+
+{
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1,
+};
+
+
+
+
+| Value | +Meaning | +
|---|---|
+
|
++Playback + + | +
+
|
++Video processing + + | +
| Value | +Meaning | +
|---|---|
+
|
++Full range (0-255) + + | +
+
|
++Limited range (16-235) + + | +
| Value | +Meaning | +
|---|---|
+
|
++ITU-R BT.601 + + | +
+
|
++ITU-R BT.709 + + | +
| Value | +Meaning | +
|---|---|
+
|
++Conventional YCbCr + + | +
+
|
++Extended YCbCr (xvYCC) + + | +
| Value | +Meaning | +
|---|---|
|
++Repeat frames. + + | +
|
++Interpolate frames. + + | +
Creating a texture 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.
+ +| Value | +Meaning | +
|---|---|
|
++Repeat frames. + + | +
|
++Interpolate frames. + + | +
| Value | +Meaning | +
|---|---|
|
++Returns the type of I/O bus that is used to send data to the GPU. + +Output data structure: D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_OUTPUT + + + | +
|
++Returns the type of authenticated channel. + +Output data structure: D3D11_AUTHENTICATED_QUERY_CHANNEL_TYPE_OUTPUT + + + | +
|
++Returns handles to the cryptographic session and Direct3D device that are associated with a specified decoder device. + +Input data structure: D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_INPUT + + +Output data structure: D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_OUTPUT + + + | +
|
++Returns the encryption type that is applied before content becomes accessible to the CPU or bus. + +Output data structure: D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_COUNT_OUTPUT + + + | +
|
++Returns a handle to the device that is associated with this authenticated channel. + +Output data structure: D3D11_AUTHENTICATED_QUERY_DEVICE_HANDLE_OUTPUT + + + | +
|
++Returns one of the encryption types that can be used to encrypt content before it becomes accessible to the CPU or bus. + +Input data structure: D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_INPUT + + +Output data structure: D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_OUTPUT + + + | +
|
++Returns the number of encryption types that can be used to encrypt content before it becomes accessible to the CPU or bus. + +Output data structure: D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_COUNT_OUTPUT + + + | +
|
++Returns one of the output identifiers that is associated with a specified cryptographic session and Direct3D device. + +Input data structure: D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_INPUT + + +Output data structure: D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_OUTPUT + + + | +
|
++Returns the number of output identifiers that are associated with a specified cryptographic session and Direct3D device. + +Input data structure: D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_INPUT + + +Output data structure: D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_OUTPUT + + + | +
|
++Returns the current protection level for the device. + +Output data structure: D3D11_AUTHENTICATED_QUERY_PROTECTION_OUTPUT + + + | +
|
++Returns information about a process that is allowed to open shared resources with restricted access. + +Input data structure: D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_INPUT + + +Output data structure: D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_OUTPUT + + + | +
|
++Returns the number of processes that are allowed to open shared resources with restricted access. + +Output data structure: D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_COUNT_OUTPUT + + + | +
|
++Returns the number of protected shared resources that can be opened by any process with no restrictions. + +Output data structure: D3D11_AUTHENTICATED_QUERY_UNRESTRICTED_PROTECTED_SHARED_RESOURCE_COUNT_OUTPUT + + + | +
| Value | +Meaning | +
|---|---|
|
++Frame 0 contains the left view. + + | +
|
++Frame 0 contains the right view. + + | +
| Value | +Meaning | +
|---|---|
|
++Frame 0 contains the base view. + + | +
|
++Frame 1 contains the base view. + + | +
| Flag | +Description | +
|---|---|
| D3D11_TRACE_REGISTER_FLAGS_RELATIVE_INDEXING (0x1) | +Access to the register is part of the relative indexing of a register. | +
+{
+ D3D_FEATURE_LEVEL_11_1,
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1,
+};
+
+
+ The number of elements in pFeatureLevels. Unlike D3D11CreateDevice, you must set FeatureLevels to greater than 0 because you can't set pFeatureLevels to NULL.
+ The SDK version. You must set this parameter to D3D11_SDK_VERSION.
+ The globally unique identifier (GUID) for the emulated interface. This value specifies the behavior of the device when the context state object is active. Valid values are obtained by using the __uuidof operator on the ID3D10Device, ID3D10Device1, ID3D11Device, and ID3D11Device1 interfaces. See Remarks.
+ A pointer to a variable that receives a D3D_FEATURE_LEVEL value from the pFeatureLevels array. This is the first array value with which CreateDeviceContextState succeeded in creating the context state object. If the call to CreateDeviceContextState fails, the variable pointed to by pChosenFeatureLevel is set to zero.
+ The address of a pointer to an ID3DDeviceContextState object that represents the state of a Direct3D device.
+ | Value | +Meaning | +
|---|---|
|
++Associates a cryptographic session with a decoder device and a Direct3D device. + + + +Input data: D3D11_AUTHENTICATED_CONFIGURE_CRYPTO_SESSION_INPUT + + + | +
|
++Sets the level of encryption that is performed before protected content becomes accessible to the CPU or bus. + + + +Input data: D3D11_AUTHENTICATED_CONFIGURE_ACCESSIBLE_ENCRYPTION_INPUT + + + | +
|
++Initializes the authenticated channel. + + + +Input data: D3D11_AUTHENTICATED_CONFIGURE_INITIALIZE_INPUT + + + | +
|
++Enables or disables protection for the device. + + + +Input data: D3D11_AUTHENTICATED_CONFIGURE_PROTECTION_INPUT + + + | +
|
++Enables a process to open a shared resource, or disables a process from opening shared resources. + + + +Input data: D3D11_AUTHENTICATED_CONFIGURE_SHARED_RESOURCE_INPUT + + + | +
+matrix
+
+
+
+, however each of the four component would have different semantic indices (0, 1, 2, and 3).| Value | +Meaning | +
|---|---|
|
++128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher. + + + | +
| Value | +Meaning | +
|---|---|
|
++128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher. + + + | +
| Value | +Meaning | +
|---|---|
|
++128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher. + + + | +
| Flag | +Description | +
|---|---|
| D3D11_SHADER_TRACE_FLAG_RECORD_REGISTER_WRITES (0x1) | +The shader trace object records register-writes. | +
| D3D11_SHADER_TRACE_FLAG_RECORD_REGISTER_READS (0x2) | +The shader trace object records register-reads. | +
| Value | +Meaning | +
|---|---|
|
++128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher. + + + | +
+0 < w
+-w <= x <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
+-w <= y <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
+0 <= z <= w
+
+When you set DepthClipEnable to FALSE, the hardware skips the z clipping (that is, the last step in the preceding algorithm). However, the hardware still performs the "0 < w" clipping. When z clipping is disabled, improper depth ordering at the pixel level might result. However, when z clipping is disabled, stencil shadow implementations are simplified. In other words, you can avoid complex special-case handling for geometry that goes beyond the back clipping plane.
+
+All drivers that support stereo video must support this format.
+
+All drivers that support stereo video must support this format.
+
+Support for this stereo format is optional.
+
+Support for this stereo format is optional.
+
+Support for this stereo format is optional.
+{
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1,
+};
+
+
+
+| Flag | +Description | +
|---|---|
| D3D11_TRACE_COMPONENT_X (0x1) | +The x component of the trace mask. | +
| D3D11_TRACE_COMPONENT_Y (0x2) | +The y component of the trace mask. | +
| D3D11_TRACE_COMPONENT_Z (0x4) | +The depth z component of the trace mask. | +
| D3D11_TRACE_COMPONENT_W (0x8) | +The depth w component of the trace mask. | +
+0 < w
+-w <= x <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
+-w <= y <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
+0 <= z <= w
+
+When you set DepthClipEnable to FALSE, the hardware skips the z clipping (that is, the last step in the preceding algorithm). However, the hardware still performs the "0 < w" clipping. When z clipping is disabled, improper depth ordering at the pixel level might result. However, when z clipping is disabled, stencil shadow implementations are simplified. In other words, you can avoid complex special-case handling for geometry that goes beyond the back clipping plane.
+0 < w
+-w <= x <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
+-w <= y <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
+0 <= z <= w
+
+When you set DepthClipEnable to FALSE, the hardware skips the z clipping (that is, the last step in the preceding algorithm). However, the hardware still performs the "0 < w" clipping. When z clipping is disabled, improper depth ordering at the pixel level might result. However, when z clipping is disabled, stencil shadow implementations are simplified. In other words, you can avoid complex special-case handling for geometry that goes beyond the back clipping plane.