
      <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforcomposition">IDXGIFactory2::CreateSwapChainForComposition</a> 
      method.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC1::Format">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format">DXGI_FORMAT</a> structure that describes the 
      display format.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC1::Stereo">
    <summary>Specifies whether the full-screen display mode or the swap-chain back buffer is stereo. 
      <b>TRUE</b> if stereo; otherwise, <b>FALSE</b>. If you specify stereo, you 
      must also specify a flip-model swap chain (that is, a swap chain that has the 
      <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</a> 
      value set in the <b>SwapEffect</b> member).</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC1::SampleDesc">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgicommon/ns-dxgicommon-dxgi_sample_desc">DXGI_SAMPLE_DESC</a> structure that 
      describes multi-sampling parameters. This member is valid only with bit-block transfer (bitblt) model swap 
      chains.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC1::BufferUsage">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-usage">DXGI_USAGE</a>-typed value that describes the 
      surface usage and CPU access options for the back buffer. The back buffer can be used for shader input or 
      render-target output.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC1::BufferCount">
    <summary>A value that describes the number of buffers in the swap chain. When you create a full-screen swap chain, 
      you typically include the front buffer in this value.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC1::Scaling">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ne-dxgi1_2-dxgi_scaling">DXGI_SCALING</a>-typed value that identifies 
      resize behavior if the size of the back buffer is not equal to the target output.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC1::SwapEffect">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT</a>-typed value 
      that describes the presentation model that is used by the swap chain and options for handling the contents of 
      the presentation buffer after presenting a surface. You must specify the 
      <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</a> 
      value when you call the 
      <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforcomposition">IDXGIFactory2::CreateSwapChainForComposition</a> 
      method because this method supports only <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-flip-model">flip 
      presentation model</a>.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC1::AlphaMode">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ne-dxgi1_2-dxgi_alpha_mode">DXGI_ALPHA_MODE</a>-typed value that 
      identifies the transparency behavior of the swap-chain back buffer.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC1::Flags">
    <summary>A combination of 
     <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_chain_flag">DXGI_SWAP_CHAIN_FLAG</a>-typed values that are 
     combined by using a bitwise OR operation. The resulting value specifies options for swap-chain behavior.</summary>
  </member>
  <member name="IDXGIAdapter3">
    <summary>
      <para>This interface adds some memory residency methods, for budgeting and reserving physical memory.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nn-dxgi1_4-idxgiadapter3" /></para>
    </summary>
  </member>
  <member name="IDXGIDisplayControl">
    <summary>
      <para>The IDXGIDisplayControl interface exposes methods to indicate user preference for the operating system's stereoscopic 3D display behavior and to set stereoscopic 3D display status to enable or disable.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nn-dxgi1_2-idxgidisplaycontrol" /></para>
    </summary>
  </member>
  <member name="IDXGIResource::SetEvictionPriority">
    <summary>
      <para>Set the priority for evicting the resource from memory.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiresource-setevictionpriority" /></para>
      <param name="EvictionPriority" />
    </summary>
  </member>
  <member name="DXGI_OUTDUPL_POINTER_SHAPE_TYPE">
    <summary>
      <para>Identifies the type of pointer shape.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ne-dxgi1_2-dxgi_outdupl_pointer_shape_type" /></para>
    </summary>
  </member>
  <member name="DXGI_OUTDUPL_POINTER_SHAPE_TYPE::DXGI_OUTDUPL_POINTER_SHAPE_TYPE_MONOCHROME">
    <summary>The pointer type is a monochrome mouse pointer, which is  a monochrome bitmap. The bitmap's size is specified by width and height in a 1 bits per pixel (bpp) device independent bitmap (DIB) format AND mask that is followed by another 1 bpp DIB format XOR mask of the same size.</summary>
  </member>
  <member name="DXGI_OUTDUPL_POINTER_SHAPE_TYPE::DXGI_OUTDUPL_POINTER_SHAPE_TYPE_COLOR">
    <summary>The pointer type is a color mouse pointer, which is  a color bitmap. The bitmap's size is specified by width and height in a 32 bpp ARGB DIB format.</summary>
  </member>
  <member name="DXGI_OUTDUPL_POINTER_SHAPE_TYPE::DXGI_OUTDUPL_POINTER_SHAPE_TYPE_MASKED_COLOR">
    <summary>The pointer type is a masked color mouse pointer.  A masked color mouse pointer is a 32 bpp ARGB format bitmap with the mask value in the alpha bits. The only allowed mask values are 0 and 0xFF. When the mask value is 0, the RGB value should replace the screen pixel. When the mask value is 0xFF, an XOR operation is performed on the RGB value and the screen pixel; the result replaces the screen pixel.</summary>
  </member>
  <member name="IDXGISwapChain1::SetBackgroundColor">
    <summary>
      <para>Changes the background color of the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiswapchain1-setbackgroundcolor" /></para>
      <param name="pColor">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-rgba">DXGI_RGBA</a> structure that specifies the background color to set.</param>
    </summary>
  </member>
  <member name="DXGI_GPU_PREFERENCE">
    <summary>
      <para>The preference of GPU for the app to run on.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/ne-dxgi1_6-dxgi_gpu_preference" /></para>
    </summary>
  </member>
  <member name="DXGI_GPU_PREFERENCE::DXGI_GPU_PREFERENCE_UNSPECIFIED">
    <summary>No preference of GPU.</summary>
  </member>
  <member name="DXGI_GPU_PREFERENCE::DXGI_GPU_PREFERENCE_MINIMUM_POWER">
    <summary>Preference for the minimum-powered GPU (such as an integrated graphics processor, or iGPU).</summary>
  </member>
  <member name="DXGI_GPU_PREFERENCE::DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE">
    <summary>Preference for the highest performing GPU, such as a discrete graphics processor (dGPU) or external graphics processor (xGPU).</summary>
  </member>
  <member name="IDXGIAdapter3::RegisterHardwareContentProtectionTeardownStatusEvent">
    <summary>
      <para>Registers to receive notification of hardware content protection teardown events.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nf-dxgi1_4-idxgiadapter3-registerhardwarecontentprotectionteardownstatusevent" /></para>
      <param name="hEvent">A handle to the event object that the operating system sets when hardware content protection teardown occurs. The <a href="https://docs.microsoft.com/windows/desktop/api/synchapi/nf-synchapi-createeventa">CreateEvent</a> or <a href="https://docs.microsoft.com/windows/desktop/api/synchapi/nf-synchapi-openeventa">OpenEvent</a> function returns this handle.</param>
      <param name="pdwCookie">A pointer to a key value that an application can pass to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_4/nf-dxgi1_4-idxgiadapter3-unregisterhardwarecontentprotectionteardownstatus">IDXGIAdapter3::UnregisterHardwareContentProtectionTeardownStatus</a> method to unregister the notification event that <i>hEvent</i> specifies.</param>
    </summary>
  </member>
  <member name="IDXGIOutput::GetGammaControl">
    <summary>
      <para>Gets the gamma control settings.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgioutput-getgammacontrol" /></para>
      <param name="pArray">An array of gamma control settings (see <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173061(v=vs.85)">DXGI_GAMMA_CONTROL</a>).</param>
    </summary>
  </member>
  <member name="DXGI_RATIONAL">
    <summary>
      <para>Represents a rational number.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgicommon/ns-dxgicommon-dxgi_rational" /></para>
    </summary>
  </member>
  <member name="DXGI_RATIONAL::Numerator">
    <summary>An unsigned integer value representing the top of the rational number.</summary>
  </member>
  <member name="DXGI_RATIONAL::Denominator">
    <summary>An unsigned integer value representing the bottom of the rational number.</summary>
  </member>
  <member name="IDXGIDebug">
    <summary>
      <para>This interface controls debug settings, and can only be used if the debug layer is turned on.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nn-dxgidebug-idxgidebug" /></para>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::GetRetrievalFilterStackSize">
    <summary>
      <para>Gets the size of the retrieval-filter stack in bytes.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getretrievalfilterstacksize" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the size.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::ClearRetrievalFilter">
    <summary>
      <para>Removes a retrieval filter from the top of the retrieval-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-clearretrievalfilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that removes the filter.</param>
    </summary>
  </member>
  <member name="DXGI_ALPHA_MODE_UNSPECIFIED">
    <summary>
      <para>The alpha channel is not specified. This value has the same effect as <b>DXGI_ALPHA_MODE_IGNORE</b>.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dcomp/nf-dcomp-idcompositiondevice2-createsurface" /></para>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::PushStorageFilter">
    <summary>
      <para>Pushes a storage filter onto the storage-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-pushstoragefilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that pushes the filter.</param>
      <param name="pFilter">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ns-dxgidebug-dxgi_info_queue_filter">DXGI_INFO_QUEUE_FILTER</a> structure that describes the filter.</param>
    </summary>
  </member>
  <member name="DXGI_OFFER_RESOURCE_FLAGS">
    <summary>
      <para>Specifies flags for the OfferResources1 method.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/ne-dxgi1_5-dxgi_offer_resource_flags" /></para>
    </summary>
  </member>
  <member name="DXGI_OFFER_RESOURCE_FLAGS::DXGI_OFFER_RESOURCE_FLAG_ALLOW_DECOMMIT">
    <summary>Indicates the ability to allow memory de-commit by the DirectX Graphics Kernel.</summary>
  </member>
  <member name="IDXGISurface::Unmap">
    <summary>
      <para>Invalidate the pointer to the surface retrieved by IDXGISurface::Map and re-enable GPU access to the resource.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgisurface-unmap" /></para>
    </summary>
  </member>
  <member name="IDXGIOutput::GetGammaControlCapabilities">
    <summary>
      <para>Gets a description of the gamma-control capabilities.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgioutput-getgammacontrolcapabilities" /></para>
      <param name="pGammaCaps">A pointer to a  description of the gamma-control capabilities (see <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173062(v=vs.85)">DXGI_GAMMA_CONTROL_CAPABILITIES</a>).</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::AddApplicationMessage">
    <summary>
      <para>Adds a user-defined message to the message queue and sends that message to the debug output.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-addapplicationmessage" /></para>
      <param name="Severity">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ne-dxgidebug-dxgi_info_queue_message_severity">DXGI_INFO_QUEUE_MESSAGE_SEVERITY</a>-typed value that specifies the severity of the message.</param>
      <param name="pDescription">The message string.</param>
    </summary>
  </member>
  <member name="IDXGIOutputDuplication::UnMapDesktopSurface">
    <summary>
      <para>Invalidates the pointer to the desktop image that was retrieved by using IDXGIOutputDuplication::MapDesktopSurface.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgioutputduplication-unmapdesktopsurface" /></para>
    </summary>
  </member>
  <member name="IDXGIFactory5::CheckFeatureSupport">
    <summary>
      <para>Used to check for hardware feature support.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/nf-dxgi1_5-idxgifactory5-checkfeaturesupport" /></para>
      <param name="Feature">Specifies one member of  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_5/ne-dxgi1_5-dxgi_feature">DXGI_FEATURE</a> to query support for.</param>
      <param name="pFeatureSupportData">Specifies a pointer to a buffer that will be filled with data that describes the feature support.</param>
      <param name="FeatureSupportDataSize">The size, in bytes, of <i>pFeatureSupportData</i>.</param>
    </summary>
  </member>
  <member name="DXGI_RESOURCE_PRIORITY_MINIMUM__0x28000000_">
    <summary>
      <para>The resource is unused and can be evicted as soon as another resource requires the memory that the resource occupies.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiresource-setevictionpriority" /></para>
    </summary>
  </member>
  <member name="DXGI_FEATURE">
    <summary>
      <para>Specifies a range of hardware features, to be used when checking for feature support.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/ne-dxgi1_5-dxgi_feature" /></para>
    </summary>
  </member>
  <member name="DXGI_FEATURE::DXGI_FEATURE_PRESENT_ALLOW_TEARING">
    <summary>The display supports tearing, a requirement of variable refresh rate displays.</summary>
  </member>
  <member name="DXGI_RESOURCE_PRIORITY_NORMAL__0x78000000_">
    <summary>
      <para>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.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiresource-setevictionpriority" /></para>
    </summary>
  </member>
  <member name="DXGI_OUTDUPL_POINTER_POSITION">
    <summary>
      <para>The DXGI_OUTDUPL_POINTER_POSITION structure describes the position of the hardware cursor.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ns-dxgi1_2-dxgi_outdupl_pointer_position" /></para>
    </summary>
  </member>
  <member name="DXGI_OUTDUPL_POINTER_POSITION::Position">
    <summary>The position of the hardware cursor relative to the top-left of the adapter output.</summary>
  </member>
  <member name="DXGI_OUTDUPL_POINTER_POSITION::Visible">
    <summary>Specifies whether the hardware cursor is visible. <b>TRUE</b> if visible; otherwise, <b>FALSE</b>. If the hardware cursor is not visible, the calling application does not display the cursor in the client.</summary>
  </member>
  <member name="IDXGIAdapter1">
    <summary>
      <para>The IDXGIAdapter1 interface represents a display sub-system (including one or more GPU's, DACs and video memory).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgiadapter1" /></para>
    </summary>
  </member>
  <member name="IDXGISurface">
    <summary>
      <para>The IDXGISurface interface implements methods for image-data objects.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgisurface" /></para>
    </summary>
  </member>
  <member name="DXGI_OVERLAY_COLOR_SPACE_SUPPORT_FLAG">
    <summary>
      <para>Specifies support for overlay color space.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/ne-dxgi1_4-dxgi_overlay_color_space_support_flag" /></para>
    </summary>
  </member>
  <member name="DXGI_OVERLAY_COLOR_SPACE_SUPPORT_FLAG::DXGI_OVERLAY_COLOR_SPACE_SUPPORT_FLAG_PRESENT">
    <summary>Overlay color space support is present.</summary>
  </member>
  <member name="IDXGIInfoQueue::GetBreakOnCategory">
    <summary>
      <para>Determines whether the break on a message category is turned on or off.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getbreakoncategory" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the breaking status.</param>
      <param name="Category">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ne-dxgidebug-dxgi_info_queue_message_category">DXGI_INFO_QUEUE_MESSAGE_CATEGORY</a>-typed value that specifies the category of the message.</param>
    </summary>
  </member>
  <member name="IDXGIOutput2::SupportsOverlays">
    <summary>
      <para>Queries an adapter output for multiplane overlay support.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgioutput2-supportsoverlays" /></para>
    </summary>
  </member>
  <member name="IDXGISurface1::ReleaseDC">
    <summary>
      <para>Releases the GDI device context (DC) that is associated with the current surface and allows you to use Direct3D to render.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgisurface1-releasedc" /></para>
      <param name="pDirtyRect">A pointer to a <b>RECT</b> 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 <b>NULL</b>, <b>ReleaseDC</b> considers the whole surface as dirty. 
          Otherwise, <b>ReleaseDC</b> uses the area specified by the RECT as a performance hint to indicate what areas have been manipulated by GDI rendering.

You can pass a pointer to an empty <b>RECT</b> structure (a rectangle with no position or area) if you didn't change any content.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain1">
    <summary>
      <para>Provides presentation capabilities that are enhanced from IDXGISwapChain. These presentation capabilities consist of specifying dirty rectangles and scroll rectangle to optimize the presentation.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nn-dxgi1_2-idxgiswapchain1" /></para>
    </summary>
  </member>
  <member name="DXGI_INFO_QUEUE_FILTER_DESC">
    <summary>
      <para>Describes the types of messages to allow or deny to pass through a filter.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/ns-dxgidebug-dxgi_info_queue_filter_desc" /></para>
    </summary>
  </member>
  <member name="DXGI_INFO_QUEUE_FILTER_DESC::NumCategories">
    <summary>The number of message categories to allow or deny.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_FILTER_DESC::pCategoryList">
    <summary>An array of <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ne-dxgidebug-dxgi_info_queue_message_category">DXGI_INFO_QUEUE_MESSAGE_CATEGORY</a> enumeration values that describe the message categories to allow or deny. The array must have at least <b>NumCategories</b> number of elements.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_FILTER_DESC::NumSeverities">
    <summary>The number of message severity levels to allow or deny.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_FILTER_DESC::pSeverityList">
    <summary>An array of <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ne-dxgidebug-dxgi_info_queue_message_severity">DXGI_INFO_QUEUE_MESSAGE_SEVERITY</a> enumeration values that describe the message severity levels to allow or deny. The array must have at least <b>NumSeverities</b> number of elements.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_FILTER_DESC::NumIDs">
    <summary>The number of message IDs to allow or deny.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_FILTER_DESC::pIDList">
    <summary>An array of integers that represent the message IDs to allow or deny. The array must have at least <b>NumIDs</b> number of elements.</summary>
  </member>
  <member name="DXGI_SHARED_RESOURCE">
    <summary>
      <para>Represents a handle to a shared resource.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/ns-dxgi-dxgi_shared_resource" /></para>
    </summary>
  </member>
  <member name="DXGI_SHARED_RESOURCE::Handle">
    <summary>A handle to a shared resource.</summary>
  </member>
  <member name="IDXGIResource1">
    <summary>
      <para>An IDXGIResource1 interface extends the IDXGIResource interface by adding support for creating a subresource surface object and for creating a handle to a shared resource.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nn-dxgi1_2-idxgiresource1" /></para>
    </summary>
  </member>
  <member name="IDXGISurface::Map">
    <summary>
      <para>Get a pointer to the data contained in the surface, and deny GPU access to the surface.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgisurface-map" /></para>
      <param name="pLockedRect">A pointer to the surface data (see <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ns-dxgi-dxgi_mapped_rect">DXGI_MAPPED_RECT</a>).</param>
      <param name="MapFlags">CPU read-write flags. These flags can be combined with a logical OR.



<ul>
<li>DXGI_MAP_READ - Allow CPU read access.</li>
<li>DXGI_MAP_WRITE - Allow CPU write access.</li>
<li>DXGI_MAP_DISCARD - Discard the previous contents of a resource when it is mapped.</li>
</ul></param>
    </summary>
  </member>
  <member name="IDXGIAdapter2">
    <summary>
      <para>The IDXGIAdapter2 interface represents a display subsystem, which includes one or more GPUs, DACs, and video memory.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nn-dxgi1_2-idxgiadapter2" /></para>
    </summary>
  </member>
  <member name="IDXGIDebug1::EnableLeakTrackingForThread">
    <summary>
      <para>Starts tracking leaks for the current thread.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgidebug1-enableleaktrackingforthread" /></para>
    </summary>
  </member>
  <member name="IDXGIResource::GetEvictionPriority">
    <summary>
      <para>Get the eviction priority.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiresource-getevictionpriority" /></para>
      <param name="pEvictionPriority">A pointer to the eviction priority, which determines when a resource can be evicted from memory.  

The following defined values are possible.

<table>
<tr>
<th>Value</th>
<th>Meaning</th>
</tr>
<tr>
<td width="40%"><a id="DXGI_RESOURCE_PRIORITY_MINIMUM__0x28000000_"></a><a id="dxgi_resource_priority_minimum__0x28000000_"></a><a id="DXGI_RESOURCE_PRIORITY_MINIMUM__0X28000000_"></a><dl>
<dt><b>DXGI_RESOURCE_PRIORITY_MINIMUM (0x28000000)</b></dt>
</dl>
</td>
<td width="60%">
The resource is unused and can be evicted as soon as another resource requires the memory that the resource occupies.

</td>
</tr>
<tr>
<td width="40%"><a id="DXGI_RESOURCE_PRIORITY_LOW__0x50000000_"></a><a id="dxgi_resource_priority_low__0x50000000_"></a><a id="DXGI_RESOURCE_PRIORITY_LOW__0X50000000_"></a><dl>
<dt><b>DXGI_RESOURCE_PRIORITY_LOW (0x50000000)</b></dt>
</dl>
</td>
<td width="60%">
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.

</td>
</tr>
<tr>
<td width="40%"><a id="DXGI_RESOURCE_PRIORITY_NORMAL__0x78000000_"></a><a id="dxgi_resource_priority_normal__0x78000000_"></a><a id="DXGI_RESOURCE_PRIORITY_NORMAL__0X78000000_"></a><dl>
<dt><b>DXGI_RESOURCE_PRIORITY_NORMAL (0x78000000)</b></dt>
</dl>
</td>
<td width="60%">
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. 

</td>
</tr>
<tr>
<td width="40%"><a id="DXGI_RESOURCE_PRIORITY_HIGH__0xa0000000_"></a><a id="dxgi_resource_priority_high__0xa0000000_"></a><a id="DXGI_RESOURCE_PRIORITY_HIGH__0XA0000000_"></a><dl>
<dt><b>DXGI_RESOURCE_PRIORITY_HIGH (0xa0000000)</b></dt>
</dl>
</td>
<td width="60%">
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.

</td>
</tr>
<tr>
<td width="40%"><a id="DXGI_RESOURCE_PRIORITY_MAXIMUM__0xc8000000_"></a><a id="dxgi_resource_priority_maximum__0xc8000000_"></a><a id="DXGI_RESOURCE_PRIORITY_MAXIMUM__0XC8000000_"></a><dl>
<dt><b>DXGI_RESOURCE_PRIORITY_MAXIMUM (0xc8000000)</b></dt>
</dl>
</td>
<td width="60%">
The resource is evicted from memory only if there is no other way of resolving the memory requirement.

</td>
</tr>
</table></param>
    </summary>
  </member>
  <member name="IDXGIAdapter3::QueryVideoMemoryInfo">
    <summary>
      <para>This method informs the process of the current budget and process usage.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nf-dxgi1_4-idxgiadapter3-queryvideomemoryinfo" /></para>
      <param name="NodeIndex">Specifies the device's physical adapter for which the video memory information is queried.
            For single-GPU operation, set this to zero.
            If there are multiple GPU nodes, set this to the index of the node (the device's physical adapter) for which the video memory information is queried.
            See <a href="https://docs.microsoft.com/windows/win32/direct3d12/multi-engine">Multi-adapter systems</a>.</param>
      <param name="MemorySegmentGroup">Specifies a DXGI_MEMORY_SEGMENT_GROUP that identifies the group as local or non-local.</param>
      <param name="pVideoMemoryInfo">Fills in a DXGI_QUERY_VIDEO_MEMORY_INFO structure with the current values.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain2::GetMaximumFrameLatency">
    <summary>
      <para>Gets the number of frames that the swap chain is allowed to queue for rendering.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgiswapchain2-getmaximumframelatency" /></para>
      <param name="pMaxLatency">The maximum number of back buffer frames that will be queued for the swap chain. This value is 1 by default, but should be set to 2 if the scene takes longer than it takes for one vertical refresh (typically about 16ms) to draw.</param>
    </summary>
  </member>
  <member name="IDXGIDevice3::Trim">
    <summary>
      <para>Trims the graphics memory allocated by the IDXGIDevice3 DXGI device on the app's behalf.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgidevice3-trim" /></para>
    </summary>
  </member>
  <member name="IDXGISwapChain2::SetMaximumFrameLatency">
    <summary>
      <para>Sets the number of frames that the swap chain is allowed to queue for rendering.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgiswapchain2-setmaximumframelatency" /></para>
      <param name="MaxLatency">The maximum number of back buffer frames that will be queued for the swap chain. This value is 1 by default.</param>
    </summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_SEVERITY">
    <summary>
      <para>Values that specify debug message severity levels for an information queue.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/ne-dxgidebug-dxgi_info_queue_message_severity" /></para>
    </summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_SEVERITY::DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION">
    <summary>Defines some type of corruption that has occurred.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_SEVERITY::DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR">
    <summary>Defines an error message.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_SEVERITY::DXGI_INFO_QUEUE_MESSAGE_SEVERITY_WARNING">
    <summary>Defines a warning message.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_SEVERITY::DXGI_INFO_QUEUE_MESSAGE_SEVERITY_INFO">
    <summary>Defines an information message.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE_SEVERITY::DXGI_INFO_QUEUE_MESSAGE_SEVERITY_MESSAGE">
    <summary>Defines a message other than corruption, error, warning, or information.</summary>
  </member>
  <member name="IDXGISwapChain1::GetFullscreenDesc">
    <summary>
      <para>Gets a description of a full-screen swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiswapchain1-getfullscreendesc" /></para>
      <param name="pDesc">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_swap_chain_fullscreen_desc">DXGI_SWAP_CHAIN_FULLSCREEN_DESC</a>  structure that describes the full-screen swap chain.</param>
    </summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FULLSCREEN_DESC">
    <summary>
      <para>Describes full-screen mode for a swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ns-dxgi1_2-dxgi_swap_chain_fullscreen_desc" /></para>
    </summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FULLSCREEN_DESC::RefreshRate">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgicommon/ns-dxgicommon-dxgi_rational">DXGI_RATIONAL</a> structure that describes the refresh rate in hertz.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FULLSCREEN_DESC::ScanlineOrdering">
    <summary>A member of the <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173067(v=vs.85)">DXGI_MODE_SCANLINE_ORDER</a> enumerated type that describes the scan-line drawing mode.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FULLSCREEN_DESC::Scaling">
    <summary>A member of the <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173066(v=vs.85)">DXGI_MODE_SCALING</a> enumerated type that describes the scaling mode.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FULLSCREEN_DESC::Windowed">
    <summary>A Boolean value that specifies whether the swap chain is in windowed mode. <b>TRUE</b> if the swap chain is in windowed mode; otherwise, <b>FALSE</b>.</summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS">
    <summary>
      <para>Describes timing and presentation statistics for a frame.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/ns-dxgi-dxgi_frame_statistics" /></para>
    </summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS::PresentCount">
    <summary>A value that represents the running total count of times that an image was presented to the monitor since the computer booted.

<div class="alert"><b>Note</b>  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 <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiswapchain-present">IDXGISwapChain::Present</a> or <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgiswapchain1-present1">IDXGISwapChain1::Present1</a>.</div>
<div> </div></summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS::PresentRefreshCount">
    <summary>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).</summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS::SyncRefreshCount">
    <summary>A value that represents  the running total count of v-blanks when the scheduler last sampled the machine time by calling <a href="https://docs.microsoft.com/windows/desktop/api/profileapi/nf-profileapi-queryperformancecounter">QueryPerformanceCounter</a> and that have happened since the computer booted (for windowed mode, since the swap chain was created).</summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS::SyncQPCTime">
    <summary>A value that represents the high-resolution performance counter timer. 
        This value is the same as the value returned by the <a href="https://docs.microsoft.com/windows/desktop/api/profileapi/nf-profileapi-queryperformancecounter">QueryPerformanceCounter</a> 
        function.</summary>
  </member>
  <member name="DXGI_FRAME_STATISTICS::SyncGPUTime">
    <summary>Reserved. Always returns 0.</summary>
  </member>
  <member name="IDXGIOutputDuplication::GetFrameMoveRects">
    <summary>
      <para>Gets information about the moved rectangles for the current desktop frame.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgioutputduplication-getframemoverects" /></para>
      <param name="MoveRectsBufferSize">The size in bytes of the buffer that the caller passed to the  <i>pMoveRectBuffer</i> parameter.</param>
      <param name="pMoveRectBuffer">A pointer to an array of 
       <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_outdupl_move_rect">DXGI_OUTDUPL_MOVE_RECT</a> structures 
       that identifies the moved rectangle regions for the desktop frame.</param>
      <param name="pMoveRectsBufferSizeRequired">Pointer to a variable that receives the number of bytes that 
       <b>GetFrameMoveRects</b> 
       needs to store information about moved regions in the buffer at <i>pMoveRectBuffer</i>.

For more information about returning the required buffer size, see Remarks.</param>
    </summary>
  </member>
  <member name="IDXGIOutput::GetFrameStatistics">
    <summary>
      <para>Gets statistics about recently rendered frames.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgioutput-getframestatistics" /></para>
      <param name="pStats">A pointer to frame statistics (see <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ns-dxgi-dxgi_frame_statistics">DXGI_FRAME_STATISTICS</a>).</param>
    </summary>
  </member>
  <member name="IDXGIOutput1::DuplicateOutput">
    <summary>
      <para>Creates a desktop duplication interface from the IDXGIOutput1 interface that represents an adapter output.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgioutput1-duplicateoutput" /></para>
      <param name="pDevice">A pointer to the Direct3D device interface that you can use to process the desktop image. This device must be created from the adapter to which the output is connected.</param>
      <param name="ppOutputDuplication">A pointer to a variable that receives the new <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nn-dxgi1_2-idxgioutputduplication">IDXGIOutputDuplication</a> interface.</param>
    </summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1">
    <summary>
      <para>Describes an output or physical connection between the adapter (video card) and a device, including additional information about color capabilities and connection type.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/ns-dxgi1_6-dxgi_output_desc1" /></para>
    </summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::DeviceName">
    <summary>A string that contains the name of the output device.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::DesktopCoordinates">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/windef/ns-windef-rect">RECT</a> structure containing the bounds of the output in desktop coordinates. Desktop coordinates depend on the dots per inch (DPI) of the desktop.
	  For info about writing DPI-aware Win32 apps, see <a href="https://docs.microsoft.com/windows/desktop/hidpi/high-dpi-desktop-application-development-on-windows">High DPI</a>.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::AttachedToDesktop">
    <summary>True if the output is attached to the desktop; otherwise, false.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::Rotation">
    <summary>A member of the <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173065(v=vs.85)">DXGI_MODE_ROTATION</a> enumerated type describing on how an image is rotated by the output.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::Monitor">
    <summary>An <a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">HMONITOR</a> handle that represents the display monitor. For more information, see <a href="https://docs.microsoft.com/windows/desktop/gdi/hmonitor-and-the-device-context">HMONITOR and the Device Context</a>.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::BitsPerColor">
    <summary>The number of bits per color channel for the active wire format of the display attached to this output.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::ColorSpace">
    <summary>The current advanced color capabilities of the display attached to this output. Specifically, whether its capable of reproducing color and luminance values outside of the sRGB color space.
	    A value of DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 indicates that the display is limited to SDR/sRGB; A value of DXGI_COLOR_SPACE_RGB_FULL_G2048_NONE_P2020 indicates that the display supports
	    advanced color capabilities.

For detailed luminance and color capabilities, see additional members of this struct.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::RedPrimary">
    <summary>The red color primary, in xy coordinates, of the display attached to this output. This value will usually come from the EDID of the corresponding display or sometimes from an override.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::GreenPrimary">
    <summary>The green color primary, in xy coordinates, of the display attached to this output. This value will usually come from the EDID of the corresponding display or sometimes from an override.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::BluePrimary">
    <summary>The blue color primary, in xy coordinates, of the display attached to this output. This value will usually come from the EDID of the corresponding display or sometimes from an override.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::WhitePoint">
    <summary>The white point, in xy coordinates, of the display attached to this output. This value will usually come from the EDID of the corresponding display or sometimes from an override.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::MinLuminance">
    <summary>The minimum luminance, in nits, that the display attached to this output is capable of rendering. Content should not exceed this minimum value for optimal rendering. This value will
	  usually come from the EDID of the corresponding display or sometimes from an override.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::MaxLuminance">
    <summary>The maximum luminance, in nits, that the display attached to this output is capable of rendering; this value is likely only valid for a small area of the panel. Content should not exceed
	  this minimum value for optimal rendering. This value will usually come from the EDID of the corresponding display or sometimes from an override.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC1::MaxFullFrameLuminance">
    <summary>The maximum luminance, in nits, that the display attached to this output is capable of rendering; unlike MaxLuminance, this value is valid for a color that fills the entire area of the
	  panel. Content should not exceed this value across the entire panel for optimal rendering. This value will usually come from the EDID of the corresponding display or sometimes from an
	  override.</summary>
  </member>
  <member name="IDXGIOutput1">
    <summary>
      <para>An IDXGIOutput1 interface represents an adapter output (such as a monitor).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nn-dxgi1_2-idxgioutput1" /></para>
    </summary>
  </member>
  <member name="IDXGIDebug1::DisableLeakTrackingForThread">
    <summary>
      <para>Stops tracking leaks for the current thread.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgidebug1-disableleaktrackingforthread" /></para>
    </summary>
  </member>
  <member name="IDXGIFactory::GetWindowAssociation">
    <summary>
      <para>Get the window through which the user controls the transition to and from full screen.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgifactory-getwindowassociation" /></para>
      <param name="pWindowHandle">A pointer to a window handle.</param>
    </summary>
  </member>
  <member name="IDXGIResource1::CreateSharedHandle">
    <summary>
      <para>Creates a handle to a shared resource. You can then use the returned handle with multiple Direct3D devices.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiresource1-createsharedhandle" /></para>
      <param name="pAttributes">A pointer to a <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/aa379560(v=vs.85)">SECURITY_ATTRIBUTES</a> 
       structure that contains two separate but related data members: an optional security descriptor, and a Boolean 
       value that determines whether child processes can inherit the returned handle.

Set this parameter to <b>NULL</b> if you want child processes that the 
       application might create to not  inherit  the handle returned by 
       <b>CreateSharedHandle</b>, and if you want the resource that is associated with the returned handle to get a default security 
       descriptor.

The <b>lpSecurityDescriptor</b> member of the structure specifies a 
       <a href="https://docs.microsoft.com/windows/desktop/api/winnt/ns-winnt-security_descriptor">SECURITY_DESCRIPTOR</a> for the resource. Set 
       this member to <b>NULL</b> if you want the runtime to assign a default security descriptor to the resource that is associated with the returned handle. The ACLs in the default security descriptor for the resource come from the primary or impersonation token of the creator. For more info, see <a href="https://docs.microsoft.com/windows/desktop/Sync/synchronization-object-security-and-access-rights">Synchronization Object Security and Access Rights</a>.</param>
      <param name="dwAccess">The requested access rights to the resource.  In addition to the <a href="https://docs.microsoft.com/windows/desktop/SecAuthZ/generic-access-rights">generic access rights</a>, DXGI defines the following values:

<ul>
<li><b>DXGI_SHARED_RESOURCE_READ</b> ( 0x80000000L ) - specifies read access to the resource.</li>
<li><b>DXGI_SHARED_RESOURCE_WRITE</b>	( 1 ) - specifies  write access to the resource.</li>
</ul>
You can combine these values by using a bitwise OR operation.</param>
      <param name="lpName">The name of the resource to share. The name is limited to MAX_PATH characters. Name comparison is case sensitive. 

You will need the resource name if you call the <a href="https://docs.microsoft.com/windows/desktop/api/d3d11_1/nf-d3d11_1-id3d11device1-opensharedresourcebyname">ID3D11Device1::OpenSharedResourceByName</a> method to access the shared resource by name. If you instead call the <a href="https://docs.microsoft.com/windows/desktop/api/d3d11_1/nf-d3d11_1-id3d11device1-opensharedresource1">ID3D11Device1::OpenSharedResource1</a> method to access the shared resource by handle, set this parameter to <b>NULL</b>.

If <i>lpName</i> matches the name of an existing resource, <b>CreateSharedHandle</b> fails with <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-error">DXGI_ERROR_NAME_ALREADY_EXISTS</a>. This occurs because these objects share the same namespace.

The name can have a "Global\" or "Local\" prefix to explicitly create the object in the global or session namespace. The remainder of the name can contain any character except the backslash character (\\). For more information, see 
<a href="https://docs.microsoft.com/windows/desktop/TermServ/kernel-object-namespaces">Kernel Object Namespaces</a>. Fast user switching is implemented using Terminal Services sessions. Kernel object names must follow the guidelines outlined for Terminal Services so that applications can support multiple users.

The object can be created in a private namespace. For more information, see <a href="https://docs.microsoft.com/windows/desktop/Sync/object-namespaces">Object Namespaces</a>.</param>
      <param name="pHandle">A pointer to a variable that receives the NT HANDLE value to the resource to share.  You can  use this handle in calls to access the resource.</param>
    </summary>
  </member>
  <member name="IDXGIFactory::EnumAdapters">
    <summary>
      <para>Enumerates the adapters (video cards).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgifactory-enumadapters" /></para>
      <param name="Adapter">The index of the adapter to enumerate.</param>
      <param name="ppAdapter">The address of a pointer to an <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiadapter">IDXGIAdapter</a> interface at the position specified by the <i>Adapter</i> parameter.  This parameter must not be <b>NULL</b>.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::PushCopyOfStorageFilter">
    <summary>
      <para>Pushes a copy of the storage filter that is currently on the top of the storage-filter stack onto the storage-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-pushcopyofstoragefilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that pushes the copy of the storage filter.</param>
    </summary>
  </member>
  <member name="IDXGIOutput::ReleaseOwnership">
    <summary>
      <para>Releases ownership of the output.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgioutput-releaseownership" /></para>
    </summary>
  </member>
  <member name="IDXGISurface1::GetDC">
    <summary>
      <para>Returns a device context (DC) that allows you to render to a Microsoft DirectX Graphics Infrastructure (DXGI) surface using Windows Graphics Device Interface (GDI).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgisurface1-getdc" /></para>
      <param name="Discard">A Boolean value that specifies whether to preserve Direct3D contents in the GDI DC. <b>TRUE</b> directs the runtime not to preserve Direct3D contents in the GDI DC; that is, the runtime discards the Direct3D contents. <b>FALSE</b> guarantees that Direct3D contents are available in the GDI DC.</param>
      <param name="phdc">A pointer to an <a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">HDC</a> handle that represents the current device context for GDI rendering.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::AddStorageFilterEntries">
    <summary>
      <para>Adds storage filters to the top of the storage-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-addstoragefilterentries" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that produced the filters.</param>
      <param name="pFilter">An array of <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ns-dxgidebug-dxgi_info_queue_filter">DXGI_INFO_QUEUE_FILTER</a> structures that describe the filters.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::GetBreakOnSeverity">
    <summary>
      <para>Determines whether the break on a message severity level is turned on or off.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getbreakonseverity" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the breaking status.</param>
      <param name="Severity">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ne-dxgidebug-dxgi_info_queue_message_severity">DXGI_INFO_QUEUE_MESSAGE_SEVERITY</a>-typed value that specifies the severity of the message.</param>
    </summary>
  </member>
  <member name="DXGI_OUTPUT_DESC">
    <summary>
      <para>Describes an output or physical connection between the adapter (video card) and a device.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/ns-dxgi-dxgi_output_desc" /></para>
    </summary>
  </member>
  <member name="DXGI_OUTPUT_DESC::DeviceName">
    <summary>A string that contains the name of the output device.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC::DesktopCoordinates">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/windef/ns-windef-rect">RECT</a> structure containing the bounds of the output in desktop coordinates. Desktop coordinates depend on the dots per inch (DPI) of the desktop.
For info about writing DPI-aware Win32 apps, see <a href="https://docs.microsoft.com/windows/desktop/hidpi/high-dpi-desktop-application-development-on-windows">High DPI</a>.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC::AttachedToDesktop">
    <summary>True if the output is attached to the desktop; otherwise, false.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC::Rotation">
    <summary>A member of the <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173065(v=vs.85)">DXGI_MODE_ROTATION</a> enumerated type describing on how an image is rotated by the output.</summary>
  </member>
  <member name="DXGI_OUTPUT_DESC::Monitor">
    <summary>An <a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">HMONITOR</a> handle that represents the display monitor. For more information, see <a href="https://docs.microsoft.com/windows/desktop/gdi/hmonitor-and-the-device-context">HMONITOR and the Device Context</a>.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FLAG">
    <summary>
      <para>Options for swap-chain behavior.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/ne-dxgi-dxgi_swap_chain_flag" /></para>
    </summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FLAG::DXGI_SWAP_CHAIN_FLAG_NONPREROTATED">
    <summary>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.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FLAG::DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH">
    <summary>Set this flag to enable an application to switch modes by calling <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiswapchain-resizetarget">IDXGISwapChain::ResizeTarget</a>. 
        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.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FLAG::DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE">
    <summary>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 <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgisurface1-getdc">IDXGISurface1::GetDC</a> on the 0th back buffer or a surface.

This flag is not applicable for Direct3D 12.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FLAG::DXGI_SWAP_CHAIN_FLAG_RESTRICTED_CONTENT">
    <summary>Set this flag to indicate that the swap chain might contain protected content; therefore, the operating system supports the creation of the swap chain only when driver and hardware protection is used.  If the driver and hardware do not support content protection, the call to create a resource for the swap chain fails.

<b>Direct3D 11:  </b>This enumeration value is supported starting with Windows 8.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FLAG::DXGI_SWAP_CHAIN_FLAG_RESTRICT_SHARED_RESOURCE_DRIVER">
    <summary>Set this flag to indicate that shared resources that are created within the swap chain must be protected by using the driver’s mechanism for restricting access to shared surfaces.

<b>Direct3D 11:  </b>This enumeration value is supported starting with Windows 8.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FLAG::DXGI_SWAP_CHAIN_FLAG_DISPLAY_ONLY">
    <summary>Set this flag to restrict presented content to the local displays. Therefore, the presented content is not accessible via remote accessing or through the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nn-dxgi1_2-idxgioutputduplication">desktop duplication APIs</a>.  

This flag supports the window content protection features of Windows. Applications can use this flag to protect their own onscreen window content from being captured or copied through a specific set of public operating system features and APIs.

If you use this flag with windowed (<a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">HWND</a> or <b>IWindow</b>) swap chains where another process created the <b>HWND</b>, the owner of the <b>HWND</b> must use the  <a href="https://docs.microsoft.com/windows/desktop/api/winuser/nf-winuser-setwindowdisplayaffinity">SetWindowDisplayAffinity</a> function appropriately in order to allow calls to <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiswapchain-present">IDXGISwapChain::Present</a> or <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgiswapchain1-present1">IDXGISwapChain1::Present1</a> to succeed.


<b>Direct3D 11:  </b>This enumeration value is supported starting with Windows 8.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FLAG::DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT">
    <summary>Set this flag to create a waitable object you can use to ensure rendering does not begin while a frame is still being presented. When this flag is used, the swapchain's latency must be set with the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_3/nf-dxgi1_3-idxgiswapchain2-setmaximumframelatency">IDXGISwapChain2::SetMaximumFrameLatency</a> API instead of <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgidevice1-setmaximumframelatency">IDXGIDevice1::SetMaximumFrameLatency</a>.

This flag isn't supported in full-screen mode, unless the render API is Direct3D 12.

<b>Note</b>  This enumeration value is supported starting with Windows 8.1.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FLAG::DXGI_SWAP_CHAIN_FLAG_FOREGROUND_LAYER">
    <summary>Set this flag to create a swap chain in the foreground layer for multi-plane rendering. This flag can only be used with <a href="https://docs.microsoft.com/uwp/api/Windows.UI.Core.CoreWindow">CoreWindow</a> swap chains, which are created with <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforcorewindow">CreateSwapChainForCoreWindow</a>. Apps should not create foreground swap chains if <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_3/nf-dxgi1_3-idxgioutput2-supportsoverlays">IDXGIOutput2::SupportsOverlays</a> indicates that hardware support for overlays is not available.

Note that <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiswapchain-resizebuffers">IDXGISwapChain::ResizeBuffers</a> cannot be used to add or remove this flag.

<b>Note</b>  This enumeration value is supported starting with Windows 8.1.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FLAG::DXGI_SWAP_CHAIN_FLAG_FULLSCREEN_VIDEO">
    <summary>Set this flag to create a swap chain for full-screen video. 

<b>Note</b>  This enumeration value is supported starting with Windows 8.1.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FLAG::DXGI_SWAP_CHAIN_FLAG_YUV_VIDEO">
    <summary>Set this flag to create a swap chain for YUV video.

<b>Note</b>  This enumeration value is supported starting with Windows 8.1.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FLAG::DXGI_SWAP_CHAIN_FLAG_HW_PROTECTED">
    <summary>Indicates that the swap chain should be created such that all underlying resources can be protected by the hardware.  Resource creation will fail if hardware content protection is not supported.

This flag has the following restrictions:

<ul>
<li>This flag can only be used with swap effect <b>DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</b>.</li>
</ul>
<div class="alert"><b>Note</b>  Creating a swap chain using this flag does not automatically guarantee that hardware protection will be enabled for the underlying allocation. Some implementations require that the DRM components are first initialized prior to any guarantees of protection.</div>
<div> </div>
<b>Note</b>  This enumeration value is supported starting with Windows 10.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_FLAG::DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING">
    <summary>Tearing support is a requirement to enable displays that support variable refresh rates to function properly when the application presents a swap chain tied to a full screen borderless window.  Win32 apps can already achieve tearing in fullscreen exclusive mode by calling <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiswapchain-setfullscreenstate">SetFullscreenState</a>(TRUE), but the recommended approach for Win32 developers is to use this tearing flag instead. This flag requires the use of a <b>DXGI_SWAP_EFFECT_FLIP_*</b> swap effect.

To check for hardware support of this feature, refer to <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_5/nf-dxgi1_5-idxgifactory5-checkfeaturesupport">IDXGIFactory5::CheckFeatureSupport</a>. For usage information refer to <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiswapchain-present">IDXGISwapChain::Present</a> and the <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-present">DXGI_PRESENT</a> flags.</summary>
  </member>
  <member name="DXGI_MULTIPLANE_OVERLAY_YCbCr_FLAGS">
    <summary>
      <para>Options for swap-chain color space.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/ne-dxgi1_3-dxgi_multiplane_overlay_ycbcr_flags" /></para>
    </summary>
  </member>
  <member name="DXGI_MULTIPLANE_OVERLAY_YCbCr_FLAGS::DXGI_MULTIPLANE_OVERLAY_YCbCr_FLAG_NOMINAL_RANGE">
    <summary>Specifies nominal range YCbCr, which isn't an absolute color space, but a way of encoding RGB info.</summary>
  </member>
  <member name="DXGI_MULTIPLANE_OVERLAY_YCbCr_FLAGS::DXGI_MULTIPLANE_OVERLAY_YCbCr_FLAG_BT709">
    <summary>Specifies BT.709, which standardizes the format of high-definition television and has 16:9 (widescreen) aspect ratio.</summary>
  </member>
  <member name="DXGI_MULTIPLANE_OVERLAY_YCbCr_FLAGS::DXGI_MULTIPLANE_OVERLAY_YCbCr_FLAG_xvYCC">
    <summary>Specifies xvYCC or extended-gamut YCC (also x.v.Color) color space that can be used in the video electronics of television sets to support a gamut 1.8 times as large as that of the sRGB color space.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC1">
    <summary>
      <para>Describes an adapter (or video card) using DXGI 1.1.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/ns-dxgi-dxgi_adapter_desc1" /></para>
    </summary>
  </member>
  <member name="DXGI_ADAPTER_DESC1::Description">
    <summary>A string that contains the adapter description. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter1-getdesc1">GetDesc1</a> returns “Software Adapter” for the description string.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC1::VendorId">
    <summary>The PCI ID of the hardware vendor. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter1-getdesc1">GetDesc1</a> returns zeros for the PCI ID of the hardware vendor.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC1::DeviceId">
    <summary>The PCI ID of the hardware device. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter1-getdesc1">GetDesc1</a> returns zeros for the PCI ID of the hardware device.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC1::SubSysId">
    <summary>The PCI ID of the sub system. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter1-getdesc1">GetDesc1</a> returns zeros for the PCI ID of the sub system.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC1::Revision">
    <summary>The PCI ID of the revision number of the adapter. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter1-getdesc1">GetDesc1</a> returns zeros for the PCI ID of the revision number of the adapter.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC1::DedicatedVideoMemory">
    <summary>The number of bytes of dedicated video memory that are not shared with the CPU.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC1::DedicatedSystemMemory">
    <summary>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.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC1::SharedSystemMemory">
    <summary>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.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC1::AdapterLuid">
    <summary>A unique value that identifies the adapter. See <a href="https://docs.microsoft.com/previous-versions/windows/hardware/drivers/ff549708(v=vs.85)">LUID</a> for a definition of the structure. <b>LUID</b> is defined in dxgi.h.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC1::Flags">
    <summary>A value of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_adapter_flag">DXGI_ADAPTER_FLAG</a> enumerated type that describes the adapter type.  The <b>DXGI_ADAPTER_FLAG_REMOTE</b> flag is reserved.</summary>
  </member>
  <member name="IDXGIInfoQueue::GetNumMessagesDiscardedByMessageCountLimit">
    <summary>
      <para>Gets the number of messages that were discarded due to the message count limit.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getnummessagesdiscardedbymessagecountlimit" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the number.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::GetNumStoredMessagesAllowedByRetrievalFilters">
    <summary>
      <para>Gets the number of messages that can pass through a retrieval filter.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getnumstoredmessagesallowedbyretrievalfilters" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the number.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::ClearStoredMessages">
    <summary>
      <para>Clears all messages from the message queue.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-clearstoredmessages" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that clears the messages.</param>
    </summary>
  </member>
  <member name="IDXGIFactoryMedia::CreateDecodeSwapChainForCompositionSurfaceHandle">
    <summary>
      <para>Creates a YUV swap chain for an existing DirectComposition surface handle.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgifactorymedia-createdecodeswapchainforcompositionsurfacehandle" /></para>
      <param name="pDevice">A pointer to the Direct3D device for the swap chain. This parameter cannot be <b>NULL</b>. 
            Software drivers, like <a href="https://docs.microsoft.com/windows/desktop/api/d3dcommon/ne-d3dcommon-d3d_driver_type">D3D_DRIVER_TYPE_REFERENCE</a>, are not supported for composition swap chains.</param>
      <param name="hSurface">A handle to an existing <a href="https://docs.microsoft.com/windows/desktop/directcomp/reference">DirectComposition</a> surface. This parameter cannot be <b>NULL</b>.</param>
      <param name="pDesc">A pointer to a  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_3/ns-dxgi1_3-dxgi_decode_swap_chain_desc">DXGI_DECODE_SWAP_CHAIN_DESC</a> structure for the swap-chain description. 
            This parameter cannot be <b>NULL</b>.</param>
      <param name="pYuvDecodeBuffers">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiresource">IDXGIResource</a> interface that represents the resource that contains the info 
            that <b>CreateDecodeSwapChainForCompositionSurfaceHandle</b> decodes.</param>
      <param name="pRestrictToOutput">A pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgioutput">IDXGIOutput</a> interface for the swap chain to restrict content to. If the swap chain 
              is moved to a different output, the content is black. You can optionally set this parameter to an output target that 
              uses <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-present">DXGI_PRESENT_RESTRICT_TO_OUTPUT</a> to restrict 
              the content on this output. If the swap chain is moved to a different output, the content is black.
            

You must also pass the <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-present">DXGI_PRESENT_RESTRICT_TO_OUTPUT</a> flag in a 
              present call to force the content to appear blacked out on any other output. If you want to restrict the content to a different output, you must create a new swap chain. 
              However, you can conditionally restrict content 
              based on the <b>DXGI_PRESENT_RESTRICT_TO_OUTPUT</b> flag.
            

Set this parameter to <b>NULL</b> if you don't want to restrict content to an output target.</param>
      <param name="ppSwapChain">A pointer to a variable that receives a pointer to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_3/nn-dxgi1_3-idxgidecodeswapchain">IDXGIDecodeSwapChain</a> interface for the 
            swap chain that this method creates.</param>
    </summary>
  </member>
  <member name="IDXGISwapChainMedia">
    <summary>
      <para>This swap chain interface allows desktop media applications to request a seamless change to a specific refresh rate.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nn-dxgi1_3-idxgiswapchainmedia" /></para>
    </summary>
  </member>
  <member name="IDXGISwapChain::GetDesc">
    <summary>
      <para>Get a description of the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiswapchain-getdesc" /></para>
      <param name="pDesc">A pointer to the swap-chain description (see <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ns-dxgi-dxgi_swap_chain_desc">DXGI_SWAP_CHAIN_DESC</a>).</param>
    </summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE">
    <summary>
      <para>Specifies color space types.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgicommon/ne-dxgicommon-dxgi_color_space_type" /></para>
    </summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>RGB</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>0-255</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.2</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Image</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.709</td>
</tr>
</table>
 

This is the standard definition for sRGB. 

	  Note that this is often implemented with a linear segment, but in that case the exponent is corrected to stay aligned with a gamma 2.2 curve. 

	  This is usually used with 8 or 10 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>RGB</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>0-255</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>1.0</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Image</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.709</td>
</tr>
</table>
 

This is the standard definition for scRGB, and is usually used with 16 bit integer, 16 bit floating point, or 32 bit floating point color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_RGB_STUDIO_G22_NONE_P709">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>RGB</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.2</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Image</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.709</td>
</tr>
</table>
 

This is the standard definition for ITU-R Recommendation BT.709. Note that due to the inclusion of a linear segment, the transfer curve looks similar to a pure exponential gamma of 1.9. 

	  This is usually used with 8 or 10 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_RGB_STUDIO_G22_NONE_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>RGB</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.2</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Image</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_RESERVED">
    <summary>Reserved.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_FULL_G22_NONE_P709_X601">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCbCr</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>0-255</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.2</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Image</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.709</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Transfer Matrix</a></td>
<td>BT.601</td>
</tr>
</table>
 

This definition is commonly used for JPG, and is usually used with 8, 10, or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P601">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCbCr</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.2</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.601</td>
</tr>
</table>
 

This definition is commonly used for MPEG2, and  is usually used with 8, 10, or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P601">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCbCr</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>0-255</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.2</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.601</td>
</tr>
</table>
 

This is sometimes used for H.264 camera capture, and is usually used with 8, 10, or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCbCr</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.2</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.709</td>
</tr>
</table>
 

This definition is commonly used for H.264 and HEVC, and is usually used with 8, 10, or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P709">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCbCr</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>0-255</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.2</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.709</td>
</tr>
</table>
 

This is sometimes used for H.264 camera capture, and is usually used with 8, 10, or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCbCr</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.2</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This definition may be used by HEVC, and is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCbCr</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>0-255</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.2</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>RGB</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>0-255</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2084</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Image</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_LEFT_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCbCr</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2084</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_RGB_STUDIO_G2084_NONE_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>RGB</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2084</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Image</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_TOPLEFT_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCbCr</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.2</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_STUDIO_G2084_TOPLEFT_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCbCr</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2084</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>RGB</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>0-255</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.2</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Image</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_STUDIO_GHLG_TOPLEFT_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCBCR</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>HLG</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_FULL_GHLG_TOPLEFT_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCBCR</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>0-255</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>HLG</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_RGB_STUDIO_G24_NONE_P709">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>RGB</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.4</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Image</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.709</td>
</tr>
</table>
 

This is usually used with 8, 10, or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_RGB_STUDIO_G24_NONE_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>RGB</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.4</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Image</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_LEFT_P709">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCBCR</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.4</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.709</td>
</tr>
</table>
 

This is usually used with 8, 10, or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_LEFT_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCBCR</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.4</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_TOPLEFT_P2020">
    <summary><table>
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Colorspace</a></td>
<td>YCBCR</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Range</a></td>
<td>16-235</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Gamma</a></td>
<td>2.4</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Siting</a></td>
<td>Video</td>
</tr>
<tr>
<td><a href="https://docs.microsoft.com/">Primaries</a></td>
<td>BT.2020</td>
</tr>
</table>
 

This is usually used with 10 or 12 bit color channels.</summary>
  </member>
  <member name="DXGI_COLOR_SPACE_TYPE::DXGI_COLOR_SPACE_CUSTOM">
    <summary>A custom color definition is used.</summary>
  </member>
  <member name="IDXGIObject::SetPrivateData">
    <summary>
      <para>Sets application-defined data to the object and associates that data with a GUID.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiobject-setprivatedata" /></para>
      <param name="Name">A GUID that identifies the data. Use this GUID in a call to <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiobject-getprivatedata">GetPrivateData</a> to get the data.</param>
      <param name="DataSize">The size of the object's data.</param>
      <param name="pData">A pointer to the object's data.</param>
    </summary>
  </member>
  <member name="IDXGIDecodeSwapChain::PresentBuffer">
    <summary>
      <para>Presents a frame on the output adapter.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgidecodeswapchain-presentbuffer" /></para>
      <param name="BufferToPresent">An index indicating which member of the subresource array to present.</param>
      <param name="SyncInterval">An integer that specifies how to synchronize presentation of a frame with the vertical blank.


For the bit-block transfer (bitblt) model (<a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_DISCARD</a>or <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_SEQUENTIAL</a>), values are:

<ul>
<li>0 - The presentation occurs immediately, there is no synchronization.</li>
<li>1,2,3,4 - Synchronize presentation after the <i>n</i>th vertical blank.</li>
</ul>
For the flip model (<a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</a>), values are:

<ul>
<li>0 - Cancel the remaining time on the previously presented frame and discard this frame if a newer frame is queued.
</li>
<li>n &gt; 0 - Synchronize presentation for at least <i>n</i> vertical blanks.</li>
</ul></param>
      <param name="Flags">An integer value that contains swap-chain presentation options. These options are defined by the <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-present">DXGI_PRESENT</a> constants.

The <b>DXGI_PRESENT_USE_DURATION</b> flag must be set if a custom present duration (custom refresh rate) is being used.</param>
    </summary>
  </member>
  <member name="IDXGIOutputDuplication::GetDesc">
    <summary>
      <para>Retrieves a description of a duplicated output. This description specifies the dimensions of the surface that contains the desktop image.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgioutputduplication-getdesc" /></para>
      <param name="pDesc">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_outdupl_desc">DXGI_OUTDUPL_DESC</a> structure that describes the duplicated output. This parameter must not be <b>NULL</b>.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::GetBreakOnID">
    <summary>
      <para>Determines whether the break on a message identifier is turned on or off.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getbreakonid" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the breaking status.</param>
      <param name="ID">An integer value that specifies the identifier of the message.</param>
    </summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC">
    <summary>
      <para>Describes a swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/ns-dxgi-dxgi_swap_chain_desc" /></para>
    </summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC::BufferDesc">
    <summary>A <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173064(v=vs.85)">DXGI_MODE_DESC</a> structure that describes the backbuffer display mode.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC::SampleDesc">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgicommon/ns-dxgicommon-dxgi_sample_desc">DXGI_SAMPLE_DESC</a> structure that describes multi-sampling parameters.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC::BufferUsage">
    <summary>A member of the <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-usage">DXGI_USAGE</a> 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.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC::BufferCount">
    <summary>A value that describes the number of buffers in the swap chain. When you call  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgifactory-createswapchain">IDXGIFactory::CreateSwapChain</a> 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.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC::OutputWindow">
    <summary>An <a href="https://docs.microsoft.com/windows/desktop/WinProg/windows-data-types">HWND</a> handle to the output window. This member must not be <b>NULL</b>.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC::Windowed">
    <summary>A Boolean value that specifies whether the output is in windowed mode. <b>TRUE</b> if the output is in windowed mode; otherwise, <b>FALSE</b>. 

We recommend that you create a windowed swap chain and allow the end user to change the swap chain to full screen through <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiswapchain-setfullscreenstate">IDXGISwapChain::SetFullscreenState</a>; that is, do not set this member to 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 <b>BufferDesc</b> 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. 

For more information about choosing windowed verses full screen, see <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgifactory-createswapchain">IDXGIFactory::CreateSwapChain</a>.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC::SwapEffect">
    <summary>A member of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT</a> enumerated type that describes options for handling the contents of the presentation buffer after 
        presenting a surface.</summary>
  </member>
  <member name="DXGI_SWAP_CHAIN_DESC::Flags">
    <summary>A member of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_chain_flag">DXGI_SWAP_CHAIN_FLAG</a> enumerated type that describes options for swap-chain behavior.</summary>
  </member>
  <member name="IDXGIOutput4::CheckOverlayColorSpaceSupport">
    <summary>
      <para>Checks for overlay color space support.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nf-dxgi1_4-idxgioutput4-checkoverlaycolorspacesupport" /></para>
      <param name="Format">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format">DXGI_FORMAT</a>-typed value for the color format.</param>
      <param name="ColorSpace">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgicommon/ne-dxgicommon-dxgi_color_space_type">DXGI_COLOR_SPACE_TYPE</a>-typed value that specifies color space type to check overlay support for.</param>
      <param name="pConcernedDevice">A pointer to the Direct3D device interface. <b>CheckOverlayColorSpaceSupport</b> returns only support info about this scan-out device.</param>
      <param name="pFlags">A pointer to a variable that receives a combination of <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_4/ne-dxgi1_4-dxgi_overlay_color_space_support_flag">DXGI_OVERLAY_COLOR_SPACE_SUPPORT_FLAG</a>-typed values that are combined by using a bitwise OR operation. The resulting value specifies options for overlay color space support.</param>
    </summary>
  </member>
  <member name="IDXGIOutput1::GetDisplaySurfaceData1">
    <summary>
      <para>Copies the display surface (front buffer) to a user-provided resource.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgioutput1-getdisplaysurfacedata1" /></para>
      <param name="pDestination">A pointer to a resource interface that represents the resource to which <b>GetDisplaySurfaceData1</b> copies the display surface.</param>
    </summary>
  </member>
  <member name="IDXGIAdapter4::GetDesc3">
    <summary>
      <para>Gets a Microsoft DirectX Graphics Infrastructure (DXGI) 1.6 description of an adapter or video card. This description includes information about ACG compatibility.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/nf-dxgi1_6-idxgiadapter4-getdesc3" /></para>
      <param name="pDesc">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_6/ns-dxgi1_6-dxgi_adapter_desc3">DXGI_ADAPTER_DESC3</a> structure that describes the adapter.  
	    This parameter must not be <b>NULL</b>. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, early versions of  <b>GetDesc3</b> (<a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter1-getdesc1">GetDesc1</a>, and <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter-getdesc">GetDesc</a>) return zeros for the PCI ID in the <b>VendorId</b>, <b>DeviceId</b>, <b>SubSysId</b>, and <b>Revision</b> members of the adapter description structure and “Software Adapter” for the description string in the <b>Description</b> member. <b>GetDesc3</b> and <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgiadapter2-getdesc2">GetDesc2</a> return the actual feature level 9 hardware values in these members.</param>
    </summary>
  </member>
  <member name="IDXGISwapChain2::GetSourceSize">
    <summary>
      <para>Gets the source region used for the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgiswapchain2-getsourcesize" /></para>
      <param name="pWidth">The current width of the source region of the swap chain. This value can range from 1 to the overall width of the swap chain.</param>
      <param name="pHeight">The current height of the source region of the swap chain. This value can range from 1 to the overall height of the swap chain.</param>
    </summary>
  </member>
  <member name="IDXGIDevice::SetGPUThreadPriority">
    <summary>
      <para>Sets the GPU thread priority.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgidevice-setgputhreadpriority" /></para>
      <param name="Priority">A value that specifies the required GPU thread priority. This value must be between -7 and 7, inclusive, where 0 represents normal priority.</param>
    </summary>
  </member>
  <member name="IDXGIAdapter">
    <summary>
      <para>The IDXGIAdapter interface represents a display subsystem (including one or more GPUs, DACs and video memory).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgiadapter" /></para>
    </summary>
  </member>
  <member name="IDXGIDecodeSwapChain::GetColorSpace">
    <summary>
      <para>Gets the color space used by the swap chain.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgidecodeswapchain-getcolorspace" /></para>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::GetMuteDebugOutput">
    <summary>
      <para>Determines whether the debug output is turned on or off.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getmutedebugoutput" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the mute status.</param>
    </summary>
  </member>
  <member name="DXGIGetDebugInterface1">
    <summary>
      <para>Retrieves an interface that Windows Store apps use for debugging the Microsoft DirectX Graphics Infrastructure (DXGI).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-dxgigetdebuginterface1" /></para>
      <param name="Flags">Not used.</param>
      <param name="riid">The globally unique identifier (GUID) of the requested interface type, which can be the identifier for the <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/nn-dxgidebug-idxgidebug">IDXGIDebug</a>, <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/nn-dxgidebug-idxgidebug1">IDXGIDebug1</a>, or <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/nn-dxgidebug-idxgiinfoqueue">IDXGIInfoQueue</a> interfaces.</param>
      <param name="pDebug">A pointer to a buffer that receives a pointer to the debugging interface.</param>
    </summary>
  </member>
  <member name="DXGI_COMPUTE_PREEMPTION_GRANULARITY">
    <summary>
      <para>Identifies the granularity at which the graphics processing unit (GPU) can be preempted from performing its current compute task.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ne-dxgi1_2-dxgi_compute_preemption_granularity" /></para>
    </summary>
  </member>
  <member name="DXGI_COMPUTE_PREEMPTION_GRANULARITY::DXGI_COMPUTE_PREEMPTION_DMA_BUFFER_BOUNDARY">
    <summary>Indicates the preemption granularity as a compute packet.</summary>
  </member>
  <member name="DXGI_COMPUTE_PREEMPTION_GRANULARITY::DXGI_COMPUTE_PREEMPTION_DISPATCH_BOUNDARY">
    <summary>Indicates the preemption granularity as a dispatch (for example, a call to the <a href="https://docs.microsoft.com/windows/desktop/api/d3d11/nf-d3d11-id3d11devicecontext-dispatch">ID3D11DeviceContext::Dispatch</a> method). A dispatch is a part of a compute packet.</summary>
  </member>
  <member name="DXGI_COMPUTE_PREEMPTION_GRANULARITY::DXGI_COMPUTE_PREEMPTION_THREAD_GROUP_BOUNDARY">
    <summary>Indicates the preemption granularity as a thread group. A thread group is a part of a dispatch.</summary>
  </member>
  <member name="DXGI_COMPUTE_PREEMPTION_GRANULARITY::DXGI_COMPUTE_PREEMPTION_THREAD_BOUNDARY">
    <summary>Indicates the preemption granularity as a thread in a thread group. A thread is a part of a thread group.</summary>
  </member>
  <member name="DXGI_COMPUTE_PREEMPTION_GRANULARITY::DXGI_COMPUTE_PREEMPTION_INSTRUCTION_BOUNDARY">
    <summary>Indicates the preemption granularity as a compute instruction in a thread.</summary>
  </member>
  <member name="IDXGISwapChain::Present">
    <summary>
      <para>Presents a rendered image to the user.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiswapchain-present" /></para>
      <param name="SyncInterval">An integer that specifies how to synchronize presentation of a frame with the vertical blank.


For the bit-block transfer (bitblt) model (<a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_DISCARD</a>or <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_SEQUENTIAL</a>), values are:

<ul>
<li>0 - The presentation occurs immediately, there is no synchronization.</li>
<li>1 through 4 - Synchronize presentation after the <i>n</i>th vertical blank.</li>
</ul>
For the flip model (<a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ne-dxgi-dxgi_swap_effect">DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL</a>), values are:

<ul>
<li>0 - Cancel the remaining time on the previously presented frame and discard this frame if a newer frame is queued.
</li>
<li>1 through 4 - Synchronize presentation for at least <i>n</i> vertical blanks. </li>
</ul>
For an example that shows how sync-interval values affect a flip presentation queue, see Remarks.

If the update region straddles more than one output (each represented by <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgioutput">IDXGIOutput</a>), <b>Present</b> performs the synchronization to the output that contains the largest sub-rectangle of the target window's client area.</param>
      <param name="Flags">An integer value that contains swap-chain presentation options. These options are defined by the <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-present">DXGI_PRESENT</a> constants.</param>
    </summary>
  </member>
  <member name="IDXGIOutputDuplication::GetFrameDirtyRects">
    <summary>
      <para>Gets information about dirty rectangles for the current desktop frame.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgioutputduplication-getframedirtyrects" /></para>
      <param name="DirtyRectsBufferSize">The size in bytes of the buffer that the caller passed to the  <i>pDirtyRectsBuffer</i> 
       parameter.</param>
      <param name="pDirtyRectsBuffer">A pointer to an array of <a href="https://docs.microsoft.com/windows/desktop/api/windef/ns-windef-rect">RECT</a> structures 
        that identifies the dirty rectangle regions for the desktop frame.</param>
      <param name="pDirtyRectsBufferSizeRequired">Pointer to a variable that receives the number of bytes that 
       <b>GetFrameDirtyRects</b> 
       needs to store information about dirty regions in the buffer at 
       <i>pDirtyRectsBuffer</i>.

For more information about returning the required buffer size, see Remarks.</param>
    </summary>
  </member>
  <member name="IDXGIOutput3">
    <summary>
      <para>Represents an adapter output (such as a monitor). The IDXGIOutput3 interface exposes a method to check for overlay support.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nn-dxgi1_3-idxgioutput3" /></para>
    </summary>
  </member>
  <member name="IDXGIOutput::GetDisplayModeList">
    <summary>
      <para>Gets the display modes that match the requested format and other input options.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgioutput-getdisplaymodelist" /></para>
      <param name="EnumFormat">The color format (see <a href="https://docs.microsoft.com/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format">DXGI_FORMAT</a>).</param>
      <param name="Flags">Options for modes to include (see <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-enum-modes">DXGI_ENUM_MODES</a>).
            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>
      <param name="pNumModes">Set <i>pDesc</i> to <b>NULL</b> so that <i>pNumModes</i> returns the number of display modes that match the format and the options.
        Otherwise, <i>pNumModes</i> returns the number of display modes returned in <i>pDesc</i>.</param>
      <param name="pDesc">A pointer to a list of display modes (see <a href="https://docs.microsoft.com/previous-versions/windows/desktop/legacy/bb173064(v=vs.85)">DXGI_MODE_DESC</a>); set to <b>NULL</b> to get the number of display modes.</param>
    </summary>
  </member>
  <member name="IDXGIDevice::GetGPUThreadPriority">
    <summary>
      <para>Gets the GPU thread priority.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgidevice-getgputhreadpriority" /></para>
      <param name="pPriority">A pointer 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.</param>
    </summary>
  </member>
  <member name="DXGI_HDR_METADATA_HDR10">
    <summary>
      <para>Describes the metadata for HDR10, used when video is compressed using High Efficiency Video Coding (HEVC).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/ns-dxgi1_5-dxgi_hdr_metadata_hdr10" /></para>
    </summary>
  </member>
  <member name="DXGI_HDR_METADATA_HDR10::RedPrimary">
    <summary>The chromaticity coordinates of the red value in the CIE1931 color space. Index 0 contains the X coordinate and index 1 contains the Y coordinate. The values are normalized to 50,000.</summary>
  </member>
  <member name="DXGI_HDR_METADATA_HDR10::GreenPrimary">
    <summary>The chromaticity coordinates of the green value in the CIE1931 color space. Index 0 contains the X coordinate and index 1 contains the Y coordinate. The values are normalized to 50,000.</summary>
  </member>
  <member name="DXGI_HDR_METADATA_HDR10::BluePrimary">
    <summary>The chromaticity coordinates of the blue value in the CIE1931 color space. Index 0 contains the X coordinate and index 1 contains the Y coordinate. The values are normalized to 50,000.</summary>
  </member>
  <member name="DXGI_HDR_METADATA_HDR10::WhitePoint">
    <summary>The chromaticity coordinates of the white point in the CIE1931 color space. Index 0 contains the X coordinate and index 1 contains the Y coordinate. The values are normalized to 50,000.</summary>
  </member>
  <member name="DXGI_HDR_METADATA_HDR10::MaxMasteringLuminance">
    <summary>The maximum number of nits of the display used to master the content. Values are in whole nits.</summary>
  </member>
  <member name="DXGI_HDR_METADATA_HDR10::MinMasteringLuminance">
    <summary>The minimum number of nits of the display used to master the content. Values are 1/10000th of a nit (0.0001 nit).</summary>
  </member>
  <member name="DXGI_HDR_METADATA_HDR10::MaxContentLightLevel">
    <summary>The maximum content light level (MaxCLL). This is the nit value corresponding to the brightest pixel used anywhere in the content.</summary>
  </member>
  <member name="DXGI_HDR_METADATA_HDR10::MaxFrameAverageLightLevel">
    <summary>The maximum frame average light level (MaxFALL). This is the nit value corresponding to the average luminance of the frame which has the brightest average luminance anywhere in the content.</summary>
  </member>
  <member name="IDXGIFactory3">
    <summary>
      <para>Enables creating Microsoft DirectX Graphics Infrastructure (DXGI) objects.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nn-dxgi1_3-idxgifactory3" /></para>
    </summary>
  </member>
  <member name="IDXGIResource1::CreateSubresourceSurface">
    <summary>
      <para>Creates a subresource surface object.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiresource1-createsubresourcesurface" /></para>
      <param name="index">The index of the subresource surface object to enumerate.</param>
      <param name="ppSurface">The address of a pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nn-dxgi1_2-idxgisurface2">IDXGISurface2</a> interface that represents the created subresource surface object at the position specified by the <i>index</i> parameter.</param>
    </summary>
  </member>
  <member name="IDXGISurface1">
    <summary>
      <para>The IDXGISurface1 interface extends the IDXGISurface by adding support for using Windows Graphics Device Interface (GDI) to render to a Microsoft DirectX Graphics Infrastructure (DXGI) surface.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgisurface1" /></para>
    </summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE">
    <summary>
      <para>Describes a debug message in the information queue.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/ns-dxgidebug-dxgi_info_queue_message" /></para>
    </summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE::Producer">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that produced the message.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE::Category">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ne-dxgidebug-dxgi_info_queue_message_category">DXGI_INFO_QUEUE_MESSAGE_CATEGORY</a>-typed value that specifies the category of the message.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE::Severity">
    <summary>A <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ne-dxgidebug-dxgi_info_queue_message_severity">DXGI_INFO_QUEUE_MESSAGE_SEVERITY</a>-typed value that specifies the severity of the message.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE::ID">
    <summary>An integer that uniquely identifies the message.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE::pDescription">
    <summary>The message string.</summary>
  </member>
  <member name="DXGI_INFO_QUEUE_MESSAGE::DescriptionByteLength">
    <summary>The length of the message string at <b>pDescription</b>, in bytes.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC">
    <summary>
      <para>Describes an adapter (or video card) by using DXGI 1.0.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/ns-dxgi-dxgi_adapter_desc" /></para>
    </summary>
  </member>
  <member name="DXGI_ADAPTER_DESC::Description">
    <summary>A string that contains the adapter description. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter-getdesc">GetDesc</a> returns “Software Adapter” for the description string.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC::VendorId">
    <summary>The PCI ID of the hardware vendor. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter-getdesc">GetDesc</a> returns zeros for the PCI ID of the hardware vendor.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC::DeviceId">
    <summary>The PCI ID of the hardware device. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter-getdesc">GetDesc</a> returns zeros for the PCI ID of the hardware device.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC::SubSysId">
    <summary>The PCI ID of the sub system. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter-getdesc">GetDesc</a> returns zeros for the PCI ID of the sub system.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC::Revision">
    <summary>The PCI ID of the revision number of the adapter. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter-getdesc">GetDesc</a> returns zeros for the PCI ID of the revision number of the adapter.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC::DedicatedVideoMemory">
    <summary>The number of bytes of dedicated video memory that are not shared with the CPU.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC::DedicatedSystemMemory">
    <summary>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.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC::SharedSystemMemory">
    <summary>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.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC::AdapterLuid">
    <summary>A unique value that identifies the adapter. See <a href="https://docs.microsoft.com/previous-versions/windows/hardware/drivers/ff549708(v=vs.85)">LUID</a> for a definition of the structure. <b>LUID</b> is defined in dxgi.h.</summary>
  </member>
  <member name="IDXGIOutput4">
    <summary>
      <para>Represents an adapter output (such as a monitor). The IDXGIOutput4 interface exposes a method to check for overlay color space support.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_4/nn-dxgi1_4-idxgioutput4" /></para>
    </summary>
  </member>
  <member name="IDXGIOutput3::CheckOverlaySupport">
    <summary>
      <para>Checks for overlay support.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgioutput3-checkoverlaysupport" /></para>
      <param name="EnumFormat">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format">DXGI_FORMAT</a>-typed value for the color format.</param>
      <param name="pConcernedDevice">A pointer to the Direct3D device interface. <b>CheckOverlaySupport</b> returns only support info about this scan-out device.</param>
      <param name="pFlags">A pointer to a variable that receives a combination of <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_3/ne-dxgi1_3-dxgi_overlay_support_flag">DXGI_OVERLAY_SUPPORT_FLAG</a>-typed values that are combined by using a bitwise OR operation. The resulting value specifies options for overlay support.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::GetStorageFilterStackSize">
    <summary>
      <para>Gets the size of the storage-filter stack in bytes.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-getstoragefilterstacksize" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that gets the size.</param>
    </summary>
  </member>
  <member name="IDXGIDevice4::ReclaimResources1">
    <summary>
      <para>Restores access to resources that were previously offered by calling IDXGIDevice4::OfferResources1.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/nf-dxgi1_5-idxgidevice4-reclaimresources1" /></para>
      <param name="NumResources">The number of resources in the <i>ppResources</i> argument and <i>pResults</i> argument arrays.</param>
      <param name="ppResources">An array of pointers to <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiresource">IDXGIResource</a> interfaces for the resources to reclaim.</param>
      <param name="pResults">A pointer to an array that receives <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_5/ne-dxgi1_5-dxgi_reclaim_resource_results">DXGI_RECLAIM_RESOURCE_RESULTS</a> values. Each value in the array corresponds to a resource at the same index that the <i>ppResources</i> parameter specifies.  The caller can pass in <b>NULL</b>, if the caller intends to fill the resources with new content regardless of whether the old content was discarded.</param>
    </summary>
  </member>
  <member name="IDXGIDecodeSwapChain::SetTargetRect">
    <summary>
      <para>Sets the rectangle that defines the target region for the video processing blit operation.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgidecodeswapchain-settargetrect" /></para>
      <param name="pRect">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/windef/ns-windef-rect">RECT</a> structure 
        that contains the target region to set for the swap chain.</param>
    </summary>
  </member>
  <member name="DXGI_FORMAT">
    <summary>
      <para>Resource data formats, including fully-typed and typeless formats. A list of modifiers at the bottom of the page more fully describes each format type.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgiformat/ne-dxgiformat-dxgi_format" /></para>
    </summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_UNKNOWN">
    <summary>The format is not known.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32G32B32A32_TYPELESS">
    <summary>A four-component, 128-bit typeless format that supports 32 bits per channel including alpha. ¹</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32G32B32A32_FLOAT">
    <summary>A four-component, 128-bit floating-point format that supports 32 bits per channel including alpha. <sup>1,5,8</sup></summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32G32B32A32_UINT">
    <summary>A four-component, 128-bit unsigned-integer format that supports 32 bits per channel including alpha. ¹</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32G32B32A32_SINT">
    <summary>A four-component, 128-bit signed-integer format that supports 32 bits per channel including alpha. ¹</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32G32B32_TYPELESS">
    <summary>A three-component, 96-bit typeless format that supports 32 bits per color channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32G32B32_FLOAT">
    <summary>A three-component, 96-bit floating-point format that supports 32 bits per color channel.<sup>5,8</sup></summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32G32B32_UINT">
    <summary>A three-component, 96-bit unsigned-integer format that supports 32 bits per color channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32G32B32_SINT">
    <summary>A three-component, 96-bit signed-integer format that supports 32 bits per color channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16G16B16A16_TYPELESS">
    <summary>A four-component, 64-bit typeless format that supports 16 bits per channel including alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16G16B16A16_FLOAT">
    <summary>A four-component, 64-bit floating-point format that supports 16 bits per channel including alpha.<sup>5,7</sup></summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16G16B16A16_UNORM">
    <summary>A four-component, 64-bit unsigned-normalized-integer format that supports 16 bits per channel including alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16G16B16A16_UINT">
    <summary>A four-component, 64-bit unsigned-integer format that supports 16 bits per channel including alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16G16B16A16_SNORM">
    <summary>A four-component, 64-bit signed-normalized-integer format that supports 16 bits per channel including alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16G16B16A16_SINT">
    <summary>A four-component, 64-bit signed-integer format that supports 16 bits per channel including alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32G32_TYPELESS">
    <summary>A two-component, 64-bit typeless format that supports 32 bits for the red channel and 32 bits for the green channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32G32_FLOAT">
    <summary>A two-component, 64-bit floating-point format that supports 32 bits for the red channel and 32 bits for the green channel.<sup>5,8</sup></summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32G32_UINT">
    <summary>A two-component, 64-bit unsigned-integer format that supports 32 bits for the red channel and 32 bits for the green channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32G32_SINT">
    <summary>A two-component, 64-bit signed-integer format that supports 32 bits for the red channel and 32 bits for the green channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32G8X24_TYPELESS">
    <summary>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.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_D32_FLOAT_S8X24_UINT">
    <summary>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.⁵</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS">
    <summary>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.⁵</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_X32_TYPELESS_G8X24_UINT">
    <summary>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.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R10G10B10A2_TYPELESS">
    <summary>A four-component, 32-bit typeless format that supports 10 bits for each color and 2 bits for alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R10G10B10A2_UNORM">
    <summary>A four-component, 32-bit unsigned-normalized-integer format that supports 10 bits for each color and 2 bits for alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R10G10B10A2_UINT">
    <summary>A four-component, 32-bit unsigned-integer format that supports 10 bits for each color and 2 bits for alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R11G11B10_FLOAT">
    <summary>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.<sup>5,7</sup>

<img alt="Illustration of the bits in the three partial-precision floating-point numbers" src="./images/R11G11B10_FLOAT.png"/></summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8G8B8A8_TYPELESS">
    <summary>A four-component, 32-bit typeless format that supports 8 bits per channel including alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8G8B8A8_UNORM">
    <summary>A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits per channel including alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8G8B8A8_UNORM_SRGB">
    <summary>A four-component, 32-bit unsigned-normalized integer sRGB format that supports 8 bits per channel including alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8G8B8A8_UINT">
    <summary>A four-component, 32-bit unsigned-integer format that supports 8 bits per channel including alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8G8B8A8_SNORM">
    <summary>A four-component, 32-bit signed-normalized-integer format that supports 8 bits per channel including alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8G8B8A8_SINT">
    <summary>A four-component, 32-bit signed-integer format that supports 8 bits per channel including alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16G16_TYPELESS">
    <summary>A two-component, 32-bit typeless format that supports 16 bits for the red channel and 16 bits for the green channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16G16_FLOAT">
    <summary>A two-component, 32-bit floating-point format that supports 16 bits for the red channel and 16 bits for the green channel.<sup>5,7</sup></summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16G16_UNORM">
    <summary>A two-component, 32-bit unsigned-normalized-integer format that supports 16 bits each for the green and red channels.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16G16_UINT">
    <summary>A two-component, 32-bit unsigned-integer format that supports 16 bits for the red channel and 16 bits for the green channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16G16_SNORM">
    <summary>A two-component, 32-bit signed-normalized-integer format that supports 16 bits for the red channel and 16 bits for the green channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16G16_SINT">
    <summary>A two-component, 32-bit signed-integer format that supports 16 bits for the red channel and 16 bits for the green channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32_TYPELESS">
    <summary>A single-component, 32-bit typeless format that supports 32 bits for the red channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_D32_FLOAT">
    <summary>A single-component, 32-bit floating-point format that supports 32 bits for depth.<sup>5,8</sup></summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32_FLOAT">
    <summary>A single-component, 32-bit floating-point format that supports 32 bits for the red channel.<sup>5,8</sup></summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32_UINT">
    <summary>A single-component, 32-bit unsigned-integer format that supports 32 bits for the red channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R32_SINT">
    <summary>A single-component, 32-bit signed-integer format that supports 32 bits for the red channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R24G8_TYPELESS">
    <summary>A two-component, 32-bit typeless format that supports 24 bits for the red channel and 8 bits for the green channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_D24_UNORM_S8_UINT">
    <summary>A 32-bit z-buffer format that supports 24 bits for depth and 8 bits for stencil.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R24_UNORM_X8_TYPELESS">
    <summary>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.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_X24_TYPELESS_G8_UINT">
    <summary>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.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8G8_TYPELESS">
    <summary>A two-component, 16-bit typeless format that supports 8 bits for the red channel and 8 bits for the green channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8G8_UNORM">
    <summary>A two-component, 16-bit unsigned-normalized-integer format that supports 8 bits for the red channel and 8 bits for the green channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8G8_UINT">
    <summary>A two-component, 16-bit unsigned-integer format that supports 8 bits for the red channel and 8 bits for the green channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8G8_SNORM">
    <summary>A two-component, 16-bit signed-normalized-integer format that supports 8 bits for the red channel and 8 bits for the green channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8G8_SINT">
    <summary>A two-component, 16-bit signed-integer format that supports 8 bits for the red channel and 8 bits for the green channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16_TYPELESS">
    <summary>A single-component, 16-bit typeless format that supports 16 bits for the red channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16_FLOAT">
    <summary>A single-component, 16-bit floating-point format that supports 16 bits for the red channel.<sup>5,7</sup></summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_D16_UNORM">
    <summary>A single-component, 16-bit unsigned-normalized-integer format that supports 16 bits for depth.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16_UNORM">
    <summary>A single-component, 16-bit unsigned-normalized-integer format that supports 16 bits for the red channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16_UINT">
    <summary>A single-component, 16-bit unsigned-integer format that supports 16 bits for the red channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16_SNORM">
    <summary>A single-component, 16-bit signed-normalized-integer format that supports 16 bits for the red channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R16_SINT">
    <summary>A single-component, 16-bit signed-integer format that supports 16 bits for the red channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8_TYPELESS">
    <summary>A single-component, 8-bit typeless format that supports 8 bits for the red channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8_UNORM">
    <summary>A single-component, 8-bit unsigned-normalized-integer format that supports 8 bits for the red channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8_UINT">
    <summary>A single-component, 8-bit unsigned-integer format that supports 8 bits for the red channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8_SNORM">
    <summary>A single-component, 8-bit signed-normalized-integer format that supports 8 bits for the red channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8_SINT">
    <summary>A single-component, 8-bit signed-integer format that supports 8 bits for the red channel.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_A8_UNORM">
    <summary>A single-component, 8-bit unsigned-normalized-integer format for alpha only.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R1_UNORM">
    <summary>A single-component, 1-bit unsigned-normalized integer format that supports 1 bit for the red channel. ².</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R9G9B9E5_SHAREDEXP">
    <summary>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. <sup>6,7</sup>.

<img alt="Illustration of the bits in the three partial-precision floating-point numbers" src="./images/RGBE.png"/></summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R8G8_B8G8_UNORM">
    <summary>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

Width must be even.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_G8R8_G8B8_UNORM">
    <summary>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

Width must be even.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC1_TYPELESS">
    <summary>Four-component typeless block-compression format. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC1_UNORM">
    <summary>Four-component block-compression format. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC1_UNORM_SRGB">
    <summary>Four-component block-compression format for sRGB data. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC2_TYPELESS">
    <summary>Four-component typeless block-compression format. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC2_UNORM">
    <summary>Four-component block-compression format. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC2_UNORM_SRGB">
    <summary>Four-component block-compression format for sRGB data. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC3_TYPELESS">
    <summary>Four-component typeless block-compression format. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC3_UNORM">
    <summary>Four-component block-compression format. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC3_UNORM_SRGB">
    <summary>Four-component block-compression format for sRGB data. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC4_TYPELESS">
    <summary>One-component typeless block-compression format. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC4_UNORM">
    <summary>One-component block-compression format. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC4_SNORM">
    <summary>One-component block-compression format. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC5_TYPELESS">
    <summary>Two-component typeless block-compression format. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC5_UNORM">
    <summary>Two-component block-compression format. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC5_SNORM">
    <summary>Two-component block-compression format. For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_B5G6R5_UNORM">
    <summary>A three-component, 16-bit unsigned-normalized-integer format that supports 5 bits for blue, 6 bits for green, and 5 bits for red.

<b>Direct3D 10 through Direct3D 11:  </b>This value is defined for DXGI. However, Direct3D 10, 10.1, or 11 devices do not support this format.

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_B5G5R5A1_UNORM">
    <summary>A four-component, 16-bit unsigned-normalized-integer format that supports 5 bits for each color channel and 1-bit alpha.

<b>Direct3D 10 through Direct3D 11:  </b>This value is defined for DXGI. However, Direct3D 10, 10.1, or 11 devices do not support this format.

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_B8G8R8A8_UNORM">
    <summary>A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits for each color channel and 8-bit alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_B8G8R8X8_UNORM">
    <summary>A four-component, 32-bit unsigned-normalized-integer format that supports 8 bits for each color channel and 8 bits unused.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM">
    <summary>A four-component, 32-bit 2.8-biased fixed-point format that supports 10 bits for each color channel and 2-bit alpha.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_B8G8R8A8_TYPELESS">
    <summary>A four-component, 32-bit typeless format that supports 8 bits for each channel including alpha. ⁴</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_B8G8R8A8_UNORM_SRGB">
    <summary>A four-component, 32-bit unsigned-normalized standard RGB format that supports 8 bits for each channel including alpha. ⁴</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_B8G8R8X8_TYPELESS">
    <summary>A four-component, 32-bit typeless format that supports 8 bits for each color channel, and 8 bits are unused. ⁴</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_B8G8R8X8_UNORM_SRGB">
    <summary>A four-component, 32-bit unsigned-normalized standard RGB format that supports 8 bits for each color channel, and 8 bits are unused. ⁴</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC6H_TYPELESS">
    <summary>A typeless block-compression format. ⁴ For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC6H_UF16">
    <summary>A block-compression format. ⁴ For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.⁵</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC6H_SF16">
    <summary>A block-compression format. ⁴ For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.⁵</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC7_TYPELESS">
    <summary>A typeless block-compression format. ⁴ For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC7_UNORM">
    <summary>A block-compression format. ⁴ For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_BC7_UNORM_SRGB">
    <summary>A block-compression format. ⁴ For information about block-compression formats, see <a href="https://docs.microsoft.com/windows/desktop/direct3d11/texture-block-compression-in-direct3d-11">Texture Block Compression in Direct3D 11</a>.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_AYUV">
    <summary>Most common YUV 4:4:4 video resource format. Valid view formats for this video resource format are DXGI_FORMAT_R8G8B8A8_UNORM and DXGI_FORMAT_R8G8B8A8_UINT. For UAVs, an additional valid view format is DXGI_FORMAT_R32_UINT. By using DXGI_FORMAT_R32_UINT for UAVs, you can both read and write as opposed to just write for DXGI_FORMAT_R8G8B8A8_UNORM and DXGI_FORMAT_R8G8B8A8_UINT. Supported view types are SRV, RTV, and UAV. One view provides a straightforward mapping of the entire surface. The mapping to the view channel is V-&gt;R8, 
U-&gt;G8, 
Y-&gt;B8, 
and A-&gt;A8.

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_Y410">
    <summary>10-bit per channel packed YUV 4:4:4 video resource format. Valid view formats for this video resource format are DXGI_FORMAT_R10G10B10A2_UNORM and DXGI_FORMAT_R10G10B10A2_UINT. For UAVs, an additional valid view format is DXGI_FORMAT_R32_UINT. By using DXGI_FORMAT_R32_UINT for UAVs, you can both read and write as opposed to just write for DXGI_FORMAT_R10G10B10A2_UNORM and DXGI_FORMAT_R10G10B10A2_UINT. Supported view types are SRV and UAV. One view provides a straightforward mapping of the entire surface. The mapping to the view channel is U-&gt;R10,
Y-&gt;G10,
V-&gt;B10,
and A-&gt;A2.

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_Y416">
    <summary>16-bit per channel packed YUV 4:4:4 video resource format. Valid view formats for this video resource format are DXGI_FORMAT_R16G16B16A16_UNORM and DXGI_FORMAT_R16G16B16A16_UINT. Supported view types are SRV and UAV. One view provides a straightforward mapping of the entire surface. The mapping to the view channel is U-&gt;R16,
Y-&gt;G16,
V-&gt;B16,
and A-&gt;A16.

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_NV12">
    <summary>Most common YUV 4:2:0 video resource format. Valid luminance data view formats for this video resource format are DXGI_FORMAT_R8_UNORM and DXGI_FORMAT_R8_UINT. Valid chrominance data view formats (width and height are each 1/2 of luminance view) for this video resource format are DXGI_FORMAT_R8G8_UNORM and DXGI_FORMAT_R8G8_UINT. Supported view types are SRV, RTV, and UAV. For luminance data view, the mapping to the view channel is Y-&gt;R8. For chrominance data view, the mapping to the view channel is U-&gt;R8 and
V-&gt;G8.

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

Width and height must be even. Direct3D 11 staging resources and initData parameters for this format use (rowPitch * (height + (height / 2))) bytes. The first (SysMemPitch * height) bytes are the Y plane, the remaining (SysMemPitch * (height / 2)) bytes are the UV plane.

An app using the YUY 4:2:0 formats  must map the luma (Y) plane separately from the chroma (UV) planes. Developers do this by calling <a href="https://docs.microsoft.com/windows/desktop/api/d3d12/nf-d3d12-id3d12device-createshaderresourceview">ID3D12Device::CreateShaderResourceView</a> twice for the same texture and passing in 1-channel and 2-channel formats. Passing in a 1-channel format compatible with the Y plane maps only the Y plane. Passing in a 2-channel format compatible with the UV planes (together) maps only the U and V planes as a single resource view.

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_P010">
    <summary>10-bit per channel planar YUV 4:2:0 video resource format. Valid luminance data view formats for this video resource format are DXGI_FORMAT_R16_UNORM and DXGI_FORMAT_R16_UINT. The runtime does not enforce whether the lowest 6 bits are 0 (given that this video resource format is a 10-bit format that uses 16 bits). If required, application shader code would have to enforce this manually.  From the runtime's point of view, DXGI_FORMAT_P010 is no different than DXGI_FORMAT_P016. Valid chrominance data view formats (width and height are each 1/2 of luminance view) for this video resource format are DXGI_FORMAT_R16G16_UNORM and DXGI_FORMAT_R16G16_UINT. For UAVs, an additional valid chrominance data view format is DXGI_FORMAT_R32_UINT. By using DXGI_FORMAT_R32_UINT for UAVs, you can both read and write as opposed to just write for DXGI_FORMAT_R16G16_UNORM and DXGI_FORMAT_R16G16_UINT. Supported view types are SRV, RTV, and UAV. For luminance data view, the mapping to the view channel is Y-&gt;R16. For chrominance data view, the mapping to the view channel is U-&gt;R16 and
V-&gt;G16.

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

Width and height must be even. Direct3D 11 staging resources and initData parameters for this format use (rowPitch * (height + (height / 2))) bytes. The first (SysMemPitch * height) bytes are the Y plane, the remaining (SysMemPitch * (height / 2)) bytes are the UV plane.

An app using the YUY 4:2:0 formats  must map the luma (Y) plane separately from the chroma (UV) planes. Developers do this by calling <a href="https://docs.microsoft.com/windows/desktop/api/d3d12/nf-d3d12-id3d12device-createshaderresourceview">ID3D12Device::CreateShaderResourceView</a> twice for the same texture and passing in 1-channel and 2-channel formats. Passing in a 1-channel format compatible with the Y plane maps only the Y plane. Passing in a 2-channel format compatible with the UV planes (together) maps only the U and V planes as a single resource view.

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_P016">
    <summary>16-bit per channel planar YUV 4:2:0 video resource format. Valid luminance data view formats for this video resource format are DXGI_FORMAT_R16_UNORM and DXGI_FORMAT_R16_UINT. Valid chrominance data view formats (width and height are each 1/2 of luminance view) for this video resource format are DXGI_FORMAT_R16G16_UNORM and DXGI_FORMAT_R16G16_UINT. For UAVs, an additional valid chrominance data view format is DXGI_FORMAT_R32_UINT. By using DXGI_FORMAT_R32_UINT for UAVs, you can both read and write as opposed to just write for DXGI_FORMAT_R16G16_UNORM and DXGI_FORMAT_R16G16_UINT. Supported view types are SRV, RTV, and UAV. For luminance data view, the mapping to the view channel is Y-&gt;R16. For chrominance data view, the mapping to the view channel is U-&gt;R16 and
V-&gt;G16.

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

Width and height must be even. Direct3D 11 staging resources and initData parameters for this format use (rowPitch * (height + (height / 2))) bytes. The first (SysMemPitch * height) bytes are the Y plane, the remaining (SysMemPitch * (height / 2)) bytes are the UV plane.

An app using the YUY 4:2:0 formats  must map the luma (Y) plane separately from the chroma (UV) planes. Developers do this by calling <a href="https://docs.microsoft.com/windows/desktop/api/d3d12/nf-d3d12-id3d12device-createshaderresourceview">ID3D12Device::CreateShaderResourceView</a> twice for the same texture and passing in 1-channel and 2-channel formats. Passing in a 1-channel format compatible with the Y plane maps only the Y plane. Passing in a 2-channel format compatible with the UV planes (together) maps only the U and V planes as a single resource view.

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_420_OPAQUE">
    <summary>8-bit per channel planar YUV 4:2:0 video resource format. This format is subsampled where each pixel has its own Y value, but each 2x2 pixel block shares a single U and V value. The runtime requires that the width and height of all resources that are created with this format are multiples of 2. The runtime also requires that the left, right, top, and bottom members of any RECT that are used for this format are multiples of 2. This format differs from DXGI_FORMAT_NV12 in that the layout of the data within the resource is completely opaque to applications. Applications cannot use the CPU to map the resource and then access the data within the resource. You cannot use shaders with this format. Because of this behavior, legacy hardware that supports a non-NV12 4:2:0 layout (for example, YV12, and so on) can be used. Also, new hardware that has a 4:2:0 implementation better than NV12 can be used when the application does not need the data to be in a standard layout. 

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

Width and height must be even. Direct3D 11 staging resources and initData parameters for this format use (rowPitch * (height + (height / 2))) bytes. 

An app using the YUY 4:2:0 formats  must map the luma (Y) plane separately from the chroma (UV) planes. Developers do this by calling <a href="https://docs.microsoft.com/windows/desktop/api/d3d12/nf-d3d12-id3d12device-createshaderresourceview">ID3D12Device::CreateShaderResourceView</a> twice for the same texture and passing in 1-channel and 2-channel formats. Passing in a 1-channel format compatible with the Y plane maps only the Y plane. Passing in a 2-channel format compatible with the UV planes (together) maps only the U and V planes as a single resource view.

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_YUY2">
    <summary>Most common YUV 4:2:2 video resource format. Valid view formats for this video resource format are DXGI_FORMAT_R8G8B8A8_UNORM and DXGI_FORMAT_R8G8B8A8_UINT. For UAVs, an additional valid view format is DXGI_FORMAT_R32_UINT. By using DXGI_FORMAT_R32_UINT for UAVs, you can both read and write as opposed to just write for DXGI_FORMAT_R8G8B8A8_UNORM and DXGI_FORMAT_R8G8B8A8_UINT. Supported view types are SRV and UAV. One view provides a straightforward mapping of the entire surface. The mapping to the view channel is Y0-&gt;R8, 
U0-&gt;G8, 
Y1-&gt;B8, 
and V0-&gt;A8.

A unique valid view format for this video resource format is DXGI_FORMAT_R8G8_B8G8_UNORM. With this view format, the width of the view appears to be twice what the DXGI_FORMAT_R8G8B8A8_UNORM or DXGI_FORMAT_R8G8B8A8_UINT view would be when hardware reconstructs RGBA automatically on read and before filtering.  This Direct3D hardware behavior is legacy and is likely not useful any more. With this view format, the mapping to the view channel is Y0-&gt;R8, 
U0-&gt;
G8[0], 
Y1-&gt;B8, 
and V0-&gt;
G8[1].

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

Width must be even.

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_Y210">
    <summary>10-bit per channel packed YUV 4:2:2 video resource format. Valid view formats for this video resource format are DXGI_FORMAT_R16G16B16A16_UNORM and DXGI_FORMAT_R16G16B16A16_UINT. The runtime does not enforce whether the lowest 6 bits are 0 (given that this video resource format is a 10-bit format that uses 16 bits). If required, application shader code would have to enforce this manually.  From the runtime's point of view, DXGI_FORMAT_Y210 is no different than DXGI_FORMAT_Y216. Supported view types are SRV and UAV. One view provides a straightforward mapping of the entire surface. The mapping to the view channel is Y0-&gt;R16,
U-&gt;G16,
Y1-&gt;B16,
and V-&gt;A16.

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

Width must be even.

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_Y216">
    <summary>16-bit per channel packed YUV 4:2:2 video resource format. Valid view formats for this video resource format are DXGI_FORMAT_R16G16B16A16_UNORM and DXGI_FORMAT_R16G16B16A16_UINT. Supported view types are SRV and UAV. One view provides a straightforward mapping of the entire surface. The mapping to the view channel is Y0-&gt;R16,
U-&gt;G16,
Y1-&gt;B16,
and V-&gt;A16.

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

Width must be even.

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_NV11">
    <summary>Most common planar YUV 4:1:1 video resource format. Valid luminance data view formats for this video resource format are DXGI_FORMAT_R8_UNORM and DXGI_FORMAT_R8_UINT. Valid chrominance data view formats (width and height are each 1/4 of luminance view) for this video resource format are DXGI_FORMAT_R8G8_UNORM and DXGI_FORMAT_R8G8_UINT. Supported view types are SRV, RTV, and UAV. For luminance data view, the mapping to the view channel is Y-&gt;R8. For chrominance data view, the mapping to the view channel is U-&gt;R8 and
V-&gt;G8.

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

Width must be a multiple of 4. Direct3D11 staging resources and initData parameters for this format use (rowPitch * height * 2) bytes. The first (SysMemPitch * height) bytes are the Y plane, the next ((SysMemPitch / 2) * height) bytes are the UV plane, and the remainder is padding. 

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_AI44">
    <summary>4-bit palletized YUV format that is commonly used for DVD subpicture.

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_IA44">
    <summary>4-bit palletized YUV format that is commonly used for DVD subpicture.

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_P8">
    <summary>8-bit palletized format that is used for palletized RGB data when the processor processes ISDB-T data and for palletized YUV data when the processor processes BluRay data.

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_A8P8">
    <summary>8-bit palletized format with 8 bits of alpha that is used for palletized YUV data when the processor processes BluRay data.

For more info about YUV formats for video rendering, see <a href="https://docs.microsoft.com/windows/desktop/medfound/recommended-8-bit-yuv-formats-for-video-rendering">Recommended 8-Bit YUV Formats for Video Rendering</a>. 

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_B4G4R4A4_UNORM">
    <summary>A four-component, 16-bit unsigned-normalized integer format that supports 4 bits for each channel including alpha.

<b>Direct3D 11.1:  </b>This value is not supported until Windows 8.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_P208">
    <summary>A video format; an 8-bit version of a hybrid planar 4:2:2 format.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_V208">
    <summary>An 8 bit YCbCrA 4:4 rendering format.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_V408">
    <summary>An 8 bit YCbCrA 4:4:4:4 rendering format.</summary>
  </member>
  <member name="DXGI_FORMAT::DXGI_FORMAT_FORCE_UINT">
    <summary>Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a 
        size other than 32 bits. This value is not used.</summary>
  </member>
  <member name="IDXGISwapChain2::SetMatrixTransform">
    <summary>
      <para>Sets the transform matrix that will be applied to a composition swap chain upon the next present.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgiswapchain2-setmatrixtransform" /></para>
      <param name="pMatrix">The transform matrix to use for swap chain scaling and translation. This function can only be used with composition swap chains created by <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-createswapchainforcomposition">IDXGIFactory2::CreateSwapChainForComposition</a>. Only scale and translation components are allowed in the matrix.</param>
    </summary>
  </member>
  <member name="IDXGIDecodeSwapChain::GetDestSize">
    <summary>
      <para>Gets the size of the destination surface to use for the video processing blit operation.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_3/nf-dxgi1_3-idxgidecodeswapchain-getdestsize" /></para>
      <param name="pWidth">A pointer to a variable that receives the width in pixels.</param>
      <param name="pHeight">A pointer to a variable that receives the height in pixels.</param>
    </summary>
  </member>
  <member name="DXGI_HDR_METADATA_TYPE">
    <summary>
      <para>Specifies the header metadata type.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/ne-dxgi1_5-dxgi_hdr_metadata_type" /></para>
    </summary>
  </member>
  <member name="DXGI_HDR_METADATA_TYPE::DXGI_HDR_METADATA_TYPE_NONE">
    <summary>Indicates there is no header metadata.</summary>
  </member>
  <member name="DXGI_HDR_METADATA_TYPE::DXGI_HDR_METADATA_TYPE_HDR10">
    <summary>Indicates the header metadata is held by a  <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_5/ns-dxgi1_5-dxgi_hdr_metadata_hdr10">DXGI_HDR_METADATA_HDR10</a> structure.</summary>
  </member>
  <member name="IDXGIInfoQueue::SetBreakOnSeverity">
    <summary>
      <para>Sets a message severity level to break on when a message with that severity level passes through the storage filter.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-setbreakonseverity" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that sets the breaking condition.</param>
      <param name="Severity">A <a href="https://docs.microsoft.com/windows/desktop/api/dxgidebug/ne-dxgidebug-dxgi_info_queue_message_severity">DXGI_INFO_QUEUE_MESSAGE_SEVERITY</a>-typed value that specifies the severity of the message.</param>
      <param name="bEnable">A Boolean value that specifies whether <b>SetBreakOnSeverity</b> turns on or off this breaking condition (<b>TRUE</b> for on, <b>FALSE</b> for off).</param>
    </summary>
  </member>
  <member name="IDXGIOutputDuplication::AcquireNextFrame">
    <summary>
      <para>Indicates that the application is ready to process the next desktop image.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgioutputduplication-acquirenextframe" /></para>
      <param name="TimeoutInMilliseconds">The time-out interval, in milliseconds. This interval specifies the amount of time that this method waits for a new frame before it returns to the caller.  This method returns if the interval elapses, and a new desktop image is not available.

For more information about the time-out interval, see Remarks.</param>
      <param name="pFrameInfo">A pointer to a memory location that receives the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_outdupl_frame_info">DXGI_OUTDUPL_FRAME_INFO</a> structure that describes timing and presentation statistics for a frame.</param>
      <param name="ppDesktopResource">A pointer to a variable that receives the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgiresource">IDXGIResource</a> interface of the surface that contains the desktop bitmap.</param>
    </summary>
  </member>
  <member name="IDXGIOutput::SetDisplaySurface">
    <summary>
      <para>Changes the display mode.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgioutput-setdisplaysurface" /></para>
      <param name="pScanoutSurface">A pointer to a surface (see <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nn-dxgi-idxgisurface">IDXGISurface</a>) used for rendering an image to the screen. The surface must have been created as a back buffer (DXGI_USAGE_BACKBUFFER).</param>
    </summary>
  </member>
  <member name="IDXGIKeyedMutex">
    <summary>
      <para>Represents a keyed mutex, which allows exclusive access to a shared resource that is used by multiple devices.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgikeyedmutex" /></para>
    </summary>
  </member>
  <member name="DXGI_PRESENT_PARAMETERS">
    <summary>
      <para>Describes information about present that helps the operating system optimize presentation.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/ns-dxgi1_2-dxgi_present_parameters" /></para>
    </summary>
  </member>
  <member name="DXGI_PRESENT_PARAMETERS::DirtyRectsCount">
    <summary>The number of updated rectangles that you update in the back buffer for the presented frame. The operating system uses this information to optimize presentation. You can set this member to 0 to indicate that you update the whole frame.</summary>
  </member>
  <member name="DXGI_PRESENT_PARAMETERS::pDirtyRects">
    <summary>A list of updated rectangles that you update in the back buffer for the presented frame. An application must update every single pixel in each rectangle that it reports to the runtime; the application cannot assume that the pixels are saved from the previous frame. For more information about updating dirty rectangles, see Remarks. You can set this member to <b>NULL</b> if <b>DirtyRectsCount</b> is 0. An application must not update any pixel outside of the dirty rectangles.</summary>
  </member>
  <member name="DXGI_PRESENT_PARAMETERS::pScrollRect">
    <summary>A pointer to the scrolled rectangle. The scrolled rectangle is the rectangle of the previous frame from which the runtime bit-block transfers (bitblts) content. The runtime also uses the scrolled rectangle to optimize presentation in terminal server and indirect display scenarios.

The scrolled rectangle also describes the destination rectangle, that is, the region on the current frame that is filled with scrolled content. You can set this member to <b>NULL</b> to indicate that no content is scrolled from the previous frame.</summary>
  </member>
  <member name="DXGI_PRESENT_PARAMETERS::pScrollOffset">
    <summary>A pointer to the offset of the scrolled area that goes from the source rectangle (of previous frame) to the destination rectangle (of current frame). You can set this member to <b>NULL</b> to indicate no offset.</summary>
  </member>
  <member name="IDXGIAdapter2::GetDesc2">
    <summary>
      <para>Gets a Microsoft DirectX Graphics Infrastructure (DXGI) 1.2 description of an adapter or video card.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgiadapter2-getdesc2" /></para>
      <param name="pDesc">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ns-dxgi1_2-dxgi_adapter_desc2">DXGI_ADAPTER_DESC2</a> structure that describes the adapter.  
      This parameter must not be <b>NULL</b>. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, earlier versions of  <b>GetDesc2</b> (<a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter-getdesc">GetDesc</a> and <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgiadapter1-getdesc1">GetDesc1</a>) return zeros for the PCI ID in the <b>VendorId</b>, <b>DeviceId</b>, <b>SubSysId</b>, and <b>Revision</b> members of the adapter description structure and “Software Adapter” for the description string in the <b>Description</b> member. <b>GetDesc2</b> returns the actual feature level 9 hardware values in these members.</param>
    </summary>
  </member>
  <member name="IDXGIObject::GetParent">
    <summary>
      <para>Gets the parent of the object.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiobject-getparent" /></para>
      <param name="riid">The ID of the requested interface.</param>
      <param name="ppParent">The address of a pointer to the parent object.</param>
    </summary>
  </member>
  <member name="IDXGIDevice1">
    <summary>
      <para>An IDXGIDevice1 interface implements a derived class for DXGI objects that produce image data.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nn-dxgi-idxgidevice1" /></para>
    </summary>
  </member>
  <member name="IDXGISurface::GetDesc">
    <summary>
      <para>Get a description of the surface.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgisurface-getdesc" /></para>
      <param name="pDesc">A pointer to the surface description (see <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ns-dxgi-dxgi_surface_desc">DXGI_SURFACE_DESC</a>).</param>
    </summary>
  </member>
  <member name="DXGI_ADAPTER_DESC3">
    <summary>
      <para>Describes an adapter (or video card) that uses Microsoft DirectX Graphics Infrastructure (DXGI) 1.6.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/ns-dxgi1_6-dxgi_adapter_desc3" /></para>
    </summary>
  </member>
  <member name="DXGI_ADAPTER_DESC3::Description">
    <summary>A string that contains the adapter description.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC3::VendorId">
    <summary>The PCI ID of the hardware vendor.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC3::DeviceId">
    <summary>The PCI ID of the hardware device.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC3::SubSysId">
    <summary>The PCI ID of the sub system.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC3::Revision">
    <summary>The PCI ID of the revision number of the adapter.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC3::DedicatedVideoMemory">
    <summary>The number of bytes of dedicated video memory that are not shared with the CPU.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC3::DedicatedSystemMemory">
    <summary>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.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC3::SharedSystemMemory">
    <summary>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.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC3::AdapterLuid">
    <summary>A unique value that identifies the adapter. See <a href="https://docs.microsoft.com/previous-versions/windows/hardware/drivers/ff549708(v=vs.85)">LUID</a> for a definition of the structure. <b>LUID</b> is defined in dxgi.h.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC3::Flags">
    <summary>A value of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_6/ne-dxgi1_6-dxgi_adapter_flag3">DXGI_ADAPTER_FLAG3</a> enumeration that describes the adapter type.  The <b>DXGI_ADAPTER_FLAG_REMOTE</b> flag is reserved.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC3::GraphicsPreemptionGranularity">
    <summary>A value of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ne-dxgi1_2-dxgi_graphics_preemption_granularity">DXGI_GRAPHICS_PREEMPTION_GRANULARITY</a> enumerated type that describes the granularity level at which the GPU can be preempted from performing its current graphics rendering task.</summary>
  </member>
  <member name="DXGI_ADAPTER_DESC3::ComputePreemptionGranularity">
    <summary>A value of the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/ne-dxgi1_2-dxgi_compute_preemption_granularity">DXGI_COMPUTE_PREEMPTION_GRANULARITY</a> enumerated type that describes the granularity level at which the GPU can be preempted from performing its current compute task.</summary>
  </member>
  <member name="DXGI_DEBUG_RLO_FLAGS">
    <summary>
      <para>Flags used with ReportLiveObjects to specify the amount of info to report about an object's lifetime.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/ne-dxgidebug-dxgi_debug_rlo_flags" /></para>
    </summary>
  </member>
  <member name="DXGI_DEBUG_RLO_FLAGS::DXGI_DEBUG_RLO_SUMMARY">
    <summary>A flag that specifies to obtain a summary about an object's lifetime.</summary>
  </member>
  <member name="DXGI_DEBUG_RLO_FLAGS::DXGI_DEBUG_RLO_DETAIL">
    <summary>A flag that specifies to obtain detailed info about an object's lifetime.</summary>
  </member>
  <member name="DXGI_DEBUG_RLO_FLAGS::DXGI_DEBUG_RLO_IGNORE_INTERNAL">
    <summary>This flag indicates to ignore objects which have no external refcounts keeping them alive.
            D3D objects are printed using an external refcount and an internal refcount. 
            Typically, all objects are printed. 
            This flag means ignore the objects whose external refcount is 0, because the application is not responsible for keeping them alive.</summary>
  </member>
  <member name="DXGI_DEBUG_RLO_FLAGS::DXGI_DEBUG_RLO_ALL">
    <summary>A flag that specifies to obtain both a summary and detailed info about an object's lifetime.</summary>
  </member>
  <member name="DXGI_ALPHA_MODE_IGNORE">
    <summary>
      <para>The alpha channel should be ignored and the bitmap should be rendered opaquely.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dcomp/nf-dcomp-idcompositiondevice2-createsurface" /></para>
    </summary>
  </member>
  <member name="IDXGIFactory2::RegisterStereoStatusWindow">
    <summary>
      <para>Registers an application window to receive notification messages of changes of stereo status.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgifactory2-registerstereostatuswindow" /></para>
      <param name="WindowHandle">The handle of the window to send a notification message to when stereo status change occurs.</param>
      <param name="wMsg">Identifies the notification message to send.</param>
      <param name="pdwCookie">A pointer to a key value that an application can pass to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-unregisterstereostatus">IDXGIFactory2::UnregisterStereoStatus</a> method  to unregister the notification message that <i>wMsg</i> specifies.</param>
    </summary>
  </member>
  <member name="IDXGIDevice1::GetMaximumFrameLatency">
    <summary>
      <para>Gets the number of frames that the system is allowed to queue for rendering.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgidevice1-getmaximumframelatency" /></para>
      <param name="pMaxLatency">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.</param>
    </summary>
  </member>
  <member name="IDXGIFactory7::RegisterAdaptersChangedEvent">
    <summary>
      <para>Registers to receive notification of changes whenever the adapter enumeration state changes.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_6/nf-dxgi1_6-idxgifactory7-registeradapterschangedevent" /></para>
      <param name="hEvent">A handle to the event object.</param>
      <param name="pdwCookie">A key value for the registered event.</param>
    </summary>
  </member>
  <member name="IDXGIAdapter1::GetDesc1">
    <summary>
      <para>Gets a DXGI 1.1 description of an adapter (or video card).</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgiadapter1-getdesc1" /></para>
      <param name="pDesc">A pointer to a <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/ns-dxgi-dxgi_adapter_desc1">DXGI_ADAPTER_DESC1</a> structure that describes the adapter.  
      This parameter must not be <b>NULL</b>. On <a href="https://docs.microsoft.com/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro">feature level</a> 9 graphics hardware, <b>GetDesc1</b> returns zeros for the PCI ID in the <b>VendorId</b>, <b>DeviceId</b>, <b>SubSysId</b>, and <b>Revision</b> members of <b>DXGI_ADAPTER_DESC1</b> and “Software Adapter” for the description string in the <b>Description</b> member.</param>
    </summary>
  </member>
  <member name="IDXGIInfoQueue::PushEmptyRetrievalFilter">
    <summary>
      <para>Pushes an empty retrieval filter onto the retrieval-filter stack.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgidebug/nf-dxgidebug-idxgiinfoqueue-pushemptyretrievalfilter" /></para>
      <param name="Producer">A <a href="https://docs.microsoft.com/windows/desktop/direct3ddxgi/dxgi-debug-id">DXGI_DEBUG_ID</a> value that identifies the entity that pushes the empty retrieval filter.</param>
    </summary>
  </member>
  <member name="IDXGIFactory2::RegisterStereoStatusEvent">
    <summary>
      <para>Registers to receive notification of changes in stereo status by using event signaling.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_2/nf-dxgi1_2-idxgifactory2-registerstereostatusevent" /></para>
      <param name="hEvent">A handle to the event object that the operating system sets when notification of stereo status change occurs. The <a href="https://docs.microsoft.com/windows/desktop/api/synchapi/nf-synchapi-createeventa">CreateEvent</a> or <a href="https://docs.microsoft.com/windows/desktop/api/synchapi/nf-synchapi-openeventa">OpenEvent</a> function returns this handle.</param>
      <param name="pdwCookie">A pointer to a key value that an application can pass to the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi1_2/nf-dxgi1_2-idxgifactory2-unregisterstereostatus">IDXGIFactory2::UnregisterStereoStatus</a> method  to unregister the notification event that <i>hEvent</i> specifies.</param>
    </summary>
  </member>
  <member name="IDXGIKeyedMutex::AcquireSync">
    <summary>
      <para>Using a key, acquires exclusive rendering access to a shared resource.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi/nf-dxgi-idxgikeyedmutex-acquiresync" /></para>
      <param name="Key">A value that indicates which device to give access to. This method will succeed when the device that currently owns the surface calls 
          the <a href="https://docs.microsoft.com/windows/desktop/api/dxgi/nf-dxgi-idxgikeyedmutex-releasesync">IDXGIKeyedMutex::ReleaseSync</a> method using the same value. This value can be any UINT64 value.</param>
      <param name="dwMilliseconds">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 <i>Key</i>. 
          If this value is set to zero, the <b>AcquireSync</b> 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.</param>
    </summary>
  </member>
  <member name="IDXGIFactory5">
    <summary>
      <para>This interface enables a single method to support variable refresh rate displays.</para>
      <para>Microsoft Docs: <see href="https://docs.microsoft.com/windows/win32/api//dxgi1_5/nn-dxgi1_5-idxgifactory5" /></para>
    </summary>
  </member>
</doc>