<?xml version="1.0"?>
<doc>
    <assembly>
        <name>SharpDX.Direct3D11</name>
    </assembly>
    <members>
        <member name="T:SharpDX.Direct3D11.AssemblyDoc">
            <summary>
            The <see cref="A:SharpDX.Direct3D11"/> assembly provides managed Direct3D11 API.
            </summary>
            <msdn-id>ff476080</msdn-id>
            <unmanaged>Direct3D11</unmanaged>	
            <unmanaged-short>Direct3D11</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.BlendState.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.BlendStateDescription)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D11.BlendState" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="P:SharpDX.Direct3D11.BlendState.Description">
            <summary>
            <p>Gets the description for blending state that you used to create the blend-state object.</p>
            </summary>
            <remarks>
            <p>You use the description for blending state in a call to the <strong>ID3D11Device::CreateBlendState</strong> method to create the blend-state object.</p>
            </remarks>
            <msdn-id>ff476350</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.BlendState.GetDescription(SharpDX.Direct3D11.BlendStateDescription@)">
            <summary>
            <p>Gets the description for blending state that you used to create the blend-state object.</p>
            </summary>
            <param name = "descRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.BlendStateDescription"/></strong> structure that receives a description of the blend state.</p> </dd></param>
            <remarks>
            <p>You use the description for blending state in a call to the <strong>ID3D11Device::CreateBlendState</strong> method to create the blend-state object.</p>
            </remarks>
            <msdn-id>ff476350</msdn-id>
            <unmanaged>void ID3D11BlendState::GetDesc([Out] D3D11_BLEND_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11BlendState::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.BlendState1.#ctor(SharpDX.Direct3D11.Device1,SharpDX.Direct3D11.BlendStateDescription1)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D11.BlendState1" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="P:SharpDX.Direct3D11.BlendState1.Description1">
            <summary>
            <p>Gets the description for blending state that you used to create the blend-state object.</p>
            </summary>
            <remarks>
            <p>You use the description for blending state in a call to the <strong>ID3D11Device1::CreateBlendState1</strong> method to create the blend-state object.</p>
            </remarks>
            <msdn-id>hh404573</msdn-id>
            <unmanaged>GetDesc1</unmanaged>
            <unmanaged-short>GetDesc1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.BlendState1.GetDescription1(SharpDX.Direct3D11.BlendStateDescription1@)">
            <summary>
            <p>Gets the description for blending state that you used to create the blend-state object.</p>
            </summary>
            <param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.BlendStateDescription1"/></strong> structure that receives a description of the blend state. This blend state can specify logical operations as well as blending operations.</p> </dd></param>
            <remarks>
            <p>You use the description for blending state in a call to the <strong>ID3D11Device1::CreateBlendState1</strong> method to create the blend-state object.</p>
            </remarks>
            <msdn-id>hh404573</msdn-id>
            <unmanaged>void ID3D11BlendState1::GetDesc1([Out] D3D11_BLEND_DESC1* pDesc)</unmanaged>
            <unmanaged-short>ID3D11BlendState1::GetDesc1</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.BlendStateDescription">
            <summary>
            <p> Describes the blend state that you use in a call to <strong>ID3D11Device::CreateBlendState</strong> to create a blend-state object. </p>
            </summary>
            <remarks>
            <p>Here are the default values for blend state.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>IndependentBlendEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].BlendEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].SrcBlend</td><td>D3D11_BLEND_ONE</td></tr> <tr><td>RenderTarget[0].DestBlend</td><td>D3D11_BLEND_ZERO</td></tr> <tr><td>RenderTarget[0].BlendOp</td><td>D3D11_BLEND_OP_ADD</td></tr> <tr><td>RenderTarget[0].SrcBlendAlpha</td><td>D3D11_BLEND_ONE</td></tr> <tr><td>RenderTarget[0].DestBlendAlpha</td><td>D3D11_BLEND_ZERO</td></tr> <tr><td>RenderTarget[0].BlendOpAlpha</td><td>D3D11_BLEND_OP_ADD</td></tr> <tr><td>RenderTarget[0].RenderTargetWriteMask</td><td>D3D11_COLOR_WRITE_ENABLE_ALL</td></tr> </table><p>?</p><strong>Note</strong>??<strong><see cref = "T:SharpDX.Direct3D11.BlendStateDescription"/></strong> is identical to <strong>D3D10_BLEND_DESC1</strong>.?<p> If the driver type is set to <strong>D3D_DRIVER_TYPE_HARDWARE</strong>, the feature level is set to less than or equal to <strong>D3D_FEATURE_LEVEL_9_3</strong>, and the pixel format of the render target is set to <strong>DXGI_FORMAT_R8G8B8A8_UNORM_SRGB</strong>, <strong>DXGI_FORMAT_B8G8R8A8_UNORM_SRGB</strong>, or <strong>DXGI_FORMAT_B8G8R8X8_UNORM_SRGB</strong>, the display device performs the blend in standard RGB (sRGB) space and not in linear space. However, if the feature level is set to greater than <strong>D3D_FEATURE_LEVEL_9_3</strong>, the display device performs the blend in linear space, which is ideal. </p>
            </remarks>
            <msdn-id>ff476087</msdn-id>
            <unmanaged>D3D11_BLEND_DESC</unmanaged>
            <unmanaged-short>D3D11_BLEND_DESC</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.BlendStateDescription.Default">
            <summary>
            Returns default values for <see cref="T:SharpDX.Direct3D11.BlendStateDescription"/>. 
            </summary>
            <remarks>
            See MSDN documentation for default values.
            </remarks>
        </member>
        <member name="M:SharpDX.Direct3D11.BlendStateDescription.Clone">
            <summary>
            Clones this instance.
            </summary>
            <returns>A copy of this instance.</returns>
            <remarks>
            Because this structure contains an array, it is not possible to modify it without making an explicit clone method.
            </remarks>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendStateDescription.AlphaToCoverageEnable">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476087</msdn-id>
            <unmanaged>AlphaToCoverageEnable</unmanaged>
            <unmanaged-short>AlphaToCoverageEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendStateDescription.IndependentBlendEnable">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476087</msdn-id>
            <unmanaged>IndependentBlendEnable</unmanaged>
            <unmanaged-short>IndependentBlendEnable</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.BlendStateDescription.RenderTarget">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476087</msdn-id>
            <unmanaged>RenderTarget</unmanaged>
            <unmanaged-short>RenderTarget</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.BlendStateDescription1">
            <summary>
            <strong>Note</strong>?? This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?<p> Describes the blend state that you use in a call to <strong>ID3D11Device1::CreateBlendState1</strong> to create a blend-state object. </p>
            </summary>
            <remarks>
            <p> Here are the default values for blend state. </p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>IndependentBlendEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].BlendEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].LogicOpEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].SrcBlend</td><td>D3D11_BLEND_ONE</td></tr> <tr><td>RenderTarget[0].DestBlend</td><td>D3D11_BLEND_ZERO</td></tr> <tr><td>RenderTarget[0].BlendOp</td><td>D3D11_BLEND_OP_ADD</td></tr> <tr><td>RenderTarget[0].SrcBlendAlpha</td><td>D3D11_BLEND_ONE</td></tr> <tr><td>RenderTarget[0].DestBlendAlpha</td><td>D3D11_BLEND_ZERO</td></tr> <tr><td>RenderTarget[0].BlendOpAlpha</td><td>D3D11_BLEND_OP_ADD</td></tr> <tr><td>RenderTarget[0].LogicOp</td><td>D3D11_LOGIC_OP_NOOP</td></tr> <tr><td>RenderTarget[0].RenderTargetWriteMask</td><td>D3D11_COLOR_WRITE_ENABLE_ALL</td></tr> </table><p>?</p><p> If the driver type is set to <strong>D3D_DRIVER_TYPE_HARDWARE</strong>, the feature level is set to less than or equal to <strong>D3D_FEATURE_LEVEL_9_3</strong>, and the pixel format of the render target is set to <strong>DXGI_FORMAT_R8G8B8A8_UNORM_SRGB</strong>, <strong>DXGI_FORMAT_B8G8R8A8_UNORM_SRGB</strong>, or <strong>DXGI_FORMAT_B8G8R8X8_UNORM_SRGB</strong>, the display device performs the blend in standard RGB (sRGB) space and not in linear space. However, if the feature level is set to greater than <strong>D3D_FEATURE_LEVEL_9_3</strong>, the display device performs the blend in linear space, which is ideal. </p><p> When you set the <strong>LogicOpEnable</strong> member of the first element of the <strong>RenderTarget</strong> array (<strong>RenderTarget</strong>[0]) to <strong>TRUE</strong>, you must also set the <strong>BlendEnable</strong> member of  <strong>RenderTarget</strong>[0] to <strong><see cref = "F:SharpDX.Result.False"/></strong>, and the <strong>IndependentBlendEnable</strong> member of  this <strong><see cref = "T:SharpDX.Direct3D11.BlendStateDescription1"/></strong> to <strong><see cref = "F:SharpDX.Result.False"/></strong>.  This reflects the limitation in hardware that you can't mix logic operations with blending across multiple render targets, and that when you use a logic operation, you must apply the same logic operation to all render targets. </p>
            </remarks>
            <msdn-id>hh404435</msdn-id>
            <unmanaged>D3D11_BLEND_DESC1</unmanaged>
            <unmanaged-short>D3D11_BLEND_DESC1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.BlendStateDescription1.Default">
            <summary>
            Returns default values for <see cref="T:SharpDX.Direct3D11.BlendStateDescription1"/>. 
            </summary>
            <remarks>
            See MSDN documentation for default values.
            </remarks>
        </member>
        <member name="M:SharpDX.Direct3D11.BlendStateDescription1.Clone">
            <summary>
            Clones this instance.
            </summary>
            <returns>A copy of this instance.</returns>
            <remarks>
            Because this structure contains an array, it is not possible to modify it without making an explicit clone method.
            </remarks>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendStateDescription1.AlphaToCoverageEnable">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh404435</msdn-id>
            <unmanaged>AlphaToCoverageEnable</unmanaged>
            <unmanaged-short>AlphaToCoverageEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendStateDescription1.IndependentBlendEnable">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh404435</msdn-id>
            <unmanaged>IndependentBlendEnable</unmanaged>
            <unmanaged-short>IndependentBlendEnable</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.BlendStateDescription1.RenderTarget">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh404435</msdn-id>
            <unmanaged>RenderTarget</unmanaged>
            <unmanaged-short>RenderTarget</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Buffer.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.BufferDescription)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Buffer" /> class.
            </summary>
            <param name = "device">The device with which to associate the buffer.</param>
            <param name = "description">The description of the buffer.</param>
            <msdn-id>ff476501</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Buffer.#ctor(SharpDX.Direct3D11.Device,SharpDX.DataStream,SharpDX.Direct3D11.BufferDescription)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Buffer" /> class.
            </summary>
            <param name = "device">The device with which to associate the buffer.</param>
            <param name = "data">Initial data used to initialize the buffer.</param>
            <param name = "description">The description of the buffer.</param>
            <msdn-id>ff476501</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Buffer.#ctor(SharpDX.Direct3D11.Device,System.IntPtr,SharpDX.Direct3D11.BufferDescription)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Buffer" /> class.
            </summary>
            <param name="device">The device with which to associate the buffer.</param>
            <param name="dataPointer">The data pointer.</param>
            <param name="description">The description of the buffer.</param>
            <msdn-id>ff476501</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Buffer.#ctor(SharpDX.Direct3D11.Device,System.Int32,SharpDX.Direct3D11.ResourceUsage,SharpDX.Direct3D11.BindFlags,SharpDX.Direct3D11.CpuAccessFlags,SharpDX.Direct3D11.ResourceOptionFlags,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Buffer" /> class.
            </summary>
            <param name = "device">The device with which to associate the buffer.</param>
            <param name = "sizeInBytes">The size, in bytes, of the buffer.</param>
            <param name = "usage">The usage pattern for the buffer.</param>
            <param name = "bindFlags">Flags specifying how the buffer will be bound to the pipeline.</param>
            <param name = "accessFlags">Flags specifying how the buffer will be accessible from the CPU.</param>
            <param name = "optionFlags">Miscellaneous resource options.</param>
            <param name = "structureByteStride">The size (in bytes) of the structure element for structured buffers.</param>
            <msdn-id>ff476501</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Buffer.#ctor(SharpDX.Direct3D11.Device,SharpDX.DataStream,System.Int32,SharpDX.Direct3D11.ResourceUsage,SharpDX.Direct3D11.BindFlags,SharpDX.Direct3D11.CpuAccessFlags,SharpDX.Direct3D11.ResourceOptionFlags,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Buffer" /> class.
            </summary>
            <param name = "device">The device with which to associate the buffer.</param>
            <param name = "data">Initial data used to initialize the buffer.</param>
            <param name = "sizeInBytes">The size, in bytes, of the buffer.</param>
            <param name = "usage">The usage pattern for the buffer.</param>
            <param name = "bindFlags">Flags specifying how the buffer will be bound to the pipeline.</param>
            <param name = "accessFlags">Flags specifying how the buffer will be accessible from the CPU.</param>
            <param name = "optionFlags">Miscellaneous resource options.</param>
            <param name = "structureByteStride">The size (in bytes) of the structure element for structured buffers.</param>
            <msdn-id>ff476501</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Buffer.Create``1(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.BindFlags,``0@,System.Int32,SharpDX.Direct3D11.ResourceUsage,SharpDX.Direct3D11.CpuAccessFlags,SharpDX.Direct3D11.ResourceOptionFlags,System.Int32)">
            <summary>
            Creates a new instance of the <see cref="T:SharpDX.Direct3D11.Buffer"/> class.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="device">The device with which to associate the buffer.</param>
            <param name="bindFlags">Flags specifying how the buffer will be bound to the pipeline.</param>
            <param name="data">Initial data used to initialize the buffer.</param>
            <param name="sizeInBytes">The size, in bytes, of the buffer. If 0 is specified, sizeof(T) is used. </param>
            <param name="usage">The usage pattern for the buffer.</param>
            <param name="accessFlags">Flags specifying how the buffer will be accessible from the CPU.</param>
            <param name="optionFlags">Miscellaneous resource options.</param>
            <param name="structureByteStride">The size (in bytes) of the structure element for structured buffers.</param>
            <returns>An initialized buffer</returns>
            <msdn-id>ff476501</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Buffer.Create``1(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.BindFlags,``0[],System.Int32,SharpDX.Direct3D11.ResourceUsage,SharpDX.Direct3D11.CpuAccessFlags,SharpDX.Direct3D11.ResourceOptionFlags,System.Int32)">
            <summary>
            Creates a new instance of the <see cref="T:SharpDX.Direct3D11.Buffer"/> class.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="device">The device with which to associate the buffer.</param>
            <param name="bindFlags">Flags specifying how the buffer will be bound to the pipeline.</param>
            <param name="data">Initial data used to initialize the buffer.</param>
            <param name="sizeInBytes">The size, in bytes, of the buffer. If 0 is specified, sizeof(T) * data.Length is used.</param>
            <param name="usage">The usage pattern for the buffer.</param>
            <param name="accessFlags">Flags specifying how the buffer will be accessible from the CPU.</param>
            <param name="optionFlags">Miscellaneous resource options.</param>
            <param name="structureByteStride">The size (in bytes) of the structure element for structured buffers.</param>
            <returns>An initialized buffer</returns>
            <msdn-id>ff476501</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Buffer.Create``1(SharpDX.Direct3D11.Device,``0@,SharpDX.Direct3D11.BufferDescription)">
            <summary>
            Creates a new instance of the <see cref="T:SharpDX.Direct3D11.Buffer"/> class.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="device">The device with which to associate the buffer.</param>
            <param name="data">Initial data used to initialize the buffer.</param>
            <param name="description">The description.</param>
            <returns>
            An initialized buffer
            </returns>
            <remarks>
            If the <see cref="F:SharpDX.Direct3D11.BufferDescription.SizeInBytes"/> is at 0, sizeof(T) is used.
            </remarks>
            <msdn-id>ff476501</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Buffer.Create``1(SharpDX.Direct3D11.Device,``0[],SharpDX.Direct3D11.BufferDescription)">
            <summary>
            Creates a new instance of the <see cref="T:SharpDX.Direct3D11.Buffer"/> class.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="device">The device with which to associate the buffer.</param>
            <param name="data">Initial data used to initialize the buffer.</param>
            <param name="description">The description.</param>
            <returns>
            An initialized buffer
            </returns>
            <remarks>
            If the <see cref="F:SharpDX.Direct3D11.BufferDescription.SizeInBytes"/> is at 0, sizeof(T) * data.Length is used.
            </remarks>
            <msdn-id>ff476501</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.Buffer.Description">
            <summary>
            <p>Get the properties of a buffer resource.</p>
            </summary>
            <msdn-id>ff476352</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Buffer.GetDescription(SharpDX.Direct3D11.BufferDescription@)">
            <summary>
            <p>Get the properties of a buffer resource.</p>
            </summary>
            <param name = "descRef"><dd>  <p>Pointer to a resource description (see <strong><see cref = "T:SharpDX.Direct3D11.BufferDescription"/></strong>) filled in by the method.</p> </dd></param>
            <msdn-id>ff476352</msdn-id>
            <unmanaged>void ID3D11Buffer::GetDesc([Out] D3D11_BUFFER_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11Buffer::GetDesc</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.BufferDescription">
            <summary>
            <p>Describes a buffer resource.</p>
            </summary>
            <remarks>
            <p>This structure is used by <strong>ID3D11Device::CreateBuffer</strong> to create buffer resources.</p><p>In addition to this structure, you can also use the <strong>CD3D11_BUFFER_DESC</strong> derived structure, which is defined  in D3D11.h and behaves like an inherited class, to help create a buffer description.</p><p>If the bind flag is <strong>D3D11_BIND_CONSTANT_BUFFER</strong>, you must set the <strong>ByteWidth</strong> value in multiples of 16, and less than or equal to <strong>D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT</strong>.</p>
            </remarks>
            <msdn-id>ff476092</msdn-id>
            <unmanaged>D3D11_BUFFER_DESC</unmanaged>
            <unmanaged-short>D3D11_BUFFER_DESC</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.BufferDescription.#ctor(System.Int32,SharpDX.Direct3D11.ResourceUsage,SharpDX.Direct3D11.BindFlags,SharpDX.Direct3D11.CpuAccessFlags,SharpDX.Direct3D11.ResourceOptionFlags,System.Int32)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.BufferDescription"/> struct.
            </summary>
            <param name="sizeInBytes">The size in bytes.</param>
            <param name="usage">The usage.</param>
            <param name="bindFlags">The bind flags.</param>
            <param name="cpuAccessFlags">The CPU access flags.</param>
            <param name="optionFlags">The option flags.</param>
            <param name="structureByteStride">The structure byte stride.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.BufferDescription.#ctor(System.Int32,SharpDX.Direct3D11.BindFlags,SharpDX.Direct3D11.ResourceUsage)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.BufferDescription"/> struct.
            </summary>
            <param name="sizeInBytes">The size in bytes.</param>
            <param name="bindFlags">The bind flags.</param>
            <param name="usage">The usage.</param>
        </member>
        <member name="F:SharpDX.Direct3D11.BufferDescription.SizeInBytes">
            <summary>
            <dd> <p>Size of the buffer in bytes.</p> </dd>
            </summary>
            <msdn-id>ff476092</msdn-id>
            <unmanaged>ByteWidth</unmanaged>
            <unmanaged-short>ByteWidth</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BufferDescription.Usage">
            <summary>
            <dd> <p>Identify how the buffer is expected to be read from and written to. Frequency of update is a key factor. The most common value is typically D3D11_USAGE_DEFAULT; see <strong><see cref = "T:SharpDX.Direct3D11.ResourceUsage"/></strong> for all possible values.</p> </dd>
            </summary>
            <msdn-id>ff476092</msdn-id>
            <unmanaged>Usage</unmanaged>
            <unmanaged-short>Usage</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BufferDescription.BindFlags">
            <summary>
            <dd> <p>Identify how the buffer will be bound to the pipeline. Flags (see <strong><see cref = "T:SharpDX.Direct3D11.BindFlags"/></strong>) can be combined with a logical OR.</p> </dd>
            </summary>
            <msdn-id>ff476092</msdn-id>
            <unmanaged>BindFlags</unmanaged>
            <unmanaged-short>BindFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BufferDescription.CpuAccessFlags">
            <summary>
            <dd> <p>CPU access flags (see <strong><see cref = "T:SharpDX.Direct3D11.CpuAccessFlags"/></strong>) or 0 if no CPU access is necessary. Flags can be combined with a logical OR.</p> </dd>
            </summary>
            <msdn-id>ff476092</msdn-id>
            <unmanaged>CPUAccessFlags</unmanaged>
            <unmanaged-short>CPUAccessFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BufferDescription.OptionFlags">
            <summary>
            <dd> <p>Miscellaneous flags (see <strong><see cref = "T:SharpDX.Direct3D11.ResourceOptionFlags"/></strong>) or 0 if unused. Flags can be combined with a logical OR.</p> </dd>
            </summary>
            <msdn-id>ff476092</msdn-id>
            <unmanaged>MiscFlags</unmanaged>
            <unmanaged-short>MiscFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BufferDescription.StructureByteStride">
            <summary>
            <dd> <p>The size of each element in the buffer structure (in bytes) when the buffer represents a structured buffer. For more info about structured buffers, see Structured Buffer.</p> <p>The size value in <strong>StructureByteStride</strong> must match the size of the format that you use for views of the buffer. For example, if you use a shader resource view (SRV) to read a buffer in a pixel shader, the SRV format size must match the size value in <strong>StructureByteStride</strong>.</p> </dd>
            </summary>
            <msdn-id>ff476092</msdn-id>
            <unmanaged>StructureByteStride</unmanaged>
            <unmanaged-short>StructureByteStride</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ClassInstance.#ctor(SharpDX.Direct3D11.ClassLinkage,System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>	
            Initializes a class-instance object that represents an HLSL class instance.	
            </summary>	
            <remarks>	
            Instances can be created (or gotten) before or after a shader is created. Use the same shader linkage object to acquire a class instance and create the shader the instance is going to be used in. For more information about using the <see cref="T:SharpDX.Direct3D11.ClassLinkage"/> interface, see {{Dynamic Linking}}. 	
            </remarks>	
            <param name="linkage">An instance of <see cref="P:SharpDX.Direct3D11.ClassInstance.ClassLinkage"/>.</param>
            <param name="classTypeName">The type name of a class to initialize. </param>
            <param name="constantBufferOffset">Identifies the constant buffer that contains the class data. </param>
            <param name="constantVectorOffset">The four-component vector offset from the start of the constant buffer where the class data will begin. Consequently, this is not a byte offset. </param>
            <param name="textureOffset">The texture slot for the first texture; there may be multiple textures following the offset. </param>
            <param name="samplerOffset">The sampler slot for the first sampler; there may be multiple samplers following the offset. </param>
            <returns>Returns S_OK if successful; otherwise, returns one of the following {{Direct3D 11 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D11ClassLinkage::CreateClassInstance([In] const char* pClassTypeName,[In] int ConstantBufferOffset,[In] int ConstantVectorOffset,[In] int TextureOffset,[In] int SamplerOffset,[Out] ID3D11ClassInstance** ppInstance)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.ClassInstance.InstanceName">
            <summary>
              Gets the instance name of the current HLSL class.
            </summary>
            <remarks>
              GetInstanceName will return a valid name only for instances acquired using <see cref = "M:SharpDX.Direct3D11.ClassLinkage.GetClassInstance(System.String,System.Int32)" />.For more information about using the <see cref = "T:SharpDX.Direct3D11.ClassInstance" /> interface, see {{Dynamic Linking}}.
            </remarks>
            <returns>The instance name of the current HLSL class.</returns>
            <unmanaged>void GetInstanceName([Out, Buffer, Optional] LPSTR pInstanceName,[InOut] SIZE_T* pBufferLength)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.ClassInstance.TypeName">
            <summary>
              Gets the type of the current HLSL class.
            </summary>
            <remarks>
              GetTypeName will return a valid name only for instances acquired using <see cref = "M:SharpDX.Direct3D11.ClassLinkage.GetClassInstance(System.String,System.Int32)" />.For more information about using the <see cref = "T:SharpDX.Direct3D11.ClassInstance" /> interface, see {{Dynamic Linking}}.
            </remarks>
            <returns>Type of the current HLSL class.</returns>
            <unmanaged>void GetTypeName([Out, Buffer, Optional] LPSTR pTypeName,[InOut] SIZE_T* pBufferLength)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.ClassInstance.ClassLinkage">
            <summary>
            <p> Gets the <strong><see cref = "T:SharpDX.Direct3D11.ClassLinkage"/></strong> object associated with the current HLSL class. </p>
            </summary>
            <remarks>
            <p> For more information about using the <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong> interface, see Dynamic Linking. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476354</msdn-id>
            <unmanaged>GetClassLinkage</unmanaged>
            <unmanaged-short>GetClassLinkage</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.ClassInstance.Description">
            <summary>
            <p>Gets a description of the current HLSL class.</p>
            </summary>
            <remarks>
            <p> For more information about using the <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong> interface, see Dynamic Linking. </p><p> An instance is not restricted to being used for a single type in a single shader. An instance is flexible and can be used for any shader that used the same type name or instance name when the instance was generated. </p><ul> <li> A created instance will work for any shader that contains a type of the same type name. For instance, a class instance created with the type name <strong>DefaultShader</strong> would work in any shader that contained a type <strong>DefaultShader</strong> even though several shaders could describe a different type. </li> <li> A gotten instance maps directly to an instance name/index in a shader. A class instance aquired using GetClassInstance will work for any shader that contains a class instance of the name used to generate the runtime instance, the instance does not have to be the same type in all of the shaders it's used in. </li> </ul><p> An instance does not replace the importance of reflection for a particular shader since a gotten instance will not know its slot location and a created instance only specifies a type name. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476355</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ClassInstance.GetClassLinkage(SharpDX.Direct3D11.ClassLinkage@)">
            <summary>
            <p> Gets the <strong><see cref = "T:SharpDX.Direct3D11.ClassLinkage"/></strong> object associated with the current HLSL class. </p>
            </summary>
            <param name = "linkageOut">No documentation.</param>
            <remarks>
            <p> For more information about using the <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong> interface, see Dynamic Linking. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476354</msdn-id>
            <unmanaged>void ID3D11ClassInstance::GetClassLinkage([Out] ID3D11ClassLinkage** ppLinkage)</unmanaged>
            <unmanaged-short>ID3D11ClassInstance::GetClassLinkage</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ClassInstance.GetDescription(SharpDX.Direct3D11.ClassInstanceDescription@)">
            <summary>
            <p>Gets a description of the current HLSL class.</p>
            </summary>
            <param name = "descRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D11.ClassInstanceDescription"/></strong> structure that describes the current HLSL class. </p> </dd></param>
            <remarks>
            <p> For more information about using the <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong> interface, see Dynamic Linking. </p><p> An instance is not restricted to being used for a single type in a single shader. An instance is flexible and can be used for any shader that used the same type name or instance name when the instance was generated. </p><ul> <li> A created instance will work for any shader that contains a type of the same type name. For instance, a class instance created with the type name <strong>DefaultShader</strong> would work in any shader that contained a type <strong>DefaultShader</strong> even though several shaders could describe a different type. </li> <li> A gotten instance maps directly to an instance name/index in a shader. A class instance aquired using GetClassInstance will work for any shader that contains a class instance of the name used to generate the runtime instance, the instance does not have to be the same type in all of the shaders it's used in. </li> </ul><p> An instance does not replace the importance of reflection for a particular shader since a gotten instance will not know its slot location and a created instance only specifies a type name. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476355</msdn-id>
            <unmanaged>void ID3D11ClassInstance::GetDesc([Out] D3D11_CLASS_INSTANCE_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11ClassInstance::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ClassInstance.GetInstanceName(System.IntPtr,SharpDX.PointerSize@)">
            <summary>
            <p>Gets the instance name of the current HLSL class.</p>
            </summary>
            <param name = "instanceNameRef"><dd>  <p>The instance name of the current HLSL class.</p> </dd></param>
            <param name = "bufferLengthRef"><dd>  <p> The length of the <em>pInstanceName</em> parameter. </p> </dd></param>
            <remarks>
            <p>GetInstanceName will return a valid name only for instances acquired using  <strong>ID3D11ClassLinkage::GetClassInstance</strong>. </p><p> For more information about using the <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong> interface, see  Dynamic Linking. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476356</msdn-id>
            <unmanaged>void ID3D11ClassInstance::GetInstanceName([Out, Buffer, Optional] char* pInstanceName,[InOut] SIZE_T* pBufferLength)</unmanaged>
            <unmanaged-short>ID3D11ClassInstance::GetInstanceName</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ClassInstance.GetTypeName(System.IntPtr,SharpDX.PointerSize@)">
            <summary>
            <p>Gets the type of the current HLSL class.</p>
            </summary>
            <param name = "typeNameRef"><dd>  <p>Type of the current HLSL class.</p> </dd></param>
            <param name = "bufferLengthRef"><dd>  <p> The length of the <em>pTypeName</em> parameter. </p> </dd></param>
            <remarks>
            <p>GetTypeName will return a valid name only for instances acquired using <strong>ID3D11ClassLinkage::GetClassInstance</strong>. </p><p> For more information about using the <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong> interface, see Dynamic Linking. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476357</msdn-id>
            <unmanaged>void ID3D11ClassInstance::GetTypeName([Out, Buffer, Optional] char* pTypeName,[InOut] SIZE_T* pBufferLength)</unmanaged>
            <unmanaged-short>ID3D11ClassInstance::GetTypeName</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ClassLinkage.#ctor(SharpDX.Direct3D11.Device)">
            <summary>
              Create a new instance of <see cref = "T:SharpDX.Direct3D11.ClassLinkage" />.
            </summary>
            <param name = "device"></param>
        </member>
        <member name="M:SharpDX.Direct3D11.ClassLinkage.GetClassInstance(System.String,System.Int32)">
            <summary>
            <p>Gets the class-instance object that represents the specified HLSL class.</p>
            </summary>
            <param name = "classInstanceNameRef"><dd>  <p>The name of a class for which to get the class instance.</p> </dd></param>
            <param name = "instanceIndex"><dd>  <p>The index of the class instance.</p> </dd></param>
            <returns><dd>  <p> The address of a reference to an <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong> interface to initialize. </p> </dd></returns>
            <remarks>
            <p> For more information about using the <strong><see cref = "T:SharpDX.Direct3D11.ClassLinkage"/></strong> interface, see Dynamic Linking. </p><p> A class instance must have at least 1 data member in order to be available for the runtime to use with <strong>ID3D11ClassLinkage::GetClassInstance</strong>. Any instance with no members will be optimized out of a compiled shader blob as a zero-sized object. If you have a class with no data members, use <strong>ID3D11ClassLinkage::CreateClassInstance</strong> instead. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476360</msdn-id>
            <unmanaged>HRESULT ID3D11ClassLinkage::GetClassInstance([In] const char* pClassInstanceName,[In] unsigned int InstanceIndex,[Out] ID3D11ClassInstance** ppInstance)</unmanaged>
            <unmanaged-short>ID3D11ClassLinkage::GetClassInstance</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ClassLinkage.CreateClassInstance(System.String,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.ClassInstance)">
            <summary>
            <p>Initializes a class-instance object that represents an HLSL class instance.</p>
            </summary>
            <param name = "classTypeNameRef"><dd>  <p>The type name of a class to initialize.</p> </dd></param>
            <param name = "constantBufferOffset"><dd>  <p>Identifies the constant buffer that contains the class data.</p> </dd></param>
            <param name = "constantVectorOffset"><dd>  <p>The four-component vector offset from the start of the constant buffer where the class data will begin. Consequently, this is not a byte offset.</p> </dd></param>
            <param name = "textureOffset"><dd>  <p>The texture slot for the first texture; there may be multiple textures following the offset.</p> </dd></param>
            <param name = "samplerOffset"><dd>  <p>The sampler slot for the first sampler; there may be multiple samplers following the offset.</p> </dd></param>
            <param name = "instanceOut"><dd>  <p> The address of a reference to an <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong> interface to initialize. </p> </dd></param>
            <returns><p> Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the following Direct3D 11 Return Codes. </p></returns>
            <remarks>
            <p>Instances can be created (or gotten) before or after a shader is created. Use the same shader linkage object to acquire a class instance and create the shader the instance is going to be used in.</p><p> For more information about using the <strong><see cref = "T:SharpDX.Direct3D11.ClassLinkage"/></strong> interface, see Dynamic Linking. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476359</msdn-id>
            <unmanaged>HRESULT ID3D11ClassLinkage::CreateClassInstance([In] const char* pClassTypeName,[In] unsigned int ConstantBufferOffset,[In] unsigned int ConstantVectorOffset,[In] unsigned int TextureOffset,[In] unsigned int SamplerOffset,[Out, Fast] ID3D11ClassInstance** ppInstance)</unmanaged>
            <unmanaged-short>ID3D11ClassLinkage::CreateClassInstance</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShader.#ctor(SharpDX.Direct3D11.Device,System.Byte[],SharpDX.Direct3D11.ClassLinkage)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.ComputeShader" /> class.
            </summary>
            <param name = "device">The device used to create the shader.</param>
            <param name = "shaderBytecode">The compiled shader bytecode.</param>
            <param name = "linkage">A dynamic class linkage interface.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.Counter.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.CounterDescription)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D11.Counter" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The counter description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="P:SharpDX.Direct3D11.Counter.Description">
            <summary>
            <p>Get a counter description.</p>
            </summary>
            <msdn-id>ff476365</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Counter.GetDescription(SharpDX.Direct3D11.CounterDescription@)">
            <summary>
            <p>Get a counter description.</p>
            </summary>
            <param name = "descRef"><dd>  <p>Pointer to a counter description (see <strong><see cref = "T:SharpDX.Direct3D11.CounterDescription"/></strong>).</p> </dd></param>
            <msdn-id>ff476365</msdn-id>
            <unmanaged>void ID3D11Counter::GetDesc([Out] D3D11_COUNTER_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11Counter::GetDesc</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.CounterMetadata">
            <summary>
            Counter metadata that contains the type, name, units of measure, and a description of an existing counter.
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D11.CounterMetadata.Type">
            <summary>
            Gets the data type of a counter (see <see cref="T:SharpDX.Direct3D11.CounterType"/>).
            </summary>
            <value>The type.</value>
        </member>
        <member name="P:SharpDX.Direct3D11.CounterMetadata.HardwareCounterCount">
            <summary>
            Gets the number of hardware counters that are needed for this counter type to be created. All instances of the same counter type use the same hardware counters.
            </summary>
            <value>The hardware counter count.</value>
        </member>
        <member name="P:SharpDX.Direct3D11.CounterMetadata.Name">
            <summary>
            Gets a brief name for the counter.
            </summary>
            <value>The name.</value>
        </member>
        <member name="P:SharpDX.Direct3D11.CounterMetadata.Units">
            <summary>
            Gets the units a counter measures.
            </summary>
            <value>The units.</value>
        </member>
        <member name="P:SharpDX.Direct3D11.CounterMetadata.Description">
            <summary>
            Gets a description of the counter.
            </summary>
            <value>The description.</value>
        </member>
        <member name="M:SharpDX.Direct3D11.DepthStencilState.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.DepthStencilStateDescription)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D11.DepthStencilState" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
            <msdn-id>ff476506</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateDepthStencilState([In] const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc,[Out, Fast] ID3D11DepthStencilState** ppDepthStencilState)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateDepthStencilState</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.DepthStencilState.Description">
            <summary>
            <p>Gets the description for depth-stencil state that you used to create the depth-stencil-state object.</p>
            </summary>
            <remarks>
            <p>You use the description for depth-stencil state in a call to the <strong>ID3D11Device::CreateDepthStencilState</strong> method to create the depth-stencil-state object.</p>
            </remarks>
            <msdn-id>ff476376</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DepthStencilState.GetDescription(SharpDX.Direct3D11.DepthStencilStateDescription@)">
            <summary>
            <p>Gets the description for depth-stencil state that you used to create the depth-stencil-state object.</p>
            </summary>
            <param name = "descRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilStateDescription"/></strong> structure that receives a description of the depth-stencil state.</p> </dd></param>
            <remarks>
            <p>You use the description for depth-stencil state in a call to the <strong>ID3D11Device::CreateDepthStencilState</strong> method to create the depth-stencil-state object.</p>
            </remarks>
            <msdn-id>ff476376</msdn-id>
            <unmanaged>void ID3D11DepthStencilState::GetDesc([Out] D3D11_DEPTH_STENCIL_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11DepthStencilState::GetDesc</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilStateDescription">
            <summary>
            <p>Describes depth-stencil state.</p>
            </summary>
            <remarks>
            <p>Pass a reference to <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilStateDescription"/></strong> to the  <strong>ID3D11Device::CreateDepthStencilState</strong> method to create the depth-stencil state object.</p><p>Depth-stencil state controls how depth-stencil testing is performed by the output-merger stage.</p><p>The following table shows the default values of depth-stencil states.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>DepthEnable</td><td>TRUE</td></tr> <tr><td>DepthWriteMask</td><td>D3D11_DEPTH_WRITE_MASK_ALL</td></tr> <tr><td>DepthFunc</td><td>D3D11_COMPARISON_LESS</td></tr> <tr><td>StencilEnable</td><td><see cref = "F:SharpDX.Result.False"/></td></tr> <tr><td>StencilReadMask</td><td>D3D11_DEFAULT_STENCIL_READ_MASK</td></tr> <tr><td>StencilWriteMask</td><td>D3D11_DEFAULT_STENCIL_WRITE_MASK</td></tr> <tr><td> <p>FrontFace.StencilFunc</p> <p>and</p> <p>BackFace.StencilFunc</p> </td><td>D3D11_COMPARISON_ALWAYS</td></tr> <tr><td> <p>FrontFace.StencilDepthFailOp</p> <p>and</p> <p>BackFace.StencilDepthFailOp</p> </td><td>D3D11_STENCIL_OP_KEEP</td></tr> <tr><td> <p>FrontFace.StencilPassOp</p> <p>and</p> <p>BackFace.StencilPassOp</p> </td><td>D3D11_STENCIL_OP_KEEP</td></tr> <tr><td> <p>FrontFace.StencilFailOp</p> <p>and</p> <p>BackFace.StencilFailOp</p> </td><td>D3D11_STENCIL_OP_KEEP</td></tr> </table><p>?</p><p>The formats that support stenciling are DXGI_FORMAT_D24_UNORM_S8_UINT and DXGI_FORMAT_D32_FLOAT_S8X24_UINT.</p>
            </remarks>
            <msdn-id>ff476110</msdn-id>
            <unmanaged>D3D11_DEPTH_STENCIL_DESC</unmanaged>
            <unmanaged-short>D3D11_DEPTH_STENCIL_DESC</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DepthStencilStateDescription.Default">
            <summary>
            Returns default values for <see cref="T:SharpDX.Direct3D11.DepthStencilStateDescription"/>. 
            </summary>
            <remarks>
            See MSDN documentation for default values.
            </remarks>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.IsDepthEnabled">
            <summary>
            <dd> <p>Enable depth testing.</p> </dd>
            </summary>
            <msdn-id>ff476110</msdn-id>
            <unmanaged>DepthEnable</unmanaged>
            <unmanaged-short>DepthEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.DepthWriteMask">
            <summary>
            <dd> <p>Identify a portion of the depth-stencil buffer that can be modified by depth data (see <strong><see cref = "T:SharpDX.Direct3D11.DepthWriteMask"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476110</msdn-id>
            <unmanaged>DepthWriteMask</unmanaged>
            <unmanaged-short>DepthWriteMask</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.DepthComparison">
            <summary>
            <dd> <p>A function that compares depth data against existing depth data. The function options are listed in <strong><see cref = "T:SharpDX.Direct3D11.Comparison"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476110</msdn-id>
            <unmanaged>DepthFunc</unmanaged>
            <unmanaged-short>DepthFunc</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.IsStencilEnabled">
            <summary>
            <dd> <p>Enable stencil testing.</p> </dd>
            </summary>
            <msdn-id>ff476110</msdn-id>
            <unmanaged>StencilEnable</unmanaged>
            <unmanaged-short>StencilEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.StencilReadMask">
            <summary>
            <dd> <p>Identify a portion of the depth-stencil buffer for reading stencil data.</p> </dd>
            </summary>
            <msdn-id>ff476110</msdn-id>
            <unmanaged>StencilReadMask</unmanaged>
            <unmanaged-short>StencilReadMask</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.StencilWriteMask">
            <summary>
            <dd> <p>Identify a portion of the depth-stencil buffer for writing stencil data.</p> </dd>
            </summary>
            <msdn-id>ff476110</msdn-id>
            <unmanaged>StencilWriteMask</unmanaged>
            <unmanaged-short>StencilWriteMask</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.FrontFace">
            <summary>
            <dd> <p>Identify how to use the results of the depth test and the stencil test for pixels whose surface normal is facing towards the camera (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilOperationDescription"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476110</msdn-id>
            <unmanaged>FrontFace</unmanaged>
            <unmanaged-short>FrontFace</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.BackFace">
            <summary>
            <dd> <p>Identify how to use the results of the depth test and the stencil test for pixels whose surface normal is facing away from the camera (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilOperationDescription"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476110</msdn-id>
            <unmanaged>BackFace</unmanaged>
            <unmanaged-short>BackFace</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DepthStencilView.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Resource)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.DepthStencilView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.DepthStencilView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">DepthStencil</see> flag.</param>
            <unmanaged>ID3D11Device::CreateDepthStencilView</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.DepthStencilView.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.DepthStencilViewDescription)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.DepthStencilView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.DepthStencilView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">DepthStencil</see> flag.</param>
            <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D11.DepthStencilView" /> to be created.</param>
            <unmanaged>ID3D11Device::CreateDepthStencilView</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.DepthStencilView.Description">
            <summary>
            <p>A depth-stencil-view interface accesses a texture resource during depth-stencil testing.</p>
            </summary>
            <remarks>
            <p>To create a depth-stencil view, call <strong>ID3D11Device::CreateDepthStencilView</strong>.</p><p>To bind a depth-stencil view to the pipeline, call <strong>ID3D11DeviceContext::OMSetRenderTargets</strong>.</p>
            </remarks>
            <msdn-id>ff476377</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DepthStencilView.GetDescription(SharpDX.Direct3D11.DepthStencilViewDescription@)">
            <summary>
            <p>A depth-stencil-view interface accesses a texture resource during depth-stencil testing.</p>
            </summary>
            <param name = "descRef">No documentation.</param>
            <remarks>
            <p>To create a depth-stencil view, call <strong>ID3D11Device::CreateDepthStencilView</strong>.</p><p>To bind a depth-stencil view to the pipeline, call <strong>ID3D11DeviceContext::OMSetRenderTargets</strong>.</p>
            </remarks>
            <msdn-id>ff476377</msdn-id>
            <unmanaged>void ID3D11DepthStencilView::GetDesc([Out] D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11DepthStencilView::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.#ctor(SharpDX.Direct3D.DriverType)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Device"/> class. 
            </summary>
            <param name="driverType">
            Type of the driver.
            </param>
            <msdn-id>ff476082</msdn-id>	
            <unmanaged>HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext)</unmanaged>	
            <unmanaged-short>D3D11CreateDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.#ctor(SharpDX.DXGI.Adapter)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Device"/> class. 
            </summary>
            <param name="adapter">
            The adapter.
            </param>
            <msdn-id>ff476082</msdn-id>	
            <unmanaged>HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext)</unmanaged>	
            <unmanaged-short>D3D11CreateDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.#ctor(SharpDX.Direct3D.DriverType,SharpDX.Direct3D11.DeviceCreationFlags)">
            <summary>
            Constructor for a D3D11 Device. See <see cref="M:SharpDX.Direct3D11.D3D11.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,System.IntPtr,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,System.Int32,SharpDX.Direct3D11.Device,SharpDX.Direct3D.FeatureLevel@,SharpDX.Direct3D11.DeviceContext@)"/> for more information.
            </summary>
            <param name="driverType">Type of the driver.</param>
            <param name="flags">The flags.</param>
            <msdn-id>ff476082</msdn-id>	
            <unmanaged>HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext)</unmanaged>	
            <unmanaged-short>D3D11CreateDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.#ctor(SharpDX.DXGI.Adapter,SharpDX.Direct3D11.DeviceCreationFlags)">
            <summary>
              Constructor for a D3D11 Device. See <see cref = "M:SharpDX.Direct3D11.D3D11.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,System.IntPtr,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,System.Int32,SharpDX.Direct3D11.Device,SharpDX.Direct3D.FeatureLevel@,SharpDX.Direct3D11.DeviceContext@)" /> for more information.
            </summary>
            <param name = "adapter"></param>
            <param name = "flags"></param>
            <msdn-id>ff476082</msdn-id>	
            <unmanaged>HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext)</unmanaged>	
            <unmanaged-short>D3D11CreateDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.#ctor(SharpDX.Direct3D.DriverType,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[])">
            <summary>
              Constructor for a D3D11 Device. See <see cref = "M:SharpDX.Direct3D11.D3D11.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,System.IntPtr,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,System.Int32,SharpDX.Direct3D11.Device,SharpDX.Direct3D.FeatureLevel@,SharpDX.Direct3D11.DeviceContext@)" /> for more information.
            </summary>
            <param name = "driverType"></param>
            <param name = "flags"></param>
            <param name = "featureLevels"></param>
            <msdn-id>ff476082</msdn-id>	
            <unmanaged>HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext)</unmanaged>	
            <unmanaged-short>D3D11CreateDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.#ctor(SharpDX.DXGI.Adapter,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[])">
            <summary>
              Constructor for a D3D11 Device. See <see cref = "M:SharpDX.Direct3D11.D3D11.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,System.IntPtr,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,System.Int32,SharpDX.Direct3D11.Device,SharpDX.Direct3D.FeatureLevel@,SharpDX.Direct3D11.DeviceContext@)" /> for more information.
            </summary>
            <param name = "adapter"></param>
            <param name = "flags"></param>
            <param name = "featureLevels"></param>
            <msdn-id>ff476082</msdn-id>	
            <unmanaged>HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext)</unmanaged>	
            <unmanaged-short>D3D11CreateDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateWithSwapChain(SharpDX.Direct3D.DriverType,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.DXGI.SwapChainDescription,SharpDX.Direct3D11.Device@,SharpDX.DXGI.SwapChain@)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Device" /> class along with a new <see cref = "T:SharpDX.DXGI.SwapChain" /> used for rendering.
            </summary>
            <param name = "driverType">The type of device to create.</param>
            <param name = "flags">A list of runtime layers to enable.</param>
            <param name = "swapChainDescription">Details used to create the swap chain.</param>
            <param name = "device">When the method completes, contains the created device instance.</param>
            <param name = "swapChain">When the method completes, contains the created swap chain instance.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateWithSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.DXGI.SwapChainDescription,SharpDX.Direct3D11.Device@,SharpDX.DXGI.SwapChain@)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Device" /> class along with a new <see cref = "T:SharpDX.DXGI.SwapChain" /> used for rendering.
            </summary>
            <param name = "adapter">The video adapter on which the device should be created.</param>
            <param name = "flags">A list of runtime layers to enable.</param>
            <param name = "swapChainDescription">Details used to create the swap chain.</param>
            <param name = "device">When the method completes, contains the created device instance.</param>
            <param name = "swapChain">When the method completes, contains the created swap chain instance.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateWithSwapChain(SharpDX.Direct3D.DriverType,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],SharpDX.DXGI.SwapChainDescription,SharpDX.Direct3D11.Device@,SharpDX.DXGI.SwapChain@)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Device" /> class along with a new <see cref = "T:SharpDX.DXGI.SwapChain" /> used for rendering.
            </summary>
            <param name = "driverType">The type of device to create.</param>
            <param name = "flags">A list of runtime layers to enable.</param>
            <param name = "featureLevels">A list of feature levels which determine the order of feature levels to attempt to create.</param>
            <param name = "swapChainDescription">Details used to create the swap chain.</param>
            <param name = "device">When the method completes, contains the created device instance.</param>
            <param name = "swapChain">When the method completes, contains the created swap chain instance.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateWithSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],SharpDX.DXGI.SwapChainDescription,SharpDX.Direct3D11.Device@,SharpDX.DXGI.SwapChain@)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Device" /> class along with a new <see cref = "T:SharpDX.DXGI.SwapChain" /> used for rendering.
            </summary>
            <param name = "adapter">The video adapter on which the device should be created.</param>
            <param name = "flags">A list of runtime layers to enable.</param>
            <param name = "featureLevels">A list of feature levels which determine the order of feature levels to attempt to create.</param>
            <param name = "swapChainDescription">Details used to create the swap chain.</param>
            <param name = "device">When the method completes, contains the created device instance.</param>
            <param name = "swapChain">When the method completes, contains the created swap chain instance.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateWithSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],SharpDX.DXGI.SwapChainDescription,SharpDX.Direct3D11.Device@,SharpDX.DXGI.SwapChain@)">
            <summary>
              This overload has been deprecated. Use one of the alternatives that does not take both an adapter and a driver type.
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.GetCounterMetadata(SharpDX.Direct3D11.CounterDescription)">
            <summary>
            Get the type, name, units of measure, and a description of an existing counter.	
            </summary>
            <param name="counterDescription">The counter description.</param>
            <returns>Description of the counter</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.OpenSharedResource``1(System.IntPtr)">
            <summary>
            Give a device access to a shared resource created on a different Direct3d device.
            </summary>
            <typeparam name="T">The type of the resource we are gaining access to.</typeparam>
            <param name="resourceHandle">A resource handle. See remarks.</param>
            <returns>
            This method returns a reference to the resource we are gaining access to.
            </returns>
            <remarks>
            To share a resource between two Direct3D 10 devices the resource must have been created with the  <see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.Shared"/> flag, if it was created using the ID3D10Device interface.  If it was created using the IDXGIDevice interface, then the resource is always shared. The REFIID, or GUID, of the interface to the resource can be obtained by using the __uuidof() macro.  For example, __uuidof(ID3D10Buffer) will get the GUID of the interface to a buffer resource. When sharing a resource between two Direct3D 10 devices the unique handle of the resource can be obtained by querying the resource for the <see cref="T:SharpDX.DXGI.Resource"/> interface and then calling {{GetSharedHandle}}.
            <code> IDXGIResource* pOtherResource(NULL);
            hr = pOtherDeviceResource-&gt;QueryInterface( __uuidof(IDXGIResource), (void**)&amp;pOtherResource );
            HANDLE sharedHandle;
            pOtherResource-&gt;GetSharedHandle(&amp;sharedHandle); </code>
            The only resources that can be shared are 2D non-mipmapped textures. To share a resource between a Direct3D 9 device and a Direct3D 10 device the texture must have been created using  the pSharedHandle argument of {{CreateTexture}}.   The shared Direct3D 9 handle is then passed to OpenSharedResource in the hResource argument. The following code illustrates the method calls involved.
            <code> sharedHandle = NULL; // must be set to NULL to create, can use a valid handle here to open in D3D9
            pDevice9-&gt;CreateTexture(..., pTex2D_9, &amp;sharedHandle);
            ...
            pDevice10-&gt;OpenSharedResource(sharedHandle, __uuidof(ID3D10Resource), (void**)(&amp;tempResource10));
            tempResource10-&gt;QueryInterface(__uuidof(ID3D10Texture2D), (void**)(&amp;pTex2D_10));
            tempResource10-&gt;Release();
            // now use pTex2D_10 with pDevice10    </code>
            Textures being shared from D3D9 to D3D10 have the following restrictions.  Textures must be 2D Only 1 mip level is allowed Texture must have default usage Texture must be write only MSAA textures are not allowed Bind flags must have SHADER_RESOURCE and RENDER_TARGET set Only R10G10B10A2_UNORM, R16G16B16A16_FLOAT and R8G8B8A8_UNORM formats are allowed  If a shared texture is updated on one device <see cref="M:SharpDX.Direct3D11.DeviceContext.Flush"/> must be called on that device.
            </remarks>
            <unmanaged>HRESULT ID3D10Device::OpenSharedResource([In] void* hResource,[In] GUID* ReturnedInterface,[Out, Optional] void** ppResource)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckComputeShaderFormatSupport(SharpDX.DXGI.Format)">
            <summary>
            Check if this device is supporting compute shaders for the specified format.
            </summary>
            <param name="format">The format for which to check support.</param>
            <returns>Flags indicating usage contexts in which the specified format is supported.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckD3D11Feature">
            <summary>	
            <p>Gets information about the features <see cref="F:SharpDX.Direct3D11.Feature.D3D11Options"/> that are supported by the current graphics driver.</p>	
            </summary>	
            <returns>Returns a structure <see cref="T:SharpDX.Direct3D11.FeatureDataD3D11Options"/> </returns>	
            <msdn-id>ff476497</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CheckFeatureSupport([In] D3D11_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize)</unmanaged>	
            <unmanaged-short>ID3D11Device::CheckFeatureSupport</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckShaderMinimumPrecisionSupport">
            <summary>	
            <p>Gets information about the features <see cref="F:SharpDX.Direct3D11.Feature.ShaderMinimumPrecisionSupport"/> that are supported by the current graphics driver.</p>	
            </summary>	
            <returns>Returns a structure <see cref="T:SharpDX.Direct3D11.FeatureDataShaderMinimumPrecisionSupport"/> </returns>	
            <msdn-id>ff476497</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CheckFeatureSupport([In] D3D11_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize)</unmanaged>	
            <unmanaged-short>ID3D11Device::CheckFeatureSupport</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckFullNonPow2TextureSupport">
            <summary>	
            <p>Gets information about whether the driver supports the nonpowers-of-2-unconditionally feature. <strong>TRUE</strong> for hardware at Direct3D 10 and higher feature levels. </p>	
            </summary>	
            <returns>Returns <strong>true</strong> if this hardware supports non-powers-of-2 texture. This returns always true Direct3D 10 and higher feature levels.</returns>	
            <msdn-id>ff476497</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CheckFeatureSupport([In] D3D11_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize)</unmanaged>	
            <unmanaged-short>ID3D11Device::CheckFeatureSupport</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckTileBasedDeferredRendererSupport">
            <summary>	
            <p>Gets information about whether a rendering device batches rendering commands and performs multipass rendering into tiles or bins over a render area. Certain API usage patterns that are fine TileBasedDefferredRenderers (TBDRs) can perform worse on non-TBDRs and vice versa.  Applications that are careful about rendering can be friendly to both TBDR and non-TBDR architectures.</p> 
            </summary>	
            <returns>Returns <strong>TRUE</strong> if the rendering device batches rendering commands and <strong><see cref="F:SharpDX.Result.False"/></strong> otherwise.</returns>	
            <msdn-id>ff476497</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CheckFeatureSupport([In] D3D11_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize)</unmanaged>	
            <unmanaged-short>ID3D11Device::CheckFeatureSupport</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckD3D113Features2">
            <summary>
            Retrieves information about Direct3D11.3 feature options in the current graphics driver
            </summary>
            <msdn-id>dn879499</msdn-id>
            <returns>Returns a structure <see cref="T:SharpDX.Direct3D11.FeatureDataD3D11Options2"/> </returns>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckD3D113Features3">
            <summary>
            Retrieves additional information about Direct3D11.3 feature options in the current graphics driver
            </summary>
            <msdn-id>dn933226</msdn-id>
            <returns>Returns a structure <see cref="T:SharpDX.Direct3D11.FeatureDataD3D11Options3"/> </returns>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckD3D113Features4">
            <summary>
            Retrieves additional information about Direct3D11.3 feature options in the current graphics driver
            </summary>
            <msdn-id>dn933226</msdn-id>
            <returns>Returns a structure <see cref="T:SharpDX.Direct3D11.FeatureDataD3D11Options4"/> </returns>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckFeatureSupport(SharpDX.Direct3D11.Feature)">
            <summary>
            Check if this device is supporting a feature.
            </summary>
            <param name="feature">The feature to check.</param>
            <returns>
            Returns true if this device supports this feature, otherwise false.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckThreadingSupport(System.Boolean@,System.Boolean@)">
            <summary>
            Check if this device is supporting threading.
            </summary>
            <param name="supportsConcurrentResources">Support concurrent resources.</param>
            <param name="supportsCommandLists">Support command lists.</param>
            <returns>
            A <see cref="T:SharpDX.Result"/> object describing the result of the operation.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.IsSupportedFeatureLevel(SharpDX.Direct3D.FeatureLevel)">
            <summary>
            Check if a feature level is supported by a primary adapter.
            </summary>
            <param name="featureLevel">The feature level.</param>
            <returns><c>true</c> if the primary adapter is supporting this feature level; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.IsSupportedFeatureLevel(SharpDX.DXGI.Adapter,SharpDX.Direct3D.FeatureLevel)">
            <summary>
            Check if a feature level is supported by a particular adapter.
            </summary>
            <param name="adapter">The adapter.</param>
            <param name="featureLevel">The feature level.</param>
            <returns><c>true</c> if the specified adapter is supporting this feature level; otherwise, <c>false</c>.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.GetSupportedFeatureLevel">
            <summary>
            Gets the highest supported hardware feature level of the primary adapter.
            </summary>
            <returns>The highest supported hardware feature level.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.GetSupportedFeatureLevel(SharpDX.DXGI.Adapter)">
            <summary>
            Gets the highest supported hardware feature level of the primary adapter.
            </summary>
            <param name="adapter">The adapter.</param>
            <returns>
            The highest supported hardware feature level.
            </returns>
        </member>
        <member name="P:SharpDX.Direct3D11.Device.IsReferenceDevice">
            <summary>
            Gets a value indicating whether the current device is using the reference rasterizer.
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D11.Device.DebugName">
            <summary>
            Gets or sets the debug-name for this object.
            </summary>
            <value>
            The debug name.
            </value>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[])">
            <summary>
              Internal CreateDevice
            </summary>
            <param name = "adapter"></param>
            <param name = "driverType"></param>
            <param name = "flags"></param>
            <param name = "featureLevels"></param>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateFromDirect3D12(SharpDX.ComObject,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],SharpDX.DXGI.Adapter,SharpDX.ComObject[])">
            <summary>	
            <p> Creates a device that uses Direct3D 11 functionality in Direct3D 12, specifying a pre-existing D3D12 device to use for D3D11 interop. </p>	
            </summary>	
            <param name="d3D12Device"><dd>  <p> Specifies a pre-existing D3D12 device to use for D3D11 interop. May not be <c>null</c>. </p> </dd></param>	
            <param name="flags"><dd>  <p> Any of those documented for <strong>D3D11CreateDeviceAndSwapChain</strong>. Specifies which runtime layers to enable (see the <strong><see cref="T:SharpDX.Direct3D11.DeviceCreationFlags"/></strong> enumeration); values can be bitwise OR'd together. <em>Flags</em> must be compatible with device flags, and its <em>NodeMask</em> must be a subset of the <em>NodeMask</em> provided to the present API. </p> </dd></param>	
            <param name="featureLevels"><dd>  <p> An array of any of the following: </p> <ul> <li><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_12_1"/></li> <li><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_12_0"/></li> <li><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_11_1"/></li> <li><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_11_0"/></li> <li><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_10_1"/></li> <li><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_10_0"/></li> <li><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3"/></li> <li><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_2"/></li> <li><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_1"/></li> </ul> <p> The first feature level which is less than or equal to the D3D12 device's feature level will be used to perform D3D11 validation. Creation will fail if no acceptable feature levels are provided. Providing <c>null</c> will default to the D3D12 device's feature level. </p> </dd></param>	
            <param name="commandQueues"><dd>  <p> An array of unique queues for D3D11On12 to use. Valid queue types: 3D command queue. </p> </dd></param>	
            <returns>The Direct3D11 device created around the specified Direct3D12 device</returns>	
            <remarks>	
            <p> The function signature PFN_D3D11ON12_CREATE_DEVICE is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking. </p>	
            </remarks>	
            <msdn-id>dn933209</msdn-id>	
            <unmanaged>HRESULT D3D11On12CreateDevice([In] IUnknown* pDevice,[In] D3D11_CREATE_DEVICE_FLAG Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In, Buffer, Optional] const IUnknown** ppCommandQueues,[In] unsigned int NumQueues,[In] unsigned int NodeMask,[Out] ID3D11Device** ppDevice,[Out, Optional] ID3D11DeviceContext** ppImmediateContext,[Out, Optional] D3D_FEATURE_LEVEL* pChosenFeatureLevel)</unmanaged>	
            <unmanaged-short>D3D11On12CreateDevice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.Device.MultisampleCountMaximum">
            <summary>Constant MultisampleCountMaximum</summary>
            <unmanaged>D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.Device.FeatureLevel">
            <summary>
            <p>Gets the feature level of the hardware device.</p>
            </summary>
            <remarks>
            <p> Feature levels determine the capabilities of your device.</p>
            </remarks>
            <msdn-id>ff476528</msdn-id>
            <unmanaged>GetFeatureLevel</unmanaged>
            <unmanaged-short>GetFeatureLevel</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.Device.CreationFlags">
            <summary>
            <p>Get the flags used during the call to create the device with <strong>D3D11CreateDevice</strong>.</p>
            </summary>
            <msdn-id>ff476525</msdn-id>
            <unmanaged>GetCreationFlags</unmanaged>
            <unmanaged-short>GetCreationFlags</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.Device.DeviceRemovedReason">
            <summary>
            <p>Get the reason why the device was removed.</p>
            </summary>
            <msdn-id>ff476526</msdn-id>
            <unmanaged>GetDeviceRemovedReason</unmanaged>
            <unmanaged-short>GetDeviceRemovedReason</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.Device.ImmediateContext">
            <summary>
            <p>Gets an immediate context, which can play back command lists.</p>
            </summary>
            <remarks>
            <p>The <strong>GetImmediateContext</strong> method returns an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong> object that represents an immediate context which is used to perform rendering that you want immediately submitted to a device. For most applications, an immediate context is the primary object that is used to draw your scene.</p><p>The <strong>GetImmediateContext</strong> method increments the reference count of the immediate context by one. Therefore, you must call <strong>Release</strong> on the returned interface reference when you are done with it to avoid a memory leak. </p>
            </remarks>
            <msdn-id>ff476529</msdn-id>
            <unmanaged>GetImmediateContext</unmanaged>
            <unmanaged-short>GetImmediateContext</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.Device.ExceptionMode">
            <summary>
            <p>Get the exception-mode flags.</p>
            </summary>
            <remarks>
            <p>An exception-mode flag is used to elevate an error condition to a non-continuable exception. </p>
            </remarks>
            <msdn-id>ff476527</msdn-id>
            <unmanaged>GetExceptionMode</unmanaged>
            <unmanaged-short>GetExceptionMode</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateBuffer(SharpDX.Direct3D11.BufferDescription@,System.Nullable{SharpDX.DataBox},SharpDX.Direct3D11.Buffer)">
            <summary>
            <p>Creates a buffer (vertex buffer, index buffer, or shader-constant buffer).</p>
            </summary>
            <param name = "descRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D11.BufferDescription"/></strong> structure that describes the buffer. </p> </dd></param>
            <param name = "initialDataRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.DataBox"/></strong> structure that describes  the initialization data; use <strong><c>null</c></strong> to allocate space only (with the exception that it cannot be <strong><c>null</c></strong> if the usage flag is <strong>D3D11_USAGE_IMMUTABLE</strong>). </p> <p> If you don't pass anything to <em>pInitialData</em>, the initial content of the memory for the buffer is undefined. In this case, you need to write the buffer content some other way before the resource is read. </p> </dd></param>
            <param name = "bufferOut"><dd>  <p> Address of a reference to the <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> interface for the buffer object created. Set this parameter to <strong><c>null</c></strong> to validate the other input parameters (<strong>S_FALSE</strong> indicates a pass). </p> </dd></param>
            <returns><p> This method returns <strong>E_OUTOFMEMORY</strong> if there is insufficient memory to create the buffer. See Direct3D 11 Return Codes for other possible return values. </p></returns>
            <remarks>
            <p> For example code, see How to: Create a Vertex Buffer, How to: Create an Index Buffer or  How to: Create a Constant Buffer. </p><p> For a constant buffer (<strong>BindFlags</strong> of  <strong><see cref = "T:SharpDX.Direct3D11.BufferDescription"/></strong> set to <strong>D3D11_BIND_CONSTANT_BUFFER</strong>),  you must set the <strong>ByteWidth</strong> value of  <strong><see cref = "T:SharpDX.Direct3D11.BufferDescription"/></strong> in multiples of 16, and less than or equal to <strong>D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT</strong>. </p><p> The Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems, provides the following new functionality for <strong>CreateBuffer</strong>: </p><p> You can create a constant buffer that is larger than the maximum constant buffer size that a shader can access (4096 32-bit*4-component constants ? 64KB). When you bind the constant buffer to the pipeline (for example, via <strong>PSSetConstantBuffers</strong> or <strong>PSSetConstantBuffers1</strong>),  you can define a range of the buffer that the shader can access that fits within the 4096 constant limit. </p><p> The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3. This feature is always available on new drivers for feature level 10 and higher. On existing drivers that are implemented to feature level 10 and higher, a call to <strong>CreateBuffer</strong> to request a constant buffer that is larger than 4096 fails. </p>
            </remarks>
            <msdn-id>ff476501</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateBuffer([In] const D3D11_BUFFER_DESC* pDesc,[In, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Buffer** ppBuffer)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateBuffer</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateTexture1D(SharpDX.Direct3D11.Texture1DDescription@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture1D)">
            <summary>
            <p>Creates an array of 1D textures.</p>
            </summary>
            <param name = "descRef">No documentation.</param>
            <param name = "initialDataRef">No documentation.</param>
            <param name = "texture1DOut">No documentation.</param>
            <returns><p>If the method succeeds, the return code is <see cref = "F:SharpDX.Result.Ok"/>. See Direct3D 11 Return Codes for failing error codes.</p></returns>
            <remarks>
            <p><strong>CreateTexture1D</strong> creates a 1D texture resource, which can contain a number of 1D subresources. The number of textures is specified in the texture description. All textures in a resource must have the same format, size, and number of mipmap levels.</p><p>All resources are made up of one or more subresources. To load data into the texture, applications can supply the data initially as an array of <strong><see cref = "T:SharpDX.DataBox"/></strong> structures pointed to by <em>pInitialData</em>, or they can use one of the D3DX texture functions such as <strong>D3DX11CreateTextureFromFile</strong>.</p><p>For a 32 width texture with a full mipmap chain, the <em>pInitialData</em> array has the following 6 elements:
            </p><ul> <li>pInitialData[0] = 32x1</li> <li>pInitialData[1] = 16x1</li> <li>pInitialData[2] = 8x1</li> <li>pInitialData[3] = 4x1
            </li> <li>pInitialData[4] = 2x1
            </li> <li>pInitialData[5] = 1x1
            </li> </ul>
            </remarks>
            <msdn-id>ff476520</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateTexture1D([In] const D3D11_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture1D** ppTexture1D)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateTexture1D</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateTexture2D(SharpDX.Direct3D11.Texture2DDescription@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture2D)">
            <summary>
            <p>Create an array of 2D textures.</p>
            </summary>
            <param name = "descRef">No documentation.</param>
            <param name = "initialDataRef">No documentation.</param>
            <param name = "texture2DOut">No documentation.</param>
            <returns><p>If the method succeeds, the return code is <see cref = "F:SharpDX.Result.Ok"/>. See Direct3D 11 Return Codes for failing error codes.</p></returns>
            <remarks>
            <p><strong>CreateTexture2D</strong> creates a 2D texture resource, which can contain a number of 2D subresources. The number of textures is specified in the texture description. All textures in a resource must have the same format, size, and number of mipmap levels.</p><p>All resources are made up of one or more subresources. To load data into the texture, applications can supply the data initially as an array of <strong><see cref = "T:SharpDX.DataBox"/></strong> structures pointed to by <em>pInitialData</em>, or it may use one of the D3DX texture functions such as <strong>D3DX11CreateTextureFromFile</strong>.</p><p>For a 32 x 32 texture with a full mipmap chain, the <em>pInitialData</em> array has the following 6 elements:
            </p><ul> <li>pInitialData[0] = 32x32</li> <li>pInitialData[1] = 16x16</li> <li>pInitialData[2] = 8x8</li> <li>pInitialData[3] = 4x4
            </li> <li>pInitialData[4] = 2x2
            </li> <li>pInitialData[5] = 1x1
            </li> </ul>
            </remarks>
            <msdn-id>ff476521</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateTexture2D</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateTexture3D(SharpDX.Direct3D11.Texture3DDescription@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture3D)">
            <summary>
            <p>Create a single 3D texture.</p>
            </summary>
            <param name = "descRef">No documentation.</param>
            <param name = "initialDataRef">No documentation.</param>
            <param name = "texture3DOut">No documentation.</param>
            <returns><p>If the method succeeds, the return code is <see cref = "F:SharpDX.Result.Ok"/>. See Direct3D 11 Return Codes for failing error codes.</p></returns>
            <remarks>
            <p><strong>CreateTexture3D</strong> creates a 3D texture resource, which can contain a number of 3D subresources. The number of textures is specified in the texture description. All textures in a resource must have the same format, size, and number of mipmap levels.</p><p>All resources are made up of one or more subresources. To load data into the texture, applications can supply the data initially as an array of <strong><see cref = "T:SharpDX.DataBox"/></strong> structures pointed to by <em>pInitialData</em>, or they can use one of the D3DX texture functions such as <strong>D3DX11CreateTextureFromFile</strong>.</p><p>Each element of <em>pInitialData</em> provides all of the slices that are defined for a given miplevel. For example, for a 32 x 32 x 4 volume texture with a full mipmap chain, the array has the following 6 elements:</p><ul> <li>pInitialData[0] = 32x32 with 4 slices</li> <li>pInitialData[1] = 16x16 with 2 slices</li> <li>pInitialData[2] = 8x8 with 1 slice</li> <li>pInitialData[3] = 4x4
            with 1 slice</li> <li>pInitialData[4] = 2x2
            with 1 slice</li> <li>pInitialData[5] = 1x1
            with 1 slice</li> </ul>
            </remarks>
            <msdn-id>ff476522</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateTexture3D([In] const D3D11_TEXTURE3D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture3D** ppTexture3D)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateTexture3D</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)">
            <summary>
            <p>Create a shader-resource view for accessing data in a resource.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p> Pointer to the resource that will serve as input to a shader. This resource must have been created with the <strong> D3D11_BIND_SHADER_RESOURCE </strong> flag. </p> </dd></param>
            <param name = "descRef"><dd>  <p> Pointer to a shader-resource view description (see <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription"/></strong>). Set this parameter to <strong><c>null</c></strong> to create a view that accesses the entire resource (using the format the resource was created with). </p> </dd></param>
            <param name = "sRViewOut"><dd>  <p> Address of a reference to an <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceView"/></strong>. Set this parameter to <strong><c>null</c></strong> to validate the other input parameters (the method will return <strong>S_FALSE</strong> if the other input parameters pass validation). </p> </dd></param>
            <returns><p> This method returns one of the following Direct3D 11 Return Codes. </p></returns>
            <remarks>
            <p> A resource is made up of one or more subresources; a view identifies which subresources to allow the pipeline to access. In addition, each resource is bound to the pipeline using a view. A shader-resource view is designed to bind any buffer or texture resource to the shader stages using the following API methods: <strong>ID3D11DeviceContext::VSSetShaderResources</strong>, <strong>ID3D11DeviceContext::GSSetShaderResources</strong> and <strong>ID3D11DeviceContext::PSSetShaderResources</strong>. </p><p>Because a view is fully typed, this means that typeless resources become fully typed when bound to the pipeline.</p><strong>Note</strong>?? To successfully create a shader-resource view from a typeless buffer (for example, <strong>DXGI_FORMAT_R32G32B32A32_TYPELESS</strong>), you must set the <strong>D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS</strong> flag when you create the buffer.?<p> The Direct3D 11.1 runtime, which is available starting with Windows?8, allows you to use <strong>CreateShaderResourceView</strong> for the following new purpose. </p><p> You can create shader-resource views of video resources so that Direct3D shaders can process those shader-resource views. These video resources are either Texture2D or Texture2DArray. The value in the <strong>ViewDimension</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription"/></strong> structure for a created shader-resource view must match the type of video resource, D3D11_SRV_DIMENSION_TEXTURE2D          for Texture2D and D3D11_SRV_DIMENSION_TEXTURE2DARRAY for Texture2DArray. Additionally, the format of the underlying video resource restricts the formats that the view can use. The video resource format values on the <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> reference page specify the format values that views are restricted to. </p><p>The runtime read+write conflict prevention logic (which stops a resource from being bound as an SRV and RTV or UAV at the same time) treats views of different parts of the same video surface as conflicting for simplicity.  Therefore, the runtime does not allow an application to read from luma while the application simultaneously renders to chroma in the same surface even though the hardware might allow these simultaneous operations.</p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476519</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateShaderResourceView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc,[Out, Fast] ID3D11ShaderResourceView** ppSRView)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateShaderResourceView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateUnorderedAccessView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.UnorderedAccessViewDescription},SharpDX.Direct3D11.UnorderedAccessView)">
            <summary>
            <p>Creates a view for accessing an unordered access resource.</p>
            </summary>
            <param name = "resourceRef">No documentation.</param>
            <param name = "descRef">No documentation.</param>
            <param name = "uAViewOut">No documentation.</param>
            <returns><p>This method returns one of the Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>The Direct3D 11.1 runtime, which is available starting with Windows?8, allows you to use <strong>CreateUnorderedAccessView</strong> for the following new purpose. </p><p>You can create unordered-access views of video resources so that Direct3D shaders can process those unordered-access views. These video resources are either Texture2D or Texture2DArray. The value in the <strong>ViewDimension</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessViewDescription"/></strong> structure for a created unordered-access view must match the type of video resource, D3D11_UAV_DIMENSION_TEXTURE2D          for Texture2D and D3D11_UAV_DIMENSION_TEXTURE2DARRAY for Texture2DArray. Additionally, the format of the underlying video resource restricts the formats that the view can use. The video resource format values on the <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> reference page specify the format values that views are restricted to.</p><p>The runtime read+write conflict prevention logic (which stops a resource from being bound as an SRV and RTV or UAV at the same time) treats views of different parts of the same video surface as conflicting for simplicity.  Therefore, the runtime does not allow an application to read from luma while the application simultaneously renders to chroma in the same surface even though the hardware might allow these simultaneous operations.</p>
            </remarks>
            <msdn-id>ff476523</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateUnorderedAccessView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc,[Out, Fast] ID3D11UnorderedAccessView** ppUAView)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateUnorderedAccessView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateRenderTargetView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.RenderTargetViewDescription},SharpDX.Direct3D11.RenderTargetView)">
            <summary>
            <p>Creates a render-target view for accessing resource data.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p>Pointer to a <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong> that represents a render target. This resource must have been created with the <strong>D3D11_BIND_RENDER_TARGET</strong> flag.</p> </dd></param>
            <param name = "descRef"><dd>  <p>Pointer to a <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDescription"/></strong> that represents a render-target view description. Set this parameter to <strong><c>null</c></strong> to create a view that accesses all of the subresources in mipmap level 0.</p> </dd></param>
            <param name = "rTViewOut"><dd>  <p>Address of a reference to an <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetView"/></strong>. Set this parameter to <strong><c>null</c></strong> to validate the other input parameters (the method will return S_FALSE if the other input parameters pass validation).</p> </dd></param>
            <returns><p>This method returns one of the Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>A render-target view can be bound to the output-merger stage by calling <strong>ID3D11DeviceContext::OMSetRenderTargets</strong>.</p><p>The Direct3D 11.1 runtime, which is available starting with Windows?8, allows you to use <strong>CreateRenderTargetView</strong> for the following new purpose. </p><p>You can create render-target views of video resources so that Direct3D shaders can process those render-target views. These video resources are either Texture2D or Texture2DArray. The value in the <strong>ViewDimension</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDescription"/></strong> structure for a created render-target view must match the type of video resource, D3D11_RTV_DIMENSION_TEXTURE2D          for Texture2D and D3D11_RTV_DIMENSION_TEXTURE2DARRAY for Texture2DArray. Additionally, the format of the underlying video resource restricts the formats that the view can use. The video resource format values on the <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> reference page specify the format values that views are restricted to.</p><p>The runtime read+write conflict prevention logic (which stops a resource from being bound as an SRV and RTV or UAV at the same time) treats views of different parts of the same video surface as conflicting for simplicity.  Therefore, the runtime does not allow an application to read from luma while the application simultaneously renders to chroma in the same surface even though the hardware might allow these simultaneous operations.</p>
            </remarks>
            <msdn-id>ff476517</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateRenderTargetView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_RENDER_TARGET_VIEW_DESC* pDesc,[Out, Fast] ID3D11RenderTargetView** ppRTView)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateRenderTargetView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateDepthStencilView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.DepthStencilViewDescription},SharpDX.Direct3D11.DepthStencilView)">
            <summary>
            <p>Create a depth-stencil view for accessing resource data.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p>Pointer to the resource that will serve as the depth-stencil surface. This resource must have been created with the <strong>D3D11_BIND_DEPTH_STENCIL</strong> flag.</p> </dd></param>
            <param name = "descRef"><dd>  <p>Pointer to a depth-stencil-view description (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilViewDescription"/></strong>). Set this parameter to <strong><c>null</c></strong> to create a view that accesses mipmap level 0 of the entire resource (using the format the resource was created with).</p> </dd></param>
            <param name = "depthStencilViewOut"><dd>  <p>Address of a reference to an <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilView"/></strong>. Set this parameter to <strong><c>null</c></strong> to validate the other input parameters (the method will return S_FALSE if the other input parameters pass validation).</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>A depth-stencil view can be bound to the output-merger stage by calling <strong>ID3D11DeviceContext::OMSetRenderTargets</strong>.</p>
            </remarks>
            <msdn-id>ff476507</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateDepthStencilView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc,[Out, Fast] ID3D11DepthStencilView** ppDepthStencilView)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateDepthStencilView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateInputLayout(SharpDX.Direct3D11.InputElement[],System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.InputLayout)">
            <summary>
            <p>Create an input-layout object to describe the input-buffer data for the input-assembler stage.</p>
            </summary>
            <param name = "inputElementDescsRef"><dd>  <p> An array of the input-assembler stage input data types; each type is described by an element description (see <strong><see cref = "T:SharpDX.Direct3D11.InputElement"/></strong>). </p> </dd></param>
            <param name = "numElements"><dd>  <p>The number of input-data types in the array of input-elements.</p> </dd></param>
            <param name = "shaderBytecodeWithInputSignatureRef"><dd>  <p> A reference to the compiled shader.  The compiled shader code contains a input signature which is validated against the array of elements. See remarks. </p> </dd></param>
            <param name = "bytecodeLength"><dd>  <p>Size of the compiled shader.</p> </dd></param>
            <param name = "inputLayoutOut"><dd>  <p> A reference to the input-layout object created (see <strong><see cref = "T:SharpDX.Direct3D11.InputLayout"/></strong>). To validate the other input parameters, set this reference to be <strong><c>null</c></strong> and verify that the method returns S_FALSE. </p> </dd></param>
            <returns><p> If the method succeeds, the return code is <see cref = "F:SharpDX.Result.Ok"/>. See Direct3D 11 Return Codes for failing error codes. </p></returns>
            <remarks>
            <p>After creating an input layout object, it must be bound to the input-assembler stage before calling a draw API.</p><p>Once an input-layout object is created from a shader signature, the input-layout object can be reused with any other shader that has an identical input signature (semantics included). This can simplify the creation of input-layout objects when you are working with many shaders with identical inputs.</p><p> If a data type in the input-layout declaration does not match the data type in a shader-input signature, CreateInputLayout will generate a warning during compilation. The warning is simply to call attention to the fact that the data may be reinterpreted when read from a register. You may either disregard this warning (if reinterpretation is intentional) or make the data types match in both declarations to eliminate the warning. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476512</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateInputLayout([In, Buffer] const D3D11_INPUT_ELEMENT_DESC* pInputElementDescs,[In] unsigned int NumElements,[In, Buffer] const void* pShaderBytecodeWithInputSignature,[In] SIZE_T BytecodeLength,[Out, Fast] ID3D11InputLayout** ppInputLayout)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateInputLayout</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateVertexShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.VertexShader)">
            <summary>
            <p>Create a vertex-shader object from a compiled shader.</p>
            </summary>
            <param name = "shaderBytecodeRef"><dd>  <p>A reference to the compiled shader. </p> </dd></param>
            <param name = "bytecodeLength"><dd>  <p>Size of the compiled vertex shader.</p> </dd></param>
            <param name = "classLinkageRef"><dd>  <p>A reference to a class linkage interface (see <strong><see cref = "T:SharpDX.Direct3D11.ClassLinkage"/></strong>); the value can be <strong><c>null</c></strong>.</p> </dd></param>
            <param name = "vertexShaderOut"><dd>  <p>Address of a reference to a <strong><see cref = "T:SharpDX.Direct3D11.VertexShader"/></strong> interface. If this is <strong><c>null</c></strong>, all other parameters will be validated, and if all parameters pass validation this API will return <strong>S_FALSE</strong> instead of <strong><see cref = "F:SharpDX.Result.Ok"/></strong>.</p> </dd></param>
            <returns><p>This method returns one of the Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>The Direct3D 11.1 runtime, which is available starting with Windows?8, provides the following new functionality for <strong>CreateVertexShader</strong>.</p><p>The following shader model 5.0 instructions are available to just pixel shaders and compute shaders in the Direct3D 11.0 runtime. For the Direct3D 11.1 runtime, because unordered access views (UAV) are available at all shader stages, you can use these instructions in all shader stages.</p><p>Therefore, if you use the following shader model 5.0 instructions in a vertex shader, you can successfully pass the compiled vertex shader to <em>pShaderBytecode</em>. That is, the call to <strong>CreateVertexShader</strong> succeeds.</p><p>If you pass a compiled shader to <em>pShaderBytecode</em> that uses any of the following instructions on a device that doesn?t support UAVs at every shader stage (including existing drivers that are not implemented to support UAVs at every shader stage), <strong>CreateVertexShader</strong> fails.  <strong>CreateVertexShader</strong> also fails if the shader tries to use a UAV slot beyond the set of UAV slots that the hardware supports.</p><ul> <li> dcl_uav_typed </li> <li> dcl_uav_raw </li> <li> dcl_uav_structured </li> <li> ld_raw </li> <li> ld_structured </li> <li> ld_uav_typed </li> <li> store_raw </li> <li> store_structured </li> <li> store_uav_typed </li> <li> sync_uglobal </li> <li>All atomics and immediate atomics (for example, atomic_and and imm_atomic_and)</li> </ul>
            </remarks>
            <msdn-id>ff476524</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateVertexShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11VertexShader** ppVertexShader)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateVertexShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateGeometryShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.GeometryShader)">
            <summary>
            <p>Create a geometry shader.</p>
            </summary>
            <param name = "shaderBytecodeRef"><dd>  <p>A reference to the compiled shader.  </p> </dd></param>
            <param name = "bytecodeLength"><dd>  <p>Size of the compiled geometry shader.</p> </dd></param>
            <param name = "classLinkageRef"><dd>  <p>A reference to a class linkage interface (see <strong><see cref = "T:SharpDX.Direct3D11.ClassLinkage"/></strong>); the value can be <strong><c>null</c></strong>.</p> </dd></param>
            <param name = "geometryShaderOut"><dd>  <p>Address of a reference to a <strong><see cref = "T:SharpDX.Direct3D11.GeometryShader"/></strong> interface. If this is <strong><c>null</c></strong>, all other parameters will be validated, and if all parameters pass validation this API will return S_FALSE instead of <see cref = "F:SharpDX.Result.Ok"/>.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>After it is created, the shader can be set to the device by calling <strong>ID3D11DeviceContext::GSSetShader</strong>.</p><p>The Direct3D 11.1 runtime, which is available starting with Windows?8, provides the following new functionality for <strong>CreateGeometryShader</strong>.</p><p>The following shader model 5.0 instructions are available to just pixel shaders and compute shaders in the Direct3D 11.0 runtime. For the Direct3D 11.1 runtime, because unordered access views (UAV) are available at all shader stages, you can use these instructions in all shader stages.</p><p>Therefore, if you use the following shader model 5.0 instructions in a geometry shader, you can successfully pass the compiled geometry shader to <em>pShaderBytecode</em>. That is, the call to <strong>CreateGeometryShader</strong> succeeds.</p><p>If you pass a compiled shader to <em>pShaderBytecode</em> that uses any of the following instructions on a device that doesn?t support UAVs at every shader stage (including existing drivers that are not implemented to support UAVs at every shader stage), <strong>CreateGeometryShader</strong> fails.  <strong>CreateGeometryShader</strong> also fails if the shader tries to use a UAV slot beyond the set of UAV slots that the hardware supports.</p><ul> <li> dcl_uav_typed </li> <li> dcl_uav_raw </li> <li> dcl_uav_structured </li> <li> ld_raw </li> <li> ld_structured </li> <li> ld_uav_typed </li> <li> store_raw </li> <li> store_structured </li> <li> store_uav_typed </li> <li> sync_uglobal </li> <li>All atomics and immediate atomics (for example, atomic_and and imm_atomic_and)</li> </ul>
            </remarks>
            <msdn-id>ff476509</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateGeometryShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11GeometryShader** ppGeometryShader)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateGeometryShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateGeometryShaderWithStreamOutput(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.StreamOutputElement[],System.Int32,System.Int32[],System.Int32,System.Int32,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.GeometryShader)">
            <summary>
            <p>Creates a geometry shader that can write to streaming output buffers.</p>
            </summary>
            <param name = "shaderBytecodeRef"><dd>  <p> A reference to the compiled geometry shader for a standard geometry shader plus stream output. For info on how to get this reference, see Getting a Pointer to a Compiled Shader.</p> <p> To create the stream output without using a geometry shader, pass a reference to the output signature for the prior stage. To obtain this output signature, call the <strong>D3DGetOutputSignatureBlob</strong> compiler function. You can also pass a reference to the compiled shader for the prior stage (for example, the vertex-shader stage or domain-shader stage). This compiled shader provides the output signature for the data. </p> </dd></param>
            <param name = "bytecodeLength"><dd>  <p>Size of the compiled geometry shader.</p> </dd></param>
            <param name = "sODeclarationRef"><dd>  <p> Pointer to a <strong><see cref = "T:SharpDX.Direct3D11.StreamOutputElement"/></strong> array. Cannot be <strong><c>null</c></strong> if NumEntries &gt; 0. </p> </dd></param>
            <param name = "numEntries"><dd>  <p>The number of entries in the stream output declaration ( ranges from 0 to <see cref = "!:StreamOutputStreamCount"/> * <see cref = "!:StreamOutputOutputComponentCount"/> ).</p> </dd></param>
            <param name = "bufferStridesRef"><dd>  <p>An array of buffer strides; each stride is the size of an element for that buffer.</p> </dd></param>
            <param name = "numStrides"><dd>  <p> The number of strides (or buffers) in <em>pBufferStrides</em> (ranges from 0 to <see cref = "!:StreamOutputBufferSlotCount"/>). </p> </dd></param>
            <param name = "rasterizedStream"><dd>  <p> The index number of the stream to be sent to the rasterizer stage (ranges from 0 to <see cref = "!:StreamOutputStreamCount"/> - 1). Set to <see cref = "!:StreamOutputNoRasterizedStream"/> if no stream is to be rasterized. </p> </dd></param>
            <param name = "classLinkageRef"><dd>  <p> A reference to a class linkage interface (see <strong><see cref = "T:SharpDX.Direct3D11.ClassLinkage"/></strong>); the value can be <strong><c>null</c></strong>. </p> </dd></param>
            <param name = "geometryShaderOut"><dd>  <p> Address of a reference to an <strong><see cref = "T:SharpDX.Direct3D11.GeometryShader"/></strong> interface, representing the geometry shader that was created. Set this to <strong><c>null</c></strong> to validate the other parameters; if validation passes, the method will return S_FALSE instead of <see cref = "F:SharpDX.Result.Ok"/>. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 11 Return Codes. </p></returns>
            <remarks>
            <p> For more info about using <strong>CreateGeometryShaderWithStreamOutput</strong>, see Create a Geometry-Shader Object with Stream Output. </p><p> The Direct3D 11.1 runtime, which is available starting with Windows?8, provides the following new functionality for <strong>CreateGeometryShaderWithStreamOutput</strong>. </p><p>The following shader model 5.0 instructions are available to just pixel shaders and compute shaders in the Direct3D 11.0 runtime. For the Direct3D 11.1 runtime, because unordered access views (UAV) are available at all shader stages, you can use these instructions in all shader stages.</p><p> Therefore, if you use the following shader model 5.0 instructions in a geometry shader, you can successfully pass the compiled geometry shader to <em>pShaderBytecode</em>. That is, the call to <strong>CreateGeometryShaderWithStreamOutput</strong> succeeds. </p><p> If you pass a compiled shader to <em>pShaderBytecode</em> that uses any of the following instructions on a device that doesn?t support UAVs at every shader stage (including existing drivers that are not implemented to support UAVs at every shader stage), <strong>CreateGeometryShaderWithStreamOutput</strong> fails.  <strong>CreateGeometryShaderWithStreamOutput</strong> also fails if the shader tries to use a UAV slot beyond the set of UAV slots that the hardware supports. </p><ul> <li> dcl_uav_typed </li> <li> dcl_uav_raw </li> <li> dcl_uav_structured </li> <li> ld_raw </li> <li> ld_structured </li> <li> ld_uav_typed </li> <li> store_raw </li> <li> store_structured </li> <li> store_uav_typed </li> <li> sync_uglobal </li> <li> All atomics and immediate atomics (for example, atomic_and and imm_atomic_and) </li> </ul><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476510</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateGeometryShaderWithStreamOutput([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Buffer, Optional] const D3D11_SO_DECLARATION_ENTRY* pSODeclaration,[In] unsigned int NumEntries,[In, Buffer, Optional] const unsigned int* pBufferStrides,[In] unsigned int NumStrides,[In] unsigned int RasterizedStream,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11GeometryShader** ppGeometryShader)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateGeometryShaderWithStreamOutput</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreatePixelShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.PixelShader)">
            <summary>
            <p>Create a pixel shader.</p>
            </summary>
            <param name = "shaderBytecodeRef"><dd>  <p>A reference to the compiled shader. </p> </dd></param>
            <param name = "bytecodeLength"><dd>  <p>Size of the compiled pixel shader.</p> </dd></param>
            <param name = "classLinkageRef"><dd>  <p>A reference to a class linkage interface (see <strong><see cref = "T:SharpDX.Direct3D11.ClassLinkage"/></strong>); the value can be <strong><c>null</c></strong>.</p> </dd></param>
            <param name = "pixelShaderOut"><dd>  <p>Address of a reference to a <strong><see cref = "T:SharpDX.Direct3D11.PixelShader"/></strong> interface. If this is <strong><c>null</c></strong>, all other parameters will be validated, and if all parameters pass validation this API will return S_FALSE instead of <see cref = "F:SharpDX.Result.Ok"/>.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>After creating the pixel shader, you can set it to the device using <strong>ID3D11DeviceContext::PSSetShader</strong>.</p>
            </remarks>
            <msdn-id>ff476513</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreatePixelShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11PixelShader** ppPixelShader)</unmanaged>
            <unmanaged-short>ID3D11Device::CreatePixelShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateHullShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.HullShader)">
            <summary>
            <p>Create a hull shader.</p>
            </summary>
            <param name = "shaderBytecodeRef">No documentation.</param>
            <param name = "bytecodeLength">No documentation.</param>
            <param name = "classLinkageRef">No documentation.</param>
            <param name = "hullShaderOut">No documentation.</param>
            <returns><p>This method returns one of the Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>The Direct3D 11.1 runtime, which is available starting with Windows?8, provides the following new functionality for <strong>CreateHullShader</strong>.</p><p>The following shader model 5.0 instructions are available to just pixel shaders and compute shaders in the Direct3D 11.0 runtime. For the Direct3D 11.1 runtime, because unordered access views (UAV) are available at all shader stages, you can use these instructions in all shader stages.</p><p>Therefore, if you use the following shader model 5.0 instructions in a hull shader, you can successfully pass the compiled hull shader to <em>pShaderBytecode</em>. That is, the call to <strong>CreateHullShader</strong> succeeds.</p><p>If you pass a compiled shader to <em>pShaderBytecode</em> that uses any of the following instructions on a device that doesn?t support UAVs at every shader stage (including existing drivers that are not implemented to support UAVs at every shader stage), <strong>CreateHullShader</strong> fails.  <strong>CreateHullShader</strong> also fails if the shader tries to use a UAV slot beyond the set of UAV slots that the hardware supports.</p><ul> <li> dcl_uav_typed </li> <li> dcl_uav_raw </li> <li> dcl_uav_structured </li> <li> ld_raw </li> <li> ld_structured </li> <li> ld_uav_typed </li> <li> store_raw </li> <li> store_structured </li> <li> store_uav_typed </li> <li> sync_uglobal </li> <li>All atomics and immediate atomics (for example, atomic_and and imm_atomic_and)</li> </ul>
            </remarks>
            <msdn-id>ff476511</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateHullShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11HullShader** ppHullShader)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateHullShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateDomainShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.DomainShader)">
            <summary>
            <p>Create a domain shader .</p>
            </summary>
            <param name = "shaderBytecodeRef">No documentation.</param>
            <param name = "bytecodeLength">No documentation.</param>
            <param name = "classLinkageRef">No documentation.</param>
            <param name = "domainShaderOut">No documentation.</param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>The Direct3D 11.1 runtime, which is available starting with Windows?8, provides the following new functionality for <strong>CreateDomainShader</strong>.</p><p>The following shader model 5.0 instructions are available to just pixel shaders and compute shaders in the Direct3D 11.0 runtime. For the Direct3D 11.1 runtime, because unordered access views (UAV) are available at all shader stages, you can use these instructions in all shader stages.</p><p>Therefore, if you use the following shader model 5.0 instructions in a domain shader, you can successfully pass the compiled domain shader to <em>pShaderBytecode</em>. That is, the call to <strong>CreateDomainShader</strong> succeeds.</p><p>If you pass a compiled shader to <em>pShaderBytecode</em> that uses any of the following instructions on a device that doesn?t support UAVs at every shader stage (including existing drivers that are not implemented to support UAVs at every shader stage), <strong>CreateDomainShader</strong> fails.  <strong>CreateDomainShader</strong> also fails if the shader tries to use a UAV slot beyond the set of UAV slots that the hardware supports.</p><ul> <li> dcl_uav_typed </li> <li> dcl_uav_raw </li> <li> dcl_uav_structured </li> <li> ld_raw </li> <li> ld_structured </li> <li> ld_uav_typed </li> <li> store_raw </li> <li> store_structured </li> <li> store_uav_typed </li> <li> sync_uglobal </li> <li>All atomics and immediate atomics (for example, atomic_and and imm_atomic_and)</li> </ul>
            </remarks>
            <msdn-id>ff476508</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateDomainShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11DomainShader** ppDomainShader)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateDomainShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateComputeShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.ComputeShader)">
            <summary>
            <p>Create a compute shader.</p>
            </summary>
            <param name = "shaderBytecodeRef">No documentation.</param>
            <param name = "bytecodeLength">No documentation.</param>
            <param name = "classLinkageRef">No documentation.</param>
            <param name = "computeShaderOut">No documentation.</param>
            <returns><p>This method returns E_OUTOFMEMORY if there is insufficient memory to create the compute shader.   See Direct3D 11 Return Codes for other possible return values.</p></returns>
            <remarks>
            <p>For an example, see How To: Create a Compute Shader and HDRToneMappingCS11 Sample.</p>
            </remarks>
            <msdn-id>ff476503</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateComputeShader([In, Buffer] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Optional] ID3D11ClassLinkage* pClassLinkage,[Out, Fast] ID3D11ComputeShader** ppComputeShader)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateComputeShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateClassLinkage(SharpDX.Direct3D11.ClassLinkage)">
            <summary>
            <p>Creates class linkage libraries to enable dynamic shader linkage.</p>
            </summary>
            <param name = "linkageOut"><dd>  <p>A reference to a class-linkage interface reference (see <strong><see cref = "T:SharpDX.Direct3D11.ClassLinkage"/></strong>).</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>The <strong><see cref = "T:SharpDX.Direct3D11.ClassLinkage"/></strong> interface returned in <em>ppLinkage</em> is associated with a shader by passing it as a parameter to one of the <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong> create shader methods such as <strong>ID3D11Device::CreatePixelShader</strong>.</p>
            </remarks>
            <msdn-id>ff476502</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateClassLinkage([Out, Fast] ID3D11ClassLinkage** ppLinkage)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateClassLinkage</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)">
            <summary>
            <p>Create a blend-state object that encapsules blend state for the output-merger stage.</p>
            </summary>
            <param name = "blendStateDescRef"><dd>  <p> Pointer to a blend-state description (see <strong><see cref = "T:SharpDX.Direct3D11.BlendStateDescription"/></strong>). </p> </dd></param>
            <param name = "blendStateOut"><dd>  <p> Address of a reference to the blend-state object created (see <strong><see cref = "T:SharpDX.Direct3D11.BlendState"/></strong>). </p> </dd></param>
            <returns><p> This method returns E_OUTOFMEMORY if there is insufficient memory to create the blend-state object. See Direct3D 11 Return Codes for other possible return values. </p></returns>
            <remarks>
            <p> An application can create up to 4096 unique blend-state objects. For each object created, the runtime checks to see if a previous object has the same state. If such a previous object exists, the runtime will return a reference to previous instance instead of creating a duplicate object. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476500</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateBlendState([In] const D3D11_BLEND_DESC* pBlendStateDesc,[Out, Fast] ID3D11BlendState** ppBlendState)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateBlendState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateDepthStencilState(SharpDX.Direct3D11.DepthStencilStateDescription@,SharpDX.Direct3D11.DepthStencilState)">
            <summary>
            <p>Create a depth-stencil state object that encapsulates depth-stencil test information for the output-merger stage.</p>
            </summary>
            <param name = "depthStencilDescRef"><dd>  <p>Pointer to a depth-stencil state description (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilStateDescription"/></strong>).</p> </dd></param>
            <param name = "depthStencilStateOut"><dd>  <p>Address of a reference to the depth-stencil state object created (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilState"/></strong>).</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>4096 unique depth-stencil state objects can be created on a device at a time.</p><p>If an application attempts to create a depth-stencil-state interface with the same state as an existing interface, the same interface will be returned and the total number of unique depth-stencil state objects will stay the same.</p>
            </remarks>
            <msdn-id>ff476506</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateDepthStencilState([In] const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc,[Out, Fast] ID3D11DepthStencilState** ppDepthStencilState)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateDepthStencilState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateRasterizerState(SharpDX.Direct3D11.RasterizerStateDescription@,SharpDX.Direct3D11.RasterizerState)">
            <summary>
            <p>Create a rasterizer state object that tells the rasterizer stage how to behave.</p>
            </summary>
            <param name = "rasterizerDescRef"><dd>  <p>Pointer to a rasterizer state description (see <strong><see cref = "T:SharpDX.Direct3D11.RasterizerStateDescription"/></strong>).</p> </dd></param>
            <param name = "rasterizerStateOut"><dd>  <p>Address of a reference to the rasterizer state object created (see <strong><see cref = "T:SharpDX.Direct3D11.RasterizerState"/></strong>).</p> </dd></param>
            <returns><p>This method returns E_OUTOFMEMORY if there is insufficient memory to create the compute shader.  See Direct3D 11 Return Codes for other possible return values.</p></returns>
            <remarks>
            <p>4096 unique rasterizer state objects can be created on a device at a time.</p><p>If an application attempts to create a rasterizer-state interface with the same state as an existing interface, the same interface will be returned and the total number of unique rasterizer state objects will stay the same.</p>
            </remarks>
            <msdn-id>ff476516</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateRasterizerState([In] const D3D11_RASTERIZER_DESC* pRasterizerDesc,[Out, Fast] ID3D11RasterizerState** ppRasterizerState)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateRasterizerState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateSamplerState(SharpDX.Direct3D11.SamplerStateDescription@,SharpDX.Direct3D11.SamplerState)">
            <summary>
            <p>Create a sampler-state object that encapsulates sampling information for a texture.</p>
            </summary>
            <param name = "samplerDescRef"><dd>  <p>Pointer to a sampler state description (see <strong><see cref = "T:SharpDX.Direct3D11.SamplerStateDescription"/></strong>).</p> </dd></param>
            <param name = "samplerStateOut"><dd>  <p>Address of a reference to the sampler state object created (see <strong><see cref = "T:SharpDX.Direct3D11.SamplerState"/></strong>).</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>4096 unique sampler state objects can be created on a device at a time.</p><p>If an application attempts to create a sampler-state interface with the same state as an existing interface, the same interface will be returned and the total number of unique sampler state objects will stay the same.</p>
            </remarks>
            <msdn-id>ff476518</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateSamplerState([In] const D3D11_SAMPLER_DESC* pSamplerDesc,[Out, Fast] ID3D11SamplerState** ppSamplerState)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateSamplerState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateQuery(SharpDX.Direct3D11.QueryDescription,SharpDX.Direct3D11.Query)">
            <summary>
            <p>This interface encapsulates methods for querying information from the GPU.</p>
            </summary>
            <param name = "queryDescRef"><dd>  <p>Pointer to a query description (see <strong><see cref = "T:SharpDX.Direct3D11.QueryDescription"/></strong>).</p> </dd></param>
            <param name = "queryOut"><dd>  <p>Address of a reference to the query object created (see <strong><see cref = "T:SharpDX.Direct3D11.Query"/></strong>).</p> </dd></param>
            <returns><p>This method returns E_OUTOFMEMORY if there is insufficient memory to create the query object.   See Direct3D 11 Return Codes for other possible return values.</p></returns>
            <msdn-id>ff476515</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateQuery([In] const D3D11_QUERY_DESC* pQueryDesc,[Out, Fast] ID3D11Query** ppQuery)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateQuery</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreatePredicate(SharpDX.Direct3D11.QueryDescription,SharpDX.Direct3D11.Predicate)">
            <summary>
            <p>Creates a predicate.</p>
            </summary>
            <param name = "predicateDescRef"><dd>  <p>Pointer to a query description where the type of query must be a D3D11_QUERY_SO_OVERFLOW_PREDICATE or D3D11_QUERY_OCCLUSION_PREDICATE (see <strong><see cref = "T:SharpDX.Direct3D11.QueryDescription"/></strong>).</p> </dd></param>
            <param name = "predicateOut"><dd>  <p>Address of a reference to a predicate (see <strong><see cref = "T:SharpDX.Direct3D11.Predicate"/></strong>).</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476514</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreatePredicate([In] const D3D11_QUERY_DESC* pPredicateDesc,[Out, Fast] ID3D11Predicate** ppPredicate)</unmanaged>
            <unmanaged-short>ID3D11Device::CreatePredicate</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateCounter(SharpDX.Direct3D11.CounterDescription,SharpDX.Direct3D11.Counter)">
            <summary>
            <p>Create a counter object for measuring GPU performance.</p>
            </summary>
            <param name = "counterDescRef"><dd>  <p>Pointer to a counter description (see <strong><see cref = "T:SharpDX.Direct3D11.CounterDescription"/></strong>).</p> </dd></param>
            <param name = "counterOut"><dd>  <p>Address of a reference to a counter (see <strong><see cref = "T:SharpDX.Direct3D11.Counter"/></strong>).</p> </dd></param>
            <returns><p>If this function succeeds, it will return <see cref = "F:SharpDX.Result.Ok"/>. If it fails, possible return values are: S_FALSE, E_OUTOFMEMORY, <see cref = "!:Unsupported"/>, <see cref = "!:Nonexclusive"/>, or E_INVALIDARG.</p><p><see cref = "!:Unsupported"/> is returned whenever the application requests to create a well-known counter, but the current device does not support it.</p><p><see cref = "!:Nonexclusive"/> indicates that another device object is currently using the counters, so they cannot be used by this device at the moment.</p><p>E_INVALIDARG is returned whenever an out-of-range well-known or device-dependent counter is requested, or when the simulataneously active counters have been exhausted.</p></returns>
            <msdn-id>ff476504</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateCounter([In] const D3D11_COUNTER_DESC* pCounterDesc,[Out, Fast] ID3D11Counter** ppCounter)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateCounter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CreateDeferredContext(System.Int32,SharpDX.Direct3D11.DeviceContext)">
            <summary>
            <p> Creates a deferred context, which can record command lists. </p>
            </summary>
            <param name = "contextFlags"><dd>  <p> Reserved for future use. Pass 0. </p> </dd></param>
            <param name = "deferredContextOut"><dd>  <p> Upon completion of the method, the passed reference to an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong> interface reference is initialized. </p> </dd></param>
            <returns><p> Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the following: </p><ul> <li> Returns <strong><see cref = "!:DeviceRemoved"/></strong> if the video card has been physically removed from the system, or a driver upgrade for the video card has occurred. If this error occurs, you should destroy and recreate the device. </li> <li> Returns <strong><see cref = "!:InvalidCall"/></strong> if the <strong>CreateDeferredContext</strong> method cannot be called from the current context. For example, if the device was created with the <strong>D3D11_CREATE_DEVICE_SINGLETHREADED</strong> value,  <strong>CreateDeferredContext</strong> returns <strong><see cref = "!:InvalidCall"/></strong>. </li> <li> Returns <strong>E_INVALIDARG</strong> if the <em>ContextFlags</em> parameter is invalid. </li> <li> Returns <strong>E_OUTOFMEMORY</strong> if the application has exhausted available memory. </li> </ul></returns>
            <remarks>
            <p> A deferred context is a thread-safe context that you can use to record graphics commands on a thread other than the main rendering thread. Using a deferred context, you can record graphics commands into a command list that is encapsulated by the <strong><see cref = "T:SharpDX.Direct3D11.CommandList"/></strong> interface. After all scene items are recorded, you can then submit them to the main render thread for final rendering. In this manner, you can perform rendering tasks concurrently across multiple threads and potentially improve performance in multi-core CPU scenarios. </p><p> You can create multiple deferred contexts. </p><strong>Note</strong>?? If you use the <strong>D3D11_CREATE_DEVICE_SINGLETHREADED</strong> value to create the device that is represented by <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong>, the <strong>CreateDeferredContext</strong> method will fail, and you will not be able to create a deferred context.?<p> For more information about deferred contexts, see Immediate and Deferred Rendering. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476505</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CreateDeferredContext([In] unsigned int ContextFlags,[Out, Fast] ID3D11DeviceContext** ppDeferredContext)</unmanaged>
            <unmanaged-short>ID3D11Device::CreateDeferredContext</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.OpenSharedResource(System.IntPtr,System.Guid,System.IntPtr@)">
            <summary>
            <p>Give a device access to a shared resource created on a different device.</p>
            </summary>
            <param name = "hResource"><dd>  <p>A resource handle. See remarks.</p> </dd></param>
            <param name = "returnedInterface"><dd>  <p>The globally unique identifier (<see cref = "T:System.Guid"/>) for the resource interface. See remarks.</p> </dd></param>
            <param name = "resourceOut"><dd>  <p>Address of a reference to the resource we are gaining access to.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>The REFIID, or <see cref = "T:System.Guid"/>, of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof(<see cref = "T:SharpDX.Direct3D11.Buffer"/>) will get the <see cref = "T:System.Guid"/> of the interface to a buffer resource.</p><p>The unique handle of the resource is obtained differently depending on the type of device that originally created the resource.</p><p>To share a resource between two Direct3D 11 devices the resource must have been created with the  <strong>D3D11_RESOURCE_MISC_SHARED</strong> flag, if it was created using the <see cref = "T:SharpDX.Direct3D11.Device"/> interface.  If it was created using a DXGI device interface, then the resource is always shared.</p><p>The REFIID, or <see cref = "T:System.Guid"/>, of the interface to the resource can be obtained by using the __uuidof() macro.  For example, __uuidof(<see cref = "T:SharpDX.Direct3D11.Buffer"/>) will get the <see cref = "T:System.Guid"/> of the interface to a buffer resource.</p><p>When sharing a resource between two Direct3D 10/11 devices the unique handle of the resource can be obtained by querying the resource for the <strong><see cref = "T:SharpDX.DXGI.Resource"/></strong> interface and then calling <strong>GetSharedHandle</strong>.</p><pre> <see cref = "T:SharpDX.DXGI.Resource"/>* pOtherResource(<c>null</c>);
            hr = pOtherDeviceResource-&gt;QueryInterface( __uuidof(<see cref = "T:SharpDX.DXGI.Resource"/>), (void**)&amp;pOtherResource );
            HANDLE sharedHandle;
            pOtherResource-&gt;GetSharedHandle(&amp;sharedHandle); </pre><p>The only resources that can be shared are 2D non-mipmapped textures.</p><p>To share a resource between a Direct3D 9 device and a Direct3D 11 device the texture must have been created using  the <em>pSharedHandle</em> argument of <strong>CreateTexture</strong>.   The shared Direct3D 9 handle is then passed to OpenSharedResource in the <em>hResource</em> argument.</p><p>The following code illustrates the method calls involved.</p><pre> sharedHandle = <c>null</c>; // must be set to <c>null</c> to create, can use a valid handle here to open in D3D9 
            pDevice9-&gt;CreateTexture(..., pTex2D_9, &amp;sharedHandle); 
            ... 
            pDevice11-&gt;OpenSharedResource(sharedHandle, __uuidof(<see cref = "T:SharpDX.Direct3D11.Resource"/>), (void**)(&amp;tempResource11)); 
            tempResource11-&gt;QueryInterface(__uuidof(<see cref = "T:SharpDX.Direct3D11.Texture2D"/>), (void**)(&amp;pTex2D_11)); 
            tempResource11-&gt;Release(); 
            // now use pTex2D_11 with pDevice11    </pre><p>Textures being shared from D3D9 to D3D11 have the following restrictions.</p><ul> <li>Textures must be 2D</li> <li>Only 1 mip level is allowed</li> <li>Texture must have default usage</li> <li>Texture must be write only</li> <li>MSAA textures are not allowed</li> <li>Bind flags must have SHADER_RESOURCE and RENDER_TARGET set</li> <li>Only R10G10B10A2_UNORM, R16G16B16A16_FLOAT and R8G8B8A8_UNORM formats are allowed</li> </ul><p>If a shared texture is updated on one device <strong>ID3D11DeviceContext::Flush</strong> must be called on that device.</p>
            </remarks>
            <msdn-id>ff476531</msdn-id>
            <unmanaged>HRESULT ID3D11Device::OpenSharedResource([In] void* hResource,[In] const GUID&amp; ReturnedInterface,[Out, Optional] void** ppResource)</unmanaged>
            <unmanaged-short>ID3D11Device::OpenSharedResource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckFormatSupport(SharpDX.DXGI.Format)">
            <summary>
            <p>Get the support of a given format on the installed video device.</p>
            </summary>
            <param name = "format"><dd>  <p>A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> enumeration that describes a format for which to check for support.</p> </dd></param>
            <returns><dd>  <p>A bitfield of <strong><see cref = "T:SharpDX.Direct3D11.FormatSupport"/></strong> enumeration values describing how the specified format is supported on the installed device.  The values are ORed together.</p> </dd></returns>
            <msdn-id>ff476498</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CheckFormatSupport([In] DXGI_FORMAT Format,[Out] unsigned int* pFormatSupport)</unmanaged>
            <unmanaged-short>ID3D11Device::CheckFormatSupport</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckMultisampleQualityLevels(SharpDX.DXGI.Format,System.Int32)">
            <summary>
            <p>Get the number of quality levels available during multisampling.</p>
            </summary>
            <param name = "format"><dd>  <p>The texture format. See <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>.</p> </dd></param>
            <param name = "sampleCount"><dd>  <p>The number of samples during multisampling.</p> </dd></param>
            <returns><dd>  <p>Number of quality levels supported by the adapter. See remarks.</p> </dd></returns>
            <remarks>
            <p>When multisampling a texture, the number of quality levels available for an adapter is dependent on the texture format used and the number of  samples requested. The maximum number of quality levels is defined by <see cref = "F:SharpDX.Direct3D11.Device.MultisampleCountMaximum"/> in D3D11.h. If this method returns 0, the format  and sample count combination is not supported for the installed adapter.</p><p>Furthermore, the definition of a quality level is up to each hardware vendor to define, however no facility is provided by Direct3D to help discover  this information.</p><p>Note that FEATURE_LEVEL_10_1 devices are required to support 4x MSAA for all render targets except R32G32B32A32 and R32G32B32. FEATURE_LEVEL_11_0 devices are required to support 4x MSAA for all render target formats, and 8x MSAA for all render target formats  except R32G32B32A32 formats.</p>
            </remarks>
            <msdn-id>ff476499</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CheckMultisampleQualityLevels([In] DXGI_FORMAT Format,[In] unsigned int SampleCount,[Out] unsigned int* pNumQualityLevels)</unmanaged>
            <unmanaged-short>ID3D11Device::CheckMultisampleQualityLevels</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.GetCounterCapabilities">
            <summary>
            <p>Get a counter's information.</p>
            </summary>
            <msdn-id>ff476496</msdn-id>
            <unmanaged>void ID3D11Device::CheckCounterInfo([Out] D3D11_COUNTER_INFO* pCounterInfo)</unmanaged>
            <unmanaged-short>ID3D11Device::CheckCounterInfo</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckCounter(SharpDX.Direct3D11.CounterDescription,SharpDX.Direct3D11.CounterType@,System.Int32@,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            <p>Get the type, name, units of measure, and a description of an existing counter.</p>
            </summary>
            <param name = "descRef"><dd>  <p> Pointer to a counter description (see <strong><see cref = "T:SharpDX.Direct3D11.CounterDescription"/></strong>). Specifies which counter information is to be retrieved about. </p> </dd></param>
            <param name = "typeRef"><dd>  <p> Pointer to the data type of a counter (see <strong><see cref = "T:SharpDX.Direct3D11.CounterType"/></strong>). Specifies the data type of the counter being retrieved. </p> </dd></param>
            <param name = "activeCountersRef"><dd>  <p>Pointer to the number of hardware counters that are needed for this counter type to be created. All instances of the same counter type use the same hardware counters.</p> </dd></param>
            <param name = "szName"><dd>  <p> String to be filled with a brief name for the counter. May be <strong><c>null</c></strong> if the application is not interested in the name of the counter. </p> </dd></param>
            <param name = "nameLengthRef"><dd>  <p> Length of the string returned to szName. Can be <strong><c>null</c></strong>. </p> </dd></param>
            <param name = "szUnits"><dd>  <p> Name of the units a counter measures, provided the memory the reference points to has enough room to hold the string. Can be <strong><c>null</c></strong>. The returned string will always be in English. </p> </dd></param>
            <param name = "unitsLengthRef"><dd>  <p> Length of the string returned to szUnits. Can be <strong><c>null</c></strong>. </p> </dd></param>
            <param name = "szDescription"><dd>  <p> A description of the counter, provided the memory the reference points to has enough room to hold the string. Can be <strong><c>null</c></strong>. The returned string will always be in English. </p> </dd></param>
            <param name = "descriptionLengthRef"><dd>  <p> Length of the string returned to szDescription. Can be <strong><c>null</c></strong>. </p> </dd></param>
            <returns><p> This method returns one of the following Direct3D 11 Return Codes. </p></returns>
            <remarks>
            <p> Length parameters can be <strong><c>null</c></strong>, which indicates the application is not interested in the length nor the corresponding string value. When a length parameter is non-<strong><c>null</c></strong> and the corresponding string is <strong><c>null</c></strong>, the input value of the length parameter is ignored, and the length of the corresponding string (including terminating <strong><c>null</c></strong>) will be returned through the length parameter. When length and the corresponding parameter are both non-<strong><c>null</c></strong>, the input value of length is checked to ensure there is enough room, and then the length of the string (including terminating <strong><c>null</c></strong> character) is passed out through the length parameter. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476495</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CheckCounter([In] const D3D11_COUNTER_DESC* pDesc,[Out] D3D11_COUNTER_TYPE* pType,[Out] unsigned int* pActiveCounters,[Out, Buffer, Optional] char* szName,[InOut, Optional] unsigned int* pNameLength,[Out, Buffer, Optional] char* szUnits,[InOut, Optional] unsigned int* pUnitsLength,[Out, Buffer, Optional] char* szDescription,[InOut, Optional] unsigned int* pDescriptionLength)</unmanaged>
            <unmanaged-short>ID3D11Device::CheckCounter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.CheckFeatureSupport(SharpDX.Direct3D11.Feature,System.IntPtr,System.Int32)">
            <summary>
            <p>Gets information about the features that are supported by the current graphics driver.</p>
            </summary>
            <param name = "feature"><dd>  <p>A member of the <strong><see cref = "T:SharpDX.Direct3D11.Feature"/></strong> enumerated type that describes which feature to query for support.</p> </dd></param>
            <param name = "featureSupportDataRef"><dd>  <p>Upon completion of the method, the passed structure is filled with data that describes the feature support.</p> </dd></param>
            <param name = "featureSupportDataSize"><dd>  <p>The size of the structure passed to the <em>pFeatureSupportData</em> parameter.</p> </dd></param>
            <returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns E_INVALIDARG if an unsupported data type is passed to the <em>pFeatureSupportData</em> parameter  or a size mismatch is detected for the <em>FeatureSupportDataSize</em> parameter.</p></returns>
            <remarks>
            <p>To query for multi-threading support, pass the <strong>D3D11_FEATURE_THREADING</strong> value to the <em>Feature</em> parameter, pass  the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataThreading"/></strong> structure to the  <em>pFeatureSupportData</em> parameter, and pass the size of  the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataThreading"/></strong> structure to the <em>FeatureSupportDataSize</em> parameter.</p><p>Calling CheckFeatureSupport with <em>Feature</em> set to D3D11_FEATURE_FORMAT_SUPPORT causes the method to return the same information that would be returned  by <strong>ID3D11Device::CheckFormatSupport</strong>.</p>
            </remarks>
            <msdn-id>ff476497</msdn-id>
            <unmanaged>HRESULT ID3D11Device::CheckFeatureSupport([In] D3D11_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize)</unmanaged>
            <unmanaged-short>ID3D11Device::CheckFeatureSupport</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.GetPrivateData(System.Guid,System.Int32@,System.IntPtr)">
            <summary>
            <p>Get application-defined data from a device.</p>
            </summary>
            <param name = "guid"><dd>  <p>Guid associated with the data.</p> </dd></param>
            <param name = "dataSizeRef"><dd>  <p>A reference to a variable that on input contains the size, in bytes, of the buffer that <em>pData</em> points to, and on output contains the size, in bytes, of the amount of data that <strong>GetPrivateData</strong> retrieved.</p> </dd></param>
            <param name = "dataRef"><dd>  <p>A reference to a buffer that <strong>GetPrivateData</strong> fills with data from the device if <em>pDataSize</em> points to a value that specifies a buffer large enough to hold the data.</p> </dd></param>
            <returns><p>This method returns one of the codes described in the topic Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476530</msdn-id>
            <unmanaged>HRESULT ID3D11Device::GetPrivateData([In] const GUID&amp; guid,[InOut] unsigned int* pDataSize,[Out, Buffer, Optional] void* pData)</unmanaged>
            <unmanaged-short>ID3D11Device::GetPrivateData</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.SetPrivateData(System.Guid,System.Int32,System.IntPtr)">
            <summary>
            <p>Set data to a device and associate that data with a guid.</p>
            </summary>
            <param name = "guid"><dd>  <p>Guid associated with the data.</p> </dd></param>
            <param name = "dataSize"><dd>  <p>Size of the data.</p> </dd></param>
            <param name = "dataRef"><dd>  <p>Pointer to the data to be stored with this device. If pData is <strong><c>null</c></strong>, DataSize must also be 0, and any data previously associated with the guid will be destroyed.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>The data stored in the device with this method can be retrieved with <strong>ID3D11Device::GetPrivateData</strong>.</p><p>The data and guid set with this method will typically be application-defined.</p><p>The debug layer reports memory leaks by outputting a list of object interface references along with their friendly names. The default friendly name is "&lt;unnamed&gt;". You can set the friendly name so that you can determine if the corresponding object interface reference caused the leak. To set the friendly name, use the <strong>SetPrivateData</strong> method and the <strong><see cref = "!:DebugObjectName"/></strong> <see cref = "T:System.Guid"/> that is in D3Dcommon.h. For example, to give pContext a friendly name of <em>My name</em>, use the following code:</p><pre> static const char c_szName[] = "My name";
            hr = pContext-&gt;SetPrivateData( <see cref = "!:DebugObjectName"/>, sizeof( c_szName ) - 1, c_szName );
            </pre>
            </remarks>
            <msdn-id>ff476533</msdn-id>
            <unmanaged>HRESULT ID3D11Device::SetPrivateData([In] const GUID&amp; guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData)</unmanaged>
            <unmanaged-short>ID3D11Device::SetPrivateData</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.SetPrivateDataInterface(System.Guid,SharpDX.IUnknown)">
            <summary>
            <p>Associate an <see cref = "T:SharpDX.IUnknown"/>-derived interface with this device child and associate that interface with an application-defined guid.</p>
            </summary>
            <param name = "guid"><dd>  <p>Guid associated with the interface.</p> </dd></param>
            <param name = "dataRef"><dd>  <p>Pointer to an <see cref = "T:SharpDX.IUnknown"/>-derived interface to be associated with the device child.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476534</msdn-id>
            <unmanaged>HRESULT ID3D11Device::SetPrivateDataInterface([In] const GUID&amp; guid,[In, Optional] const IUnknown* pData)</unmanaged>
            <unmanaged-short>ID3D11Device::SetPrivateDataInterface</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.GetFeatureLevel">
            <summary>
            <p>Gets the feature level of the hardware device.</p>
            </summary>
            <returns><p>A member of the <strong><see cref = "T:SharpDX.Direct3D.FeatureLevel"/></strong> enumerated type that describes the feature level of the hardware device.</p></returns>
            <remarks>
            <p> Feature levels determine the capabilities of your device.</p>
            </remarks>
            <msdn-id>ff476528</msdn-id>
            <unmanaged>D3D_FEATURE_LEVEL ID3D11Device::GetFeatureLevel()</unmanaged>
            <unmanaged-short>ID3D11Device::GetFeatureLevel</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.GetCreationFlags">
            <summary>
            <p>Get the flags used during the call to create the device with <strong>D3D11CreateDevice</strong>.</p>
            </summary>
            <returns><p>A bitfield containing the flags used to create the device. See <strong><see cref = "T:SharpDX.Direct3D11.DeviceCreationFlags"/></strong>.</p></returns>
            <msdn-id>ff476525</msdn-id>
            <unmanaged>unsigned int ID3D11Device::GetCreationFlags()</unmanaged>
            <unmanaged-short>ID3D11Device::GetCreationFlags</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.GetDeviceRemovedReason">
            <summary>
            <p>Get the reason why the device was removed.</p>
            </summary>
            <returns><p>Possible return values include:  </p><ul> <li><see cref = "!:DeviceHung"/></li> <li><see cref = "!:DeviceRemoved"/></li> <li><see cref = "!:DeviceReset"/></li> <li><see cref = "!:DriverInternalError"/></li> <li><see cref = "!:InvalidCall"/></li> <li><see cref = "F:SharpDX.Result.Ok"/></li> </ul><p>For more detail on these return codes, see DXGI_ERROR.</p></returns>
            <msdn-id>ff476526</msdn-id>
            <unmanaged>HRESULT ID3D11Device::GetDeviceRemovedReason()</unmanaged>
            <unmanaged-short>ID3D11Device::GetDeviceRemovedReason</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.GetImmediateContext(SharpDX.Direct3D11.DeviceContext@)">
            <summary>
            <p>Gets an immediate context, which can play back command lists.</p>
            </summary>
            <param name = "immediateContextOut"><dd>  <p>Upon completion of the method, the passed reference to an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong> interface reference is initialized.</p> </dd></param>
            <remarks>
            <p>The <strong>GetImmediateContext</strong> method returns an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong> object that represents an immediate context which is used to perform rendering that you want immediately submitted to a device. For most applications, an immediate context is the primary object that is used to draw your scene.</p><p>The <strong>GetImmediateContext</strong> method increments the reference count of the immediate context by one. Therefore, you must call <strong>Release</strong> on the returned interface reference when you are done with it to avoid a memory leak. </p>
            </remarks>
            <msdn-id>ff476529</msdn-id>
            <unmanaged>void ID3D11Device::GetImmediateContext([Out] ID3D11DeviceContext** ppImmediateContext)</unmanaged>
            <unmanaged-short>ID3D11Device::GetImmediateContext</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.SetExceptionMode(System.Int32)">
            <summary>
            <p>Get the exception-mode flags.</p>
            </summary>
            <param name = "raiseFlags"><dd>  <p>A value that contains one or more exception flags; each flag specifies a condition which will cause an exception to be raised. The flags are listed in <strong>D3D11_RAISE_FLAG</strong>. A default value of 0 means there are no flags.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>Set an exception-mode flag to elevate an error condition to a non-continuable exception. </p><p>Whenever an error occurs, a Direct3D device enters the DEVICEREMOVED state and if the appropriate exception flag has been set, an exception is raised. A raised exception is designed to terminate an application. Before termination, the last chance an application has to persist data is by using an UnhandledExceptionFilter (see Structured Exception Handling). In general, UnhandledExceptionFilters are leveraged to try to persist data when an application is crashing (to disk, for example). Any code that executes during an UnhandledExceptionFilter is not guaranteed to reliably execute (due to possible process corruption). Any data that the UnhandledExceptionFilter manages to persist, before the UnhandledExceptionFilter crashes again, should be treated as suspect, and therefore inspected by a new, non-corrupted process to see if it is usable.</p>
            </remarks>
            <msdn-id>ff476532</msdn-id>
            <unmanaged>HRESULT ID3D11Device::SetExceptionMode([In] unsigned int RaiseFlags)</unmanaged>
            <unmanaged-short>ID3D11Device::SetExceptionMode</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device.GetExceptionMode">
            <summary>
            <p>Get the exception-mode flags.</p>
            </summary>
            <returns><p>A value that contains one or more exception flags; each flag specifies a condition which will cause an exception to be raised. The flags are listed in <strong>D3D11_RAISE_FLAG</strong>. A default value of 0 means there are no flags.</p></returns>
            <remarks>
            <p>An exception-mode flag is used to elevate an error condition to a non-continuable exception. </p>
            </remarks>
            <msdn-id>ff476527</msdn-id>
            <unmanaged>unsigned int ID3D11Device::GetExceptionMode()</unmanaged>
            <unmanaged-short>ID3D11Device::GetExceptionMode</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device1.CreateDeviceContextState``1(SharpDX.Direct3D11.CreateDeviceContextStateFlags,SharpDX.Direct3D.FeatureLevel[],SharpDX.Direct3D.FeatureLevel@)">
            <summary>	
            Creates a context state object that holds all Microsoft Direct3D state and some Direct3D behavior.
            </summary>	
            <typeparam name="T">The type of the emulated interface. This value specifies the behavior of the device when the context state object is active. Valid values are  <see cref="!:SharpDX.Direct3D10.Device"/>, <see cref="!:SharpDX.Direct3D10.Device1"/>, <see cref="T:SharpDX.Direct3D11.Device"/>, and <see cref="T:SharpDX.Direct3D11.Device1"/>. See Remarks.</typeparam>	
            <param name="flags"><para>A combination of <see cref="T:SharpDX.Direct3D11.CreateDeviceContextStateFlags"/> values that are combined by using a bitwise OR operation. The resulting value specifies how to create the context state object. The <see cref="!:SharpDX.Direct3D11.CreateDeviceContextStateFlags.Singlethreaded"/> flag is currently the only defined flag. If the original device was created with <see cref="F:SharpDX.Direct3D11.DeviceCreationFlags.SingleThreaded"/>, you must create all context state objects from that device with the <see cref="!:SharpDX.Direct3D11.CreateDeviceContextStateFlags.Singlethreaded"/> flag. </para> <para>The context state object that  CreateDeviceContextState creates  inherits the threading model of its associated device context. By default the context state object is rent-threaded, so that an application synchronizes access to the device context, typically by use of critical sections. In contrast, the context state object is free-threaded if you used the ID3D10Multithread interface to turn on thread protection for the device context.</para> <para>If you set the single-threaded flag for both the context state object and the device, you guarantee that you will   call the whole set of context methods and device methods only from one thread. You therefore do not need to use critical sections to synchronize access to the device context, and the runtime can avoid working with those processor-intensive critical sections.</para></param>	
            <param name="featureLevelsRef"><para>A reference to an array of <see cref="T:SharpDX.Direct3D.FeatureLevel"/> values. The array determines the order of feature levels for which creation is attempted.  To get the greatest feature level available, set pFeatureLevels to <c>null</c>,  so that CreateDeviceContextState uses the following array of feature level values:</para>  <code> { <see cref="F:SharpDX.Direct3D.FeatureLevel.Level_11_1"/>, <see cref="F:SharpDX.Direct3D.FeatureLevel.Level_11_0"/>, <see cref="F:SharpDX.Direct3D.FeatureLevel.Level_10_1"/>, <see cref="F:SharpDX.Direct3D.FeatureLevel.Level_10_0"/>, <see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3"/>, <see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_2"/>, <see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_1"/>,}; </code></param>	
            <param name="chosenFeatureLevelRef"><para>A reference to a variable that receives a <see cref="T:SharpDX.Direct3D.FeatureLevel"/> 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.</para></param>	
            <returns>A <see cref="T:SharpDX.Direct3D11.DeviceContextState"/> object that represents the state of a Direct3D device.</returns>	
            <remarks>	
            The  REFIID value of the emulated interface is a <see cref="T:System.Guid"/> obtained by use of the __uuidof operator. For example, __uuidof(<see cref="T:SharpDX.Direct3D11.Device"/>) gets the <see cref="T:System.Guid"/> of the interface to a Microsoft Direct3D?11 device.Call the <see cref="M:SharpDX.Direct3D11.DeviceContext1.SwapDeviceContextState(SharpDX.Direct3D11.DeviceContextState,SharpDX.Direct3D11.DeviceContextState@)"/> method to activate the context state object. When the context state object is active, the device behaviors that are associated with both the context state object's feature level and its compatible interface are activated on the Direct3D device until the next call to SwapDeviceContextState.When a context state object is active, the runtime disables certain methods on the device and context interfaces. For example, a context state object that is created with __uuidof(<see cref="T:SharpDX.Direct3D11.Device"/>) will cause the runtime to turn off most of the Microsoft Direct3D?10 device interfaces, and a context state object that is created with __uuidof(<see cref="!:SharpDX.Direct3D10.Device1"/>) or __uuidof(<see cref="!:SharpDX.Direct3D10.Device"/>) will cause the runtime to turn off most of the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> methods.	
            This behavior ensures that a user of either emulated interface cannot set device state that the other emulated interface is unable to express. This restriction helps guarantee that the <see cref="!:SharpDX.Direct3D10.Device1"/> emulated interface accurately reflects the full state of the pipeline and that the emulated interface will not operate contrary to its original interface definition.For example, suppose the tessellation stage is made active through the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface	
            when you create the device through <see cref="M:SharpDX.Direct3D11.D3D11.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,System.IntPtr,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,System.Int32,SharpDX.Direct3D11.Device,SharpDX.Direct3D.FeatureLevel@,SharpDX.Direct3D11.DeviceContext@)"/> or D3D11CreateDeviceAndSwapChain,  instead of through the Direct3D?10 equivalents. Because  the Direct3D?11 context is active, a Direct3D?10 interface is inactive when you first retrieve it via QueryInterface. This means that you cannot  immediately pass a Direct3D?10 interface that you retrieved from a Direct3D?11 device to a function. You must first call SwapDeviceContextState to activate a Direct3D?10-compatible context state object.The following table shows the methods that are active and inactive for each emulated interface.Emulated interface Active device or immediate context  interfaces Inactive device or immediate context  interfaces  <para> <see cref="T:SharpDX.Direct3D11.Device"/> or</para>	
             <para> <see cref="T:SharpDX.Direct3D11.Device1"/> </para>	
             <para> <see cref="T:SharpDX.Direct3D11.Device"/> </para>	
             <para> <see cref="T:SharpDX.DXGI.Device"/> +</para>	
             <para> <see cref="T:SharpDX.DXGI.Device1"/> +</para>	
             <para> <see cref="T:SharpDX.DXGI.Device2"/> </para>	
             <para> ID3D10Multithread </para>	
              <see cref="!:SharpDX.Direct3D10.Device"/>   <para> <see cref="!:SharpDX.Direct3D10.Device1"/> or</para>	
             <para> <see cref="!:SharpDX.Direct3D10.Device"/> </para>	
             <para> <see cref="!:SharpDX.Direct3D10.Device"/> </para>	
             <para> <see cref="!:SharpDX.Direct3D10.Device1"/> </para>	
             <para> <see cref="T:SharpDX.DXGI.Device"/> +</para>	
             <para> <see cref="T:SharpDX.DXGI.Device1"/> </para>	
             <para> ID3D10Multithread </para>	
             <para> <see cref="T:SharpDX.Direct3D11.Device"/> </para>	
             <para> <see cref="T:SharpDX.Direct3D11.DeviceContext"/> (As published by the immediate context. The Direct3D?10 or Microsoft Direct3D?10.1 emulated interface has no effect on deferred contexts.)</para>?The following table shows the immediate context methods that the runtime disables when the indicated context state objects are active.Methods of <see cref="T:SharpDX.Direct3D11.DeviceContext"/> when __uuidof(<see cref="!:SharpDX.Direct3D10.Device1"/>) or __uuidof(<see cref="!:SharpDX.Direct3D10.Device"/>) is active Methods of <see cref="!:SharpDX.Direct3D10.Device"/> when __uuidof(<see cref="T:SharpDX.Direct3D11.Device"/>) is active    <para> Begin </para>	
             <para> ClearDepthStencilView </para>	
             <para> ClearDepthStencilView </para>	
             <para> ClearRenderTargetView </para>	
             <para> ClearRenderTargetView </para>	
             <para> ClearState </para>	
             <para> ClearState </para>	
             <para> ClearUnorderedAccessViewUint </para>	
             <para> ClearUnorderedAccessViewFloat </para>	
             <para> CopyResource </para>	
             <para> CopyResource </para>	
             <para> CopyStructureCount </para>	
             <para> CopySubresourceRegion </para>	
             <para> CopySubresourceRegion </para>	
             <para> CSGetConstantBuffers </para>	
             <para> CSGetSamplers </para>	
             <para> CSGetShader </para>	
             <para> CSGetShaderResources </para>	
             <para> CSGetUnorderedAccessViews </para>	
             <para> CSSetConstantBuffers </para>	
             <para> CSSetSamplers </para>	
             <para> CSSetShader </para>	
             <para> CSSetShaderResources </para>	
             <para> CSSetUnorderedAccessViews </para>	
             <para> Dispatch </para>	
             <para> DispatchIndirect </para>	
             <para> CreateBlendState </para>	
             <para> Draw </para>	
             <para> Draw </para>	
             <para> DrawAuto </para>	
             <para> DrawAuto </para>	
             <para> DrawIndexed </para>	
             <para> DrawIndexed </para>	
             <para> DrawIndexedInstanced </para>	
             <para> DrawIndexedInstanced </para>	
             <para> DrawIndexedInstancedIndirect </para>	
             <para> DrawInstanced </para>	
             <para> DrawInstanced </para>	
             <para> DrawInstancedIndirect </para>	
             <para> DSGetConstantBuffers </para>	
             <para> DSGetSamplers </para>	
             <para> DSGetShader </para>	
             <para> DSGetShaderResources </para>	
             <para> DSSetConstantBuffers </para>	
             <para> DSSetSamplers </para>	
             <para> DSSetShader </para>	
             <para> DSSetShaderResources </para>	
             <para> End </para>	
             <para> ExecuteCommandList </para>	
             <para> FinishCommandList </para>	
             <para> Flush </para>	
             <para> Flush </para>	
             <para> GenerateMips </para>	
             <para> GenerateMips </para>	
             <para> GetData </para>	
             <para> GetPredication </para>	
             <para> GetPredication </para>	
             <para> GetResourceMinLOD </para>	
             <para> GetType </para>	
             <para> GetTextFilterSize </para>	
             <para> GSGetConstantBuffers </para>	
             <para> GSGetConstantBuffers </para>	
             <para> GSGetSamplers </para>	
             <para> GSGetSamplers </para>	
             <para> GSGetShader </para>	
             <para> GSGetShader </para>	
             <para> GSGetShaderResources </para>	
             <para> GSGetShaderResources </para>	
             <para> GSSetConstantBuffers </para>	
             <para> GSSetConstantBuffers </para>	
             <para> GSSetSamplers </para>	
             <para> GSSetSamplers </para>	
             <para> GSSetShader </para>	
             <para> GSSetShader </para>	
             <para> GSSetShaderResources </para>	
             <para> GSSetShaderResources </para>	
             <para> HSGetConstantBuffers </para>	
             <para> HSGetSamplers </para>	
             <para> HSGetShader </para>	
             <para> HSGetShaderResources </para>	
             <para> HSSetConstantBuffers </para>	
             <para> HSSetSamplers </para>	
             <para> HSSetShader </para>	
             <para> HSSetShaderResources </para>	
             <para> IAGetIndexBuffer </para>	
             <para> IAGetIndexBuffer </para>	
             <para> IAGetInputLayout </para>	
             <para> IAGetInputLayout </para>	
             <para> IAGetPrimitiveTopology </para>	
             <para> IAGetPrimitiveTopology </para>	
             <para> IAGetVertexBuffers </para>	
             <para> IASetIndexBuffer </para>	
             <para> IASetInputLayout </para>	
             <para> IASetPrimitiveTopology </para>	
             <para> IASetVertexBuffers </para>	
             <para> OMGetBlendState </para>	
             <para> OMGetBlendState </para>	
             <para> OMGetDepthStencilState </para>	
             <para> OMGetDepthStencilState </para>	
             <para> OMGetRenderTargets </para>	
             <para> OMGetRenderTargets </para>	
             <para> OMGetRenderTargetsAndUnorderedAccessViews </para>	
             <para> OMSetBlendState </para>	
             <para> OMSetBlendState </para>	
             <para> OMSetDepthStencilState </para>	
             <para> OMSetDepthStencilState </para>	
             <para> OMSetRenderTargets </para>	
             <para> OMSetRenderTargets </para>	
             <para> OMSetRenderTargetsAndUnorderedAccessViews </para>	
             <para> PSGetConstantBuffers </para>	
             <para> PSGetConstantBuffers </para>	
             <para> PSGetSamplers </para>	
             <para> PSGetSamplers </para>	
             <para> PSGetShader </para>	
             <para> PSGetShader </para>	
             <para> PSGetShaderResources </para>	
             <para> PSGetShaderResources </para>	
             <para> PSSetConstantBuffers </para>	
             <para> PSSetConstantBuffers </para>	
             <para> PSSetSamplers </para>	
             <para> PSSetSamplers </para>	
             <para> PSSetShader </para>	
             <para> PSSetShader </para>	
             <para> PSSetShaderResources </para>	
             <para> PSSetShaderResources </para>	
             <para> ResolveSubresource </para>	
             <para> ResolveSubresource </para>	
             <para> RSGetScissorRects </para>	
             <para> RSGetScissorRects </para>	
             <para> RSGetState </para>	
             <para> RSGetState </para>	
             <para> RSGetViewports </para>	
             <para> RSGetViewports </para>	
             <para> RSSetScissorRects </para>	
             <para> RSSetScissorRects </para>	
             <para> RSSetState </para>	
             <para> RSSetState </para>	
             <para> RSSetViewports </para>	
             <para> RSSetViewports </para>	
             <para> SetPredication </para>	
             <para> SetPredication </para>	
             <para> SetResourceMinLOD </para>	
             <para> SetTextFilterSize </para>	
             <para> SOGetTargets </para>	
             <para> SOGetTargets </para>	
             <para> SOSetTargets </para>	
             <para> SOSetTargets </para>	
             <para> UpdateSubresource </para>	
             <para> UpdateSubresource </para>	
             <para> VSGetConstantBuffers </para>	
             <para> VSGetConstantBuffers </para>	
             <para> VSGetSamplers </para>	
             <para> VSGetSamplers </para>	
             <para> VSGetShader </para>	
             <para> VSGetShader </para>	
             <para> VSGetShaderResources </para>	
             <para> VSGetShaderResources </para>	
             <para> VSSetConstantBuffers </para>	
             <para> VSSetConstantBuffers </para>	
             <para> VSSetSamplers </para>	
             <para> VSSetSamplers </para>	
             <para> VSSetShader </para>	
             <para> VSSetShader </para>	
             <para> VSSetShaderResources </para>	
             <para> VSSetShaderResources </para>?The following table shows the immediate context methods that the runtime does not disable when the indicated context state objects are active.Methods of <see cref="T:SharpDX.Direct3D11.DeviceContext"/> when __uuidof(<see cref="!:SharpDX.Direct3D10.Device1"/>) or __uuidof(<see cref="!:SharpDX.Direct3D10.Device"/>) is active Methods of <see cref="!:SharpDX.Direct3D10.Device"/> when __uuidof(<see cref="T:SharpDX.Direct3D11.Device"/>) is active   <para> GetCreationFlags </para>	
             <para> GetPrivateData </para>	
             <para> GetContextFlags </para>	
             <para> Map </para>	
             <para> Unmap </para>?The following table shows the <see cref="!:SharpDX.Direct3D10.Device"/> interface methods that the runtime does not disable because they are not immediate context methods.Methods of <see cref="!:SharpDX.Direct3D10.Device"/>   <para> CheckCounter </para>	
             <para> CheckCounterInfo </para>	
             <para>Create*, like CreateQuery </para>	
             <para> GetDeviceRemovedReason </para>	
             <para> GetExceptionMode </para>	
             <para> OpenSharedResource </para>	
             <para> SetExceptionMode </para>	
             <para> SetPrivateData </para>	
             <para> SetPrivateDataInterface </para>?	
            </remarks>	
            <unmanaged>HRESULT ID3D11Device1::CreateDeviceContextState([In] D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG Flags,[In, Buffer] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[In] const GUID&amp; EmulatedInterface,[Out, Optional] D3D_FEATURE_LEVEL* pChosenFeatureLevel,[Out, Fast] ID3DDeviceContextState** ppContextState)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device1.OpenSharedResource1``1(System.IntPtr)">
            <summary>	
            Gives a device access to a shared resource that is referenced by name and that was created on a different device. You must have previously created the resource as shared and specified that it uses NT handles (that is, you set the <see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.SharedNthandle"/> flag).
            </summary>	
            <typeparam name="T">Type of the resource</typeparam>
            <param name="resourceHandle">The resource handle.</param>	
            <returns>An instance of T</returns>	
            <remarks>	
            The behavior of OpenSharedResource1 is similar to the behavior of the <see cref="M:SharpDX.Direct3D11.Device.OpenSharedResource(System.IntPtr,System.Guid,System.IntPtr@)"/> method; each call to OpenSharedResource1 to access a resource creates a new resource object.  In other words, if you call OpenSharedResource1 twice and pass the same resource handle to hResource, you receive two resource  objects with different <see cref="T:SharpDX.ComObject"/> references.To share a resource between two devicesCreate the resource as shared and specify that it uses NT handles, by setting the <see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.SharedNthandle"/> flag. Obtain the REFIID, or <see cref="T:System.Guid"/>, of the interface to the resource by using the __uuidof() macro. For example, __uuidof(<see cref="T:SharpDX.Direct3D11.Texture2D"/>) retrieves the <see cref="T:System.Guid"/> of the interface to a 2D texture. Query the resource for the <see cref="T:SharpDX.DXGI.Resource1"/> interface. Call the <see cref="M:SharpDX.DXGI.Resource1.CreateSharedHandle(System.String,SharpDX.DXGI.SharedResourceFlags,System.Nullable{SharpDX.Win32.SecurityAttributes})"/> method to obtain the unique handle to the resource.	
            </remarks>	
            <unmanaged>HRESULT ID3D11Device1::OpenSharedResource1([In] void* hResource,[In] const GUID&amp; returnedInterface,[Out] void** ppResource)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device1.OpenSharedResource1``1(System.String,SharpDX.DXGI.SharedResourceFlags)">
            <summary>	
            Gives a device access to a shared resource that is referenced by name and that was created on a different device. You must have previously created the resource as shared and specified that it uses NT handles (that is, you set the <see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.SharedNthandle"/> flag).
            </summary>	
            <typeparam name="T">Type of the resource</typeparam>
            <param name="name">Name of the resource to open for sharing.</param>	
            <param name="desiredAccess">The requested access rights to the resource.</param>
            <returns>An instance of T.</returns>	
            <remarks>	
            The behavior of OpenSharedResourceByName is similar to the behavior of the <see cref="M:SharpDX.Direct3D11.Device1.OpenSharedResource1(System.IntPtr,System.Guid,System.IntPtr@)"/> method; each call to OpenSharedResourceByName to access a resource creates a new resource object.  In other words, if you call OpenSharedResourceByName twice and pass the same resource name to lpName, you receive two resource  objects with different <see cref="T:SharpDX.ComObject"/> references.To share a resource between two devicesCreate the resource as shared and specify that it uses NT handles, by setting the <see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.SharedNthandle"/> flag. Obtain the REFIID, or <see cref="T:System.Guid"/>, of the interface to the resource by using the __uuidof() macro. For example, __uuidof(<see cref="T:SharpDX.Direct3D11.Texture2D"/>) retrieves the <see cref="T:System.Guid"/> of the interface to a 2D texture. Query the resource for the <see cref="T:SharpDX.DXGI.Resource1"/> interface. Call the <see cref="M:SharpDX.DXGI.Resource1.CreateSharedHandle(System.String,SharpDX.DXGI.SharedResourceFlags,System.Nullable{SharpDX.Win32.SecurityAttributes})"/> method to obtain the unique handle to the resource. In this <see cref="M:SharpDX.DXGI.Resource1.CreateSharedHandle(System.String,SharpDX.DXGI.SharedResourceFlags,System.Nullable{SharpDX.Win32.SecurityAttributes})"/> call, you must pass a name for the resource if you want to subsequently call OpenSharedResourceByName to access the resource by name.	
            </remarks>	
            <unmanaged>HRESULT ID3D11Device1::OpenSharedResourceByName([In] const wchar_t* lpName,[In] unsigned int dwDesiredAccess,[In] const GUID&amp; returnedInterface,[Out] void** ppResource)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device1.Dispose(System.Boolean)">
            <inheritdoc/>
        </member>
        <member name="P:SharpDX.Direct3D11.Device1.ImmediateContext1">
            <summary>
            <p>Gets an immediate context, which can play back command lists.</p>
            </summary>
            <remarks>
            <p><strong>GetImmediateContext1</strong> returns an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext1"/></strong> object that represents an immediate context. You can use this immediate context to perform rendering that you want immediately submitted to a device. For most applications, an immediate context is the primary object that is used to draw your scene.</p><p><strong>GetImmediateContext1</strong> increments the reference count of the immediate context by one. So, call <strong>Release</strong> on the returned interface reference when you are done with it to avoid a memory leak. </p>
            </remarks>
            <msdn-id>hh404589</msdn-id>
            <unmanaged>GetImmediateContext1</unmanaged>
            <unmanaged-short>GetImmediateContext1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device1.GetImmediateContext1(SharpDX.Direct3D11.DeviceContext1@)">
            <summary>
            <p>Gets an immediate context, which can play back command lists.</p>
            </summary>
            <param name = "immediateContextOut"><dd> <p>Upon completion of the method, the passed reference to an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext1"/></strong> interface reference is initialized.</p> </dd></param>
            <remarks>
            <p><strong>GetImmediateContext1</strong> returns an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext1"/></strong> object that represents an immediate context. You can use this immediate context to perform rendering that you want immediately submitted to a device. For most applications, an immediate context is the primary object that is used to draw your scene.</p><p><strong>GetImmediateContext1</strong> increments the reference count of the immediate context by one. So, call <strong>Release</strong> on the returned interface reference when you are done with it to avoid a memory leak. </p>
            </remarks>
            <msdn-id>hh404589</msdn-id>
            <unmanaged>void ID3D11Device1::GetImmediateContext1([Out] ID3D11DeviceContext1** ppImmediateContext)</unmanaged>
            <unmanaged-short>ID3D11Device1::GetImmediateContext1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device1.CreateDeferredContext1(System.Int32,SharpDX.Direct3D11.DeviceContext1)">
            <summary>
            <p> Creates a deferred context, which can record command lists. </p>
            </summary>
            <param name = "contextFlags"><dd> <p> Reserved for future use. Pass 0. </p> </dd></param>
            <param name = "deferredContextOut"><dd> <p> Upon completion of the method, the passed reference to an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext1"/></strong> interface reference is initialized. </p> </dd></param>
            <returns><p> Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the following: </p><ul> <li> Returns <strong><see cref = "!:DeviceRemoved"/></strong> if the graphics adapter has been physically removed from the computer or a driver upgrade for the graphics adapter has occurred. If this error occurs, you should destroy and re-create the device. </li> <li> Returns <strong><see cref = "!:InvalidCall"/></strong> if the <strong>CreateDeferredContext1</strong> method cannot be called from the current context. For example, if the device was created with the <strong>D3D11_CREATE_DEVICE_SINGLETHREADED</strong> value,  <strong>CreateDeferredContext1</strong> returns <strong><see cref = "!:InvalidCall"/></strong>. </li> <li> Returns <strong>E_INVALIDARG</strong> if the <em>ContextFlags</em> parameter is invalid. </li> <li> Returns <strong>E_OUTOFMEMORY</strong> if the application has exhausted available memory. </li> </ul></returns>
            <remarks>
            <p> A deferred context is a thread-safe context that you can use to record graphics commands on a thread other than the main rendering thread. By using a deferred context, you can record graphics commands into a command list that is encapsulated by the <strong><see cref = "T:SharpDX.Direct3D11.CommandList"/></strong> interface. After you record all scene items, you can then submit them to the main render thread for final rendering. In this manner, you can perform rendering tasks concurrently across multiple threads and potentially improve performance in multi-core CPU scenarios. </p><p> You can create multiple deferred contexts. </p><strong>Note</strong>?? If you use the <strong>D3D11_CREATE_DEVICE_SINGLETHREADED</strong> value to create the device that is represented by <strong><see cref = "T:SharpDX.Direct3D11.Device1"/></strong>, the <strong>CreateDeferredContext1</strong> method will fail, and you will not be able to create a deferred context.?<p> For more information about deferred contexts, see Immediate and Deferred Rendering. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>hh404580</msdn-id>
            <unmanaged>HRESULT ID3D11Device1::CreateDeferredContext1([In] unsigned int ContextFlags,[Out, Fast] ID3D11DeviceContext1** ppDeferredContext)</unmanaged>
            <unmanaged-short>ID3D11Device1::CreateDeferredContext1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device1.CreateBlendState1(SharpDX.Direct3D11.BlendStateDescription1@,SharpDX.Direct3D11.BlendState1)">
            <summary>
            <p>Creates a blend-state object that encapsulates blend state for the output-merger stage and allows the configuration of logic operations.</p>
            </summary>
            <param name = "blendStateDescRef">No documentation.</param>
            <param name = "blendStateOut">No documentation.</param>
            <returns><p>This method returns E_OUTOFMEMORY if there is insufficient memory to create the blend-state object.   See Direct3D 11 Return Codes for other possible return values.</p></returns>
            <remarks>
            <p>The logical operations (those that enable bitwise logical operations between pixel shader output and render target contents, refer to <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetBlendDescription1"/></strong> ) are only available on certain feature levels; call <strong>CheckFeatureSupport</strong> with D3D11_FEATURE_D3D11_OPTIONS set, to ensure support by checking the boolean field  <em>OutputMergerLogicOp</em> of <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options"/></strong>.</p><p>An app can create up to 4096 unique blend-state objects. For each object created, the runtime checks to see if a previous object  has the same state. If such a previous object exists, the runtime will return a reference to previous instance instead of creating a duplicate object.</p>
            </remarks>
            <msdn-id>hh404577</msdn-id>
            <unmanaged>HRESULT ID3D11Device1::CreateBlendState1([In] const D3D11_BLEND_DESC1* pBlendStateDesc,[Out, Fast] ID3D11BlendState1** ppBlendState)</unmanaged>
            <unmanaged-short>ID3D11Device1::CreateBlendState1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device1.CreateRasterizerState1(SharpDX.Direct3D11.RasterizerStateDescription1@,SharpDX.Direct3D11.RasterizerState1)">
            <summary>
            <p>Creates a rasterizer state object that informs the rasterizer stage how to behave and forces the sample count while UAV rendering or rasterizing.</p>
            </summary>
            <param name = "rasterizerDescRef">No documentation.</param>
            <param name = "rasterizerStateOut">No documentation.</param>
            <returns><p>This method returns E_OUTOFMEMORY if there is insufficient memory to create the rasterizer state object.  See Direct3D 11 Return Codes for other possible return values.</p></returns>
            <remarks>
            <p>An app can create up to 4096 unique rasterizer state objects. For each object created, the runtime checks to see if a previous object  has the same state. If such a previous object exists, the runtime will return a reference to previous instance instead of creating a duplicate object.</p>
            </remarks>
            <msdn-id>hh404586</msdn-id>
            <unmanaged>HRESULT ID3D11Device1::CreateRasterizerState1([In] const D3D11_RASTERIZER_DESC1* pRasterizerDesc,[Out, Fast] ID3D11RasterizerState1** ppRasterizerState)</unmanaged>
            <unmanaged-short>ID3D11Device1::CreateRasterizerState1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device1.CreateDeviceContextState(SharpDX.Direct3D11.CreateDeviceContextStateFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,System.Int32,System.Guid,SharpDX.Direct3D.FeatureLevel@,SharpDX.Direct3D11.DeviceContextState)">
            <summary>
            <p> Creates a context state object that holds all Microsoft Direct3D state and some Direct3D behavior. </p>
            </summary>
            <param name = "flags"><dd> <p> A combination of  <strong><see cref = "T:SharpDX.Direct3D11.CreateDeviceContextStateFlags"/></strong> values that are combined by using a bitwise <strong>OR</strong> operation.  The resulting value specifies how to create the context state object.  The  <strong>D3D11_1_CREATE_DEVICE_CONTEXT_STATE_SINGLETHREADED</strong> flag is currently the only defined flag.  If the original device was created with  <strong>D3D11_CREATE_DEVICE_SINGLETHREADED</strong>,  you must create all context state objects from that device with the  <strong>D3D11_1_CREATE_DEVICE_CONTEXT_STATE_SINGLETHREADED</strong> flag. </p> <p></p> <p>If you set the single-threaded flag for both the context state object and the device, you guarantee that you will call the whole set of context methods and device methods only from one thread.  You therefore do not need to use critical sections to synchronize access to the device context, and the runtime can avoid working with those processor-intensive critical sections.</p> </dd></param>
            <param name = "featureLevelsRef"><dd> <p> A reference to an array of <strong><see cref = "T:SharpDX.Direct3D.FeatureLevel"/></strong> values. The array can contain elements from the following list and determines the order of feature levels for which creation is attempted. Unlike <strong>D3D11CreateDevice</strong>, you can't set <em>pFeatureLevels</em> to <strong><c>null</c></strong> because  there is no default feature level array. </p>  <pre>{ 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,}; </pre>  </dd></param>
            <param name = "featureLevels"><dd> <p> The number of elements in <em>pFeatureLevels</em>. Unlike <strong>D3D11CreateDevice</strong>, you must set <em>FeatureLevels</em> to greater than 0 because you can't set <em>pFeatureLevels</em> to <strong><c>null</c></strong>. </p> </dd></param>
            <param name = "sDKVersion"><dd> <p> The SDK version. You must set this parameter to <strong><see cref = "!:SdkVersion"/></strong>. </p> </dd></param>
            <param name = "emulatedInterface"><dd> <p> The globally unique identifier (<see cref = "T:System.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 <strong>__uuidof</strong> operator on the <strong>ID3D10Device</strong>, <strong>ID3D10Device1</strong>, <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong>, and <strong><see cref = "T:SharpDX.Direct3D11.Device1"/></strong> interfaces. See Remarks. </p> </dd></param>
            <param name = "chosenFeatureLevelRef"><dd> <p> A reference to a variable that receives a <strong><see cref = "T:SharpDX.Direct3D.FeatureLevel"/></strong> value from the <em>pFeatureLevels</em> array. This is the first array value with which <strong>CreateDeviceContextState</strong> succeeded in creating the context state object. If the call to <strong>CreateDeviceContextState</strong> fails, the variable pointed to by <em>pChosenFeatureLevel</em> is set to zero. </p> </dd></param>
            <param name = "contextStateOut"><dd> <p> The address of a reference to an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContextState"/></strong> object that represents the state of a Direct3D device. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 11 Return Codes. </p></returns>
            <remarks>
            <p> The  <strong>REFIID</strong> value of the emulated interface is a <see cref = "T:System.Guid"/> obtained by use of the <strong>__uuidof</strong> operator. For example, <code>__uuidof(<see cref = "T:SharpDX.Direct3D11.Device"/>)</code> gets the <see cref = "T:System.Guid"/> of the interface to a Microsoft Direct3D?11 device. </p><p> Call the <strong>ID3D11DeviceContext1::SwapDeviceContextState</strong> method to activate the context state object. When the context state object is active, the device behaviors that are associated with both the context state object's feature level and its compatible interface are activated on the Direct3D device until the next call to <strong>SwapDeviceContextState</strong>. </p><p> When a context state object is active, the runtime disables certain methods on the device and context interfaces. For example, a context state object that is created with <code>__uuidof(<see cref = "T:SharpDX.Direct3D11.Device"/>)</code> will cause the runtime to turn off most of the Microsoft Direct3D?10 device interfaces, and a context state object that is created with <code>__uuidof(ID3D10Device1)</code> or <code>__uuidof(ID3D10Device)</code> will cause the runtime to turn off most of the <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong> methods. This behavior ensures that a user of either emulated interface cannot set device state that the other emulated interface is unable to express. This restriction helps guarantee that the <strong>ID3D10Device1</strong> emulated interface accurately reflects the full state of the pipeline and that the emulated interface will not operate contrary to its original interface definition. </p><p> For example, suppose the tessellation stage is made active through the <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong> interface when you create the device through <strong>D3D11CreateDevice</strong> or <strong>D3D11CreateDeviceAndSwapChain</strong>,  instead of through the Direct3D?10 equivalents. Because  the Direct3D?11 context is active, a Direct3D?10 interface is inactive when you first retrieve it via <strong>QueryInterface</strong>. This means that you cannot  immediately pass a Direct3D?10 interface that you retrieved from a Direct3D?11 device to a function. You must first call <strong>SwapDeviceContextState</strong> to activate a Direct3D?10-compatible context state object. </p><p> The following table shows the methods that are active and inactive for each emulated interface.</p><table> <tr><th> Emulated interface </th><th>Active device or immediate context  interfaces </th><th>Inactive device or immediate context  interfaces</th></tr> <tr><td> <p> <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong> or </p> <p> <strong><see cref = "T:SharpDX.Direct3D11.Device1"/></strong> </p> </td><td> <p> <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong> </p> <p> <strong><see cref = "T:SharpDX.DXGI.Device"/></strong> + </p> <p> <strong><see cref = "T:SharpDX.DXGI.Device1"/></strong> + </p> <p> <strong><see cref = "T:SharpDX.DXGI.Device2"/></strong> </p> <p> <strong><see cref = "T:SharpDX.Direct3D.DeviceMultithread"/></strong> </p> </td><td> <strong>ID3D10Device</strong> </td></tr> <tr><td> <p> <strong>ID3D10Device1</strong> or </p> <p> <strong>ID3D10Device</strong> </p> </td><td> <p> <strong>ID3D10Device</strong> </p> <p> <strong>ID3D10Device1</strong> </p> <p> <strong><see cref = "T:SharpDX.DXGI.Device"/></strong> + </p> <p> <strong><see cref = "T:SharpDX.DXGI.Device1"/></strong> </p> <p> <strong><see cref = "T:SharpDX.Direct3D.DeviceMultithread"/></strong> </p> </td><td> <p> <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong> </p> <p> <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong> (As published by the immediate context. The Direct3D?10 or Microsoft Direct3D?10.1 emulated interface has no effect on deferred contexts.) </p> </td></tr> </table><p>?</p><p> The following table shows the immediate context methods that the runtime disables when the indicated context state objects are active.</p><table> <tr><th> Methods of <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong> when <code>__uuidof(ID3D10Device1)</code> or <code>__uuidof(ID3D10Device)</code> is active </th><th> Methods of <strong>ID3D10Device</strong> when <code>__uuidof(<see cref = "T:SharpDX.Direct3D11.Device"/>)</code> is active </th></tr> <tr><td> <p> <strong>ClearDepthStencilView</strong> </p> </td><td> <p> <strong>ClearDepthStencilView</strong> </p> </td></tr> <tr><td> <p> <strong>ClearRenderTargetView</strong> </p> </td><td> <p> <strong>ClearRenderTargetView</strong> </p> </td></tr> <tr><td> <p> <strong>ClearState</strong> </p> </td><td> <p> <strong>ClearState</strong> </p> </td></tr> <tr><td> <p> <strong>ClearUnorderedAccessViewUint</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>ClearUnorderedAccessViewFloat</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>CopyResource</strong> </p> </td><td> <p> <strong>CopyResource</strong> </p> </td></tr> <tr><td> <p> <strong>CopyStructureCount</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>CopySubresourceRegion</strong> </p> </td><td> <p> <strong>CopySubresourceRegion</strong> </p> </td></tr> <tr><td> <p> <strong>CSGetConstantBuffers</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>CSGetSamplers</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>CSGetShader</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>CSGetShaderResources</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>CSGetUnorderedAccessViews</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>CSSetConstantBuffers</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>CSSetSamplers</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>CSSetShader</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>CSSetShaderResources</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>CSSetUnorderedAccessViews</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>Dispatch</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>DispatchIndirect</strong> </p> </td><td></td></tr> <tr><td></td><td> <p> <strong>CreateBlendState</strong> </p> </td></tr> <tr><td> <p> <strong>Draw</strong> </p> </td><td> <p> <strong>Draw</strong> </p> </td></tr> <tr><td> <p> <strong>DrawAuto</strong> </p> </td><td> <p> <strong>DrawAuto</strong> </p> </td></tr> <tr><td> <p> <strong>DrawIndexed</strong> </p> </td><td> <p> <strong>DrawIndexed</strong> </p> </td></tr> <tr><td> <p> <strong>DrawIndexedInstanced</strong> </p> </td><td> <p> <strong>DrawIndexedInstanced</strong> </p> </td></tr> <tr><td> <p> <strong>DrawIndexedInstancedIndirect</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>DrawInstanced</strong> </p> </td><td> <p> <strong>DrawInstanced</strong> </p> </td></tr> <tr><td> <p> <strong>DrawInstancedIndirect</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>DSGetConstantBuffers</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>DSGetSamplers</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>DSGetShader</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>DSGetShaderResources</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>DSSetConstantBuffers</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>DSSetSamplers</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>DSSetShader</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>DSSetShaderResources</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>ExecuteCommandList</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>FinishCommandList</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>Flush</strong> </p> </td><td> <p> <strong>Flush</strong> </p> </td></tr> <tr><td> <p> <strong>GenerateMips</strong> </p> </td><td> <p> <strong>GenerateMips</strong> </p> </td></tr> <tr><td> <p> <strong>GetPredication</strong> </p> </td><td> <p> <strong>GetPredication</strong> </p> </td></tr> <tr><td> <p> <strong>GetResourceMinLOD</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>GetType</strong> </p> </td><td></td></tr> <tr><td></td><td> <p> <strong>GetTextFilterSize</strong> </p> </td></tr> <tr><td> <p> <strong>GSGetConstantBuffers</strong> </p> </td><td> <p> <strong>GSGetConstantBuffers</strong> </p> </td></tr> <tr><td> <p> <strong>GSGetSamplers</strong> </p> </td><td> <p> <strong>GSGetSamplers</strong> </p> </td></tr> <tr><td> <p> <strong>GSGetShader</strong> </p> </td><td> <p> <strong>GSGetShader</strong> </p> </td></tr> <tr><td> <p> <strong>GSGetShaderResources</strong> </p> </td><td> <p> <strong>GSGetShaderResources</strong> </p> </td></tr> <tr><td> <p> <strong>GSSetConstantBuffers</strong> </p> </td><td> <p> <strong>GSSetConstantBuffers</strong> </p> </td></tr> <tr><td> <p> <strong>GSSetSamplers</strong> </p> </td><td> <p> <strong>GSSetSamplers</strong> </p> </td></tr> <tr><td> <p> <strong>GSSetShader</strong> </p> </td><td> <p> <strong>GSSetShader</strong> </p> </td></tr> <tr><td> <p> <strong>GSSetShaderResources</strong> </p> </td><td> <p> <strong>GSSetShaderResources</strong> </p> </td></tr> <tr><td> <p> <strong>HSGetConstantBuffers</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>HSGetSamplers</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>HSGetShader</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>HSGetShaderResources</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>HSSetConstantBuffers</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>HSSetSamplers</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>HSSetShader</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>HSSetShaderResources</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>IAGetIndexBuffer</strong> </p> </td><td> <p> <strong>IAGetIndexBuffer</strong> </p> </td></tr> <tr><td> <p> <strong>IAGetInputLayout</strong> </p> </td><td> <p> <strong>IAGetInputLayout</strong> </p> </td></tr> <tr><td> <p> <strong>IAGetPrimitiveTopology</strong> </p> </td><td> <p> <strong>IAGetPrimitiveTopology</strong> </p> </td></tr> <tr><td> <strong>IAGetVertexBuffers</strong> </td><td> <p> <strong>IAGetVertexBuffers</strong> </p> </td></tr> <tr><td> <strong>IASetIndexBuffer</strong> </td><td> <p> <strong>IASetIndexBuffer</strong> </p> </td></tr> <tr><td> <strong>IASetInputLayout</strong> </td><td> <p> <strong>IASetInputLayout</strong> </p> </td></tr> <tr><td> <strong>IASetPrimitiveTopology</strong> </td><td> <p> <strong>IASetPrimitiveTopology</strong> </p> </td></tr> <tr><td> <strong>IASetVertexBuffers</strong> </td><td> <p> <strong>IASetVertexBuffers</strong> </p> </td></tr> <tr><td> <p> <strong>OMGetBlendState</strong> </p> </td><td> <p> <strong>OMGetBlendState</strong> </p> </td></tr> <tr><td> <p> <strong>OMGetDepthStencilState</strong> </p> </td><td> <p> <strong>OMGetDepthStencilState</strong> </p> </td></tr> <tr><td> <p> <strong>OMGetRenderTargets</strong> </p> </td><td> <p> <strong>OMGetRenderTargets</strong> </p> </td></tr> <tr><td> <p> <strong>OMGetRenderTargetsAndUnorderedAccessViews</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>OMSetBlendState</strong> </p> </td><td> <p> <strong>OMSetBlendState</strong> </p> </td></tr> <tr><td> <p> <strong>OMSetDepthStencilState</strong> </p> </td><td> <p> <strong>OMSetDepthStencilState</strong> </p> </td></tr> <tr><td> <p> <strong>OMSetRenderTargets</strong> </p> </td><td> <p> <strong>OMSetRenderTargets</strong> </p> </td></tr> <tr><td> <p> <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>PSGetConstantBuffers</strong> </p> </td><td> <p> <strong>PSGetConstantBuffers</strong> </p> </td></tr> <tr><td> <p> <strong>PSGetSamplers</strong> </p> </td><td> <p> <strong>PSGetSamplers</strong> </p> </td></tr> <tr><td> <p> <strong>PSGetShader</strong> </p> </td><td> <p> <strong>PSGetShader</strong> </p> </td></tr> <tr><td> <p> <strong>PSGetShaderResources</strong> </p> </td><td> <p> <strong>PSGetShaderResources</strong> </p> </td></tr> <tr><td> <p> <strong>PSSetConstantBuffers</strong> </p> </td><td> <p> <strong>PSSetConstantBuffers</strong> </p> </td></tr> <tr><td> <p> <strong>PSSetSamplers</strong> </p> </td><td> <p> <strong>PSSetSamplers</strong> </p> </td></tr> <tr><td> <p> <strong>PSSetShader</strong> </p> </td><td> <p> <strong>PSSetShader</strong> </p> </td></tr> <tr><td> <p> <strong>PSSetShaderResources</strong> </p> </td><td> <p> <strong>PSSetShaderResources</strong> </p> </td></tr> <tr><td> <p> <strong>ResolveSubresource</strong> </p> </td><td> <p> <strong>ResolveSubresource</strong> </p> </td></tr> <tr><td> <p> <strong>RSGetScissorRects</strong> </p> </td><td> <p> <strong>RSGetScissorRects</strong> </p> </td></tr> <tr><td> <p> <strong>RSGetState</strong> </p> </td><td> <p> <strong>RSGetState</strong> </p> </td></tr> <tr><td> <p> <strong>RSGetViewports</strong> </p> </td><td> <p> <strong>RSGetViewports</strong> </p> </td></tr> <tr><td> <p> <strong>RSSetScissorRects</strong> </p> </td><td> <p> <strong>RSSetScissorRects</strong> </p> </td></tr> <tr><td> <p> <strong>RSSetState</strong> </p> </td><td> <p> <strong>RSSetState</strong> </p> </td></tr> <tr><td> <p> <strong>RSSetViewports</strong> </p> </td><td> <p> <strong>RSSetViewports</strong> </p> </td></tr> <tr><td> <p> <strong>SetPredication</strong> </p> </td><td> <p> <strong>SetPredication</strong> </p> </td></tr> <tr><td> <p> <strong>SetResourceMinLOD</strong> </p> </td><td></td></tr> <tr><td></td><td> <p> <strong>SetTextFilterSize</strong> </p> </td></tr> <tr><td> <p> <strong>SOGetTargets</strong> </p> </td><td> <p> <strong>SOGetTargets</strong> </p> </td></tr> <tr><td> <p> <strong>SOSetTargets</strong> </p> </td><td> <p> <strong>SOSetTargets</strong> </p> </td></tr> <tr><td> <p> <strong>UpdateSubresource</strong> </p> </td><td> <p> <strong>UpdateSubresource</strong> </p> </td></tr> <tr><td> <p> <strong>VSGetConstantBuffers</strong> </p> </td><td> <p> <strong>VSGetConstantBuffers</strong> </p> </td></tr> <tr><td> <p> <strong>VSGetSamplers</strong> </p> </td><td> <p> <strong>VSGetSamplers</strong> </p> </td></tr> <tr><td> <p> <strong>VSGetShader</strong> </p> </td><td> <p> <strong>VSGetShader</strong> </p> </td></tr> <tr><td> <p> <strong>VSGetShaderResources</strong> </p> </td><td> <p> <strong>VSGetShaderResources</strong> </p> </td></tr> <tr><td> <p> <strong>VSSetConstantBuffers</strong> </p> </td><td> <p> <strong>VSSetConstantBuffers</strong> </p> </td></tr> <tr><td> <p> <strong>VSSetSamplers</strong> </p> </td><td> <p> <strong>VSSetSamplers</strong> </p> </td></tr> <tr><td> <p> <strong>VSSetShader</strong> </p> </td><td> <p> <strong>VSSetShader</strong> </p> </td></tr> <tr><td> <p> <strong>VSSetShaderResources</strong> </p> </td><td> <p> <strong>VSSetShaderResources</strong> </p> </td></tr> </table><p>?</p><p> The following table shows the immediate context methods that the runtime does not disable when the indicated context state objects are active.</p><table> <tr><th> Methods of <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong> when <code>__uuidof(ID3D10Device1)</code> or <code>__uuidof(ID3D10Device)</code> is active </th><th> Methods of <strong>ID3D10Device</strong> when <code>__uuidof(<see cref = "T:SharpDX.Direct3D11.Device"/>)</code> is active </th></tr> <tr><td> <p> <strong>Begin</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>End</strong> </p> </td><td></td></tr> <tr><td></td><td> <p> <strong>GetCreationFlags</strong> </p> </td></tr> <tr><td></td><td> <p> <strong>GetPrivateData</strong> </p> </td></tr> <tr><td> <p> <strong>GetContextFlags</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>GetData</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>Map</strong> </p> </td><td></td></tr> <tr><td> <p> <strong>Unmap</strong> </p> </td><td></td></tr> </table><p>?</p><p> The following table shows the <strong>ID3D10Device</strong> interface methods that the runtime does not disable because they are not immediate context methods.</p><table> <tr><th> Methods of <strong>ID3D10Device</strong> </th></tr> <tr><td> <p> <strong>CheckCounter</strong> </p> </td></tr> <tr><td> <p> <strong>CheckCounterInfo</strong> </p> </td></tr> <tr><td> <p> Create*, like <strong>CreateQuery</strong> </p> </td></tr> <tr><td> <p> <strong>GetDeviceRemovedReason</strong> </p> </td></tr> <tr><td> <p> <strong>GetExceptionMode</strong> </p> </td></tr> <tr><td> <p> <strong>OpenSharedResource</strong> </p> </td></tr> <tr><td> <p> <strong>SetExceptionMode</strong> </p> </td></tr> <tr><td> <p> <strong>SetPrivateData</strong> </p> </td></tr> <tr><td> <p> <strong>SetPrivateDataInterface</strong> </p> </td></tr> </table><p>?</p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>hh404583</msdn-id>
            <unmanaged>HRESULT ID3D11Device1::CreateDeviceContextState([In] unsigned int Flags,[In, Buffer] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[In] const GUID&amp; EmulatedInterface,[Out, Optional] D3D_FEATURE_LEVEL* pChosenFeatureLevel,[Out, Fast] ID3DDeviceContextState** ppContextState)</unmanaged>
            <unmanaged-short>ID3D11Device1::CreateDeviceContextState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device1.OpenSharedResource1(System.IntPtr,System.Guid,System.IntPtr@)">
            <summary>
            <p>Give a device access to a shared resource created on a different device.</p>
            </summary>
            <param name = "hResource"><dd>  <p>A resource handle. See remarks.</p> </dd></param>
            <param name = "returnedInterface"><dd>  <p>The globally unique identifier (<see cref = "T:System.Guid"/>) for the resource interface. See remarks.</p> </dd></param>
            <param name = "resourceOut"><dd>  <p>Address of a reference to the resource we are gaining access to.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>The REFIID, or <see cref = "T:System.Guid"/>, of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof(<see cref = "T:SharpDX.Direct3D11.Buffer"/>) will get the <see cref = "T:System.Guid"/> of the interface to a buffer resource.</p><p>The unique handle of the resource is obtained differently depending on the type of device that originally created the resource.</p><p>To share a resource between two Direct3D 11 devices the resource must have been created with the  <strong>D3D11_RESOURCE_MISC_SHARED</strong> flag, if it was created using the <see cref = "T:SharpDX.Direct3D11.Device"/> interface.  If it was created using a DXGI device interface, then the resource is always shared.</p><p>The REFIID, or <see cref = "T:System.Guid"/>, of the interface to the resource can be obtained by using the __uuidof() macro.  For example, __uuidof(<see cref = "T:SharpDX.Direct3D11.Buffer"/>) will get the <see cref = "T:System.Guid"/> of the interface to a buffer resource.</p><p>When sharing a resource between two Direct3D 10/11 devices the unique handle of the resource can be obtained by querying the resource for the <strong><see cref = "T:SharpDX.DXGI.Resource"/></strong> interface and then calling <strong>GetSharedHandle</strong>.</p><pre> <see cref = "T:SharpDX.DXGI.Resource"/>* pOtherResource(<c>null</c>);
            hr = pOtherDeviceResource-&gt;QueryInterface( __uuidof(<see cref = "T:SharpDX.DXGI.Resource"/>), (void**)&amp;pOtherResource );
            HANDLE sharedHandle;
            pOtherResource-&gt;GetSharedHandle(&amp;sharedHandle); </pre><p>The only resources that can be shared are 2D non-mipmapped textures.</p><p>To share a resource between a Direct3D 9 device and a Direct3D 11 device the texture must have been created using  the <em>pSharedHandle</em> argument of <strong>CreateTexture</strong>.   The shared Direct3D 9 handle is then passed to OpenSharedResource in the <em>hResource</em> argument.</p><p>The following code illustrates the method calls involved.</p><pre> sharedHandle = <c>null</c>; // must be set to <c>null</c> to create, can use a valid handle here to open in D3D9 
            pDevice9-&gt;CreateTexture(..., pTex2D_9, &amp;sharedHandle); 
            ... 
            pDevice11-&gt;OpenSharedResource(sharedHandle, __uuidof(<see cref = "T:SharpDX.Direct3D11.Resource"/>), (void**)(&amp;tempResource11)); 
            tempResource11-&gt;QueryInterface(__uuidof(<see cref = "T:SharpDX.Direct3D11.Texture2D"/>), (void**)(&amp;pTex2D_11)); 
            tempResource11-&gt;Release(); 
            // now use pTex2D_11 with pDevice11    </pre><p>Textures being shared from D3D9 to D3D11 have the following restrictions.</p><ul> <li>Textures must be 2D</li> <li>Only 1 mip level is allowed</li> <li>Texture must have default usage</li> <li>Texture must be write only</li> <li>MSAA textures are not allowed</li> <li>Bind flags must have SHADER_RESOURCE and RENDER_TARGET set</li> <li>Only R10G10B10A2_UNORM, R16G16B16A16_FLOAT and R8G8B8A8_UNORM formats are allowed</li> </ul><p>If a shared texture is updated on one device <strong>ID3D11DeviceContext::Flush</strong> must be called on that device.</p>
            </remarks>
            <msdn-id>ff476531</msdn-id>
            <unmanaged>HRESULT ID3D11Device1::OpenSharedResource1([In] void* hResource,[In] const GUID&amp; returnedInterface,[Out] void** ppResource)</unmanaged>
            <unmanaged-short>ID3D11Device1::OpenSharedResource1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device1.OpenSharedResourceByName(System.String,SharpDX.DXGI.SharedResourceFlags,System.Guid,System.IntPtr@)">
            <summary>
            <p>Gives a device access to a shared resource that is referenced by name and that was created on a different device. You must have previously created the resource as shared and specified that it uses NT handles (that is, you set the <strong>D3D11_RESOURCE_MISC_SHARED_NTHANDLE</strong> flag).</p>
            </summary>
            <param name = "lpName">No documentation.</param>
            <param name = "dwDesiredAccess">No documentation.</param>
            <param name = "returnedInterface">No documentation.</param>
            <param name = "resourceOut">No documentation.</param>
            <returns><p>This method returns one of the Direct3D 11 return codes. This method also returns E_ACCESSDENIED if the permissions to access the resource aren't valid.</p><p><strong>Platform Update for Windows?7:??</strong>On Windows?7 or Windows Server?2008?R2 with the Platform Update for Windows?7 installed, <strong>OpenSharedResourceByName</strong> fails with E_NOTIMPL because NTHANDLES are used. For more info about the Platform Update for Windows?7, see Platform Update for Windows 7. </p></returns>
            <remarks>
            <p>The behavior of <strong>OpenSharedResourceByName</strong> is similar to the behavior of the <strong>ID3D11Device1::OpenSharedResource1</strong> method; each call to <strong>OpenSharedResourceByName</strong> to access a resource creates a new resource object.  In other words, if you call <strong>OpenSharedResourceByName</strong> twice and pass the same resource name to <em>lpName</em>, you receive two resource  objects with different <strong><see cref = "T:SharpDX.IUnknown"/></strong> references.</p><p><strong>To share a resource between two devices</strong></p><ol> <li>Create the resource as shared and specify that it uses NT handles, by setting the <strong>D3D11_RESOURCE_MISC_SHARED_NTHANDLE</strong> flag.</li> <li>Obtain the REFIID, or <see cref = "T:System.Guid"/>, of the interface to the resource by using the __uuidof() macro. For example, __uuidof(<strong><see cref = "T:SharpDX.Direct3D11.Texture2D"/></strong>) retrieves the <see cref = "T:System.Guid"/> of the interface to a 2D texture.</li> <li>Query the resource for the <strong><see cref = "T:SharpDX.DXGI.Resource1"/></strong> interface.</li> <li>Call the <strong>IDXGIResource1::CreateSharedHandle</strong> method to obtain the unique handle to the resource. In this <strong>IDXGIResource1::CreateSharedHandle</strong> call, you must pass a name for the resource if you want to subsequently call <strong>OpenSharedResourceByName</strong> to access the resource by name. </li> </ol>
            </remarks>
            <msdn-id>hh404595</msdn-id>
            <unmanaged>HRESULT ID3D11Device1::OpenSharedResourceByName([In] const wchar_t* lpName,[In] unsigned int dwDesiredAccess,[In] const GUID&amp; returnedInterface,[Out] void** ppResource)</unmanaged>
            <unmanaged-short>ID3D11Device1::OpenSharedResourceByName</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device2.Dispose(System.Boolean)">
            <inheritdoc/>
        </member>
        <member name="P:SharpDX.Direct3D11.Device2.ImmediateContext2">
            <summary>
            <p>Gets an immediate context, which can play back command lists. </p>
            </summary>
            <remarks>
            <p>The <strong>GetImmediateContext2</strong> method returns an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext2"/></strong> object that represents an immediate context, which is used to perform rendering that you want immediately submitted to a device. For most apps, an immediate context is the primary object that is used to draw your scene.</p><p>The <strong>GetImmediateContext2</strong> method increments the reference count of the immediate context by one. Therefore, you must call <strong>Release</strong> on the returned interface reference when you are done with it to avoid a memory leak. </p>
            </remarks>
            <msdn-id>dn280496</msdn-id>
            <unmanaged>GetImmediateContext2</unmanaged>
            <unmanaged-short>GetImmediateContext2</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device2.GetImmediateContext2(SharpDX.Direct3D11.DeviceContext2@)">
            <summary>
            <p>Gets an immediate context, which can play back command lists. </p>
            </summary>
            <param name = "immediateContextOut">No documentation.</param>
            <remarks>
            <p>The <strong>GetImmediateContext2</strong> method returns an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext2"/></strong> object that represents an immediate context, which is used to perform rendering that you want immediately submitted to a device. For most apps, an immediate context is the primary object that is used to draw your scene.</p><p>The <strong>GetImmediateContext2</strong> method increments the reference count of the immediate context by one. Therefore, you must call <strong>Release</strong> on the returned interface reference when you are done with it to avoid a memory leak. </p>
            </remarks>
            <msdn-id>dn280496</msdn-id>
            <unmanaged>void ID3D11Device2::GetImmediateContext2([Out] ID3D11DeviceContext2** ppImmediateContext)</unmanaged>
            <unmanaged-short>ID3D11Device2::GetImmediateContext2</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device2.CreateDeferredContext2(System.Int32,SharpDX.Direct3D11.DeviceContext2)">
            <summary>
            <p> Creates a deferred context, which can record command lists. </p>
            </summary>
            <param name = "contextFlags">No documentation.</param>
            <param name = "deferredContextOut">No documentation.</param>
            <returns><p> Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the following: </p><ul> <li> Returns <strong><see cref = "!:DeviceRemoved"/></strong> if the video card has been physically removed from the system, or a driver upgrade for the video card has occurred. If this error occurs, you should destroy and recreate the device. </li> <li> Returns <strong><see cref = "!:InvalidCall"/></strong> if the <strong>CreateDeferredContext2</strong> method can't be called from the current context. For example, if the device was created with the <strong>D3D11_CREATE_DEVICE_SINGLETHREADED</strong> value,  <strong>CreateDeferredContext2</strong> returns <strong><see cref = "!:InvalidCall"/></strong>. </li> <li> Returns <strong>E_INVALIDARG</strong> if the <em>ContextFlags</em> parameter is invalid. </li> <li> Returns <strong>E_OUTOFMEMORY</strong> if the app has exhausted available memory. </li> </ul></returns>
            <remarks>
            <p> A deferred context is a thread-safe context that you can use to record graphics commands on a thread other than the main rendering thread. By using a deferred context, you can record graphics commands into a command list that is encapsulated by the <strong><see cref = "T:SharpDX.Direct3D11.CommandList"/></strong> interface. After you record all scene items, you can then submit them to the main render thread for final rendering. In this manner, you can perform rendering tasks concurrently across multiple threads and potentially improve performance in multi-core CPU scenarios. </p><p> You can create multiple deferred contexts. </p><strong>Note</strong>?? If you use the <strong>D3D11_CREATE_DEVICE_SINGLETHREADED</strong> value to create the device, <strong>CreateDeferredContext2</strong> fails with <strong><see cref = "!:InvalidCall"/></strong>, and you can't create a deferred context.?<p> For more information about deferred contexts, see Immediate and Deferred Rendering. </p>
            </remarks>
            <msdn-id>dn280495</msdn-id>
            <unmanaged>HRESULT ID3D11Device2::CreateDeferredContext2([In] unsigned int ContextFlags,[Out, Fast] ID3D11DeviceContext2** ppDeferredContext)</unmanaged>
            <unmanaged-short>ID3D11Device2::CreateDeferredContext2</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device2.GetResourceTiling(SharpDX.Direct3D11.Resource,System.Int32@,SharpDX.Direct3D11.PackedMipDescription@,SharpDX.Direct3D11.TileShape@,System.Int32@,System.Int32,SharpDX.Direct3D11.SubResourceTiling[])">
            <summary>
            <p>Gets info about how a tiled resource is broken into tiles.</p>
            </summary>
            <param name = "tiledResourceRef"><dd>  <p>A reference to the tiled resource to get info about.</p> </dd></param>
            <param name = "numTilesForEntireResourceRef"><dd>  <p>A reference to a variable that receives the number of tiles needed to store the entire tiled resource. </p> </dd></param>
            <param name = "packedMipDescRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D11.PackedMipDescription"/></strong> structure that <strong>GetResourceTiling</strong> fills with info about how the tiled resource's mipmaps are packed. </p> </dd></param>
            <param name = "standardTileShapeForNonPackedMipsRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D11.TileShape"/></strong> structure that <strong>GetResourceTiling</strong> fills with info about the tile shape. This is info about how pixels fit in the tiles, independent of tiled resource's dimensions, not including packed mipmaps.  If the entire tiled resource is packed, this parameter is meaningless because the tiled resource has no defined layout for packed mipmaps. In this situation, <strong>GetResourceTiling</strong> sets the members of <strong><see cref = "T:SharpDX.Direct3D11.TileShape"/></strong> to zeros. </p> </dd></param>
            <param name = "numSubresourceTilingsRef"><dd>  <p> A reference to a variable that contains the number of tiles in the subresource. On input, this is the number of subresources to query tilings for; on output, this is the number that was actually retrieved at <em>pSubresourceTilingsForNonPackedMips</em> (clamped to what's available). </p> </dd></param>
            <param name = "firstSubresourceTilingToGet"><dd>  <p> The number of the first subresource tile to get. <strong>GetResourceTiling</strong> ignores this parameter if the number that <em>pNumSubresourceTilings</em> points to is 0. </p> </dd></param>
            <param name = "subresourceTilingsForNonPackedMipsRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D11.SubResourceTiling"/></strong> structure that <strong>GetResourceTiling</strong> fills with info about subresource tiles. </p> <p> If subresource tiles are part of packed mipmaps, <strong>GetResourceTiling</strong> sets the members of <strong><see cref = "T:SharpDX.Direct3D11.SubResourceTiling"/></strong> to zeros, except the <strong>StartTileIndexInOverallResource</strong> member, which <strong>GetResourceTiling</strong> sets to <strong>D3D11_PACKED_TILE</strong> (0xffffffff). The <strong>D3D11_PACKED_TILE</strong> constant indicates that the whole <strong><see cref = "T:SharpDX.Direct3D11.SubResourceTiling"/></strong> structure is meaningless for this situation, and the info that the <em>pPackedMipDesc</em> parameter points to applies. </p> </dd></param>
            <remarks>
            <p> For more info about tiled resources, see Tiled resources. </p>
            </remarks>
            <msdn-id>dn280497</msdn-id>
            <unmanaged>void ID3D11Device2::GetResourceTiling([In] ID3D11Resource* pTiledResource,[Out, Optional] unsigned int* pNumTilesForEntireResource,[Out, Optional] D3D11_PACKED_MIP_DESC* pPackedMipDesc,[Out, Optional] D3D11_TILE_SHAPE* pStandardTileShapeForNonPackedMips,[InOut] unsigned int* pNumSubresourceTilings,[In] unsigned int FirstSubresourceTilingToGet,[Out, Buffer] D3D11_SUBRESOURCE_TILING* pSubresourceTilingsForNonPackedMips)</unmanaged>
            <unmanaged-short>ID3D11Device2::GetResourceTiling</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device2.CheckMultisampleQualityLevels1(SharpDX.DXGI.Format,System.Int32,SharpDX.Direct3D11.CheckMultisampleQualityLevelsFlags)">
            <summary>
            <p>Get the number of quality levels available during multisampling.</p>
            </summary>
            <param name = "format"><dd>  <p>The texture format during multisampling. </p> </dd></param>
            <param name = "sampleCount"><dd>  <p>The number of samples during multisampling.</p> </dd></param>
            <param name = "flags"><dd>  <p>A combination of <strong>D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAGS</strong> values that are combined by using a bitwise OR operation. Currently, only <strong>D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_TILED_RESOURCE</strong> is supported. </p> </dd></param>
            <returns><dd>  <p>A reference to a variable the receives the number of quality levels supported by the adapter. See Remarks.</p> </dd></returns>
            <remarks>
            <p>When you multisample a texture, the number of quality levels available for an adapter is dependent on the texture format that you use and the number of  samples that you request. The maximum number of quality levels is defined by <strong><see cref = "!:MultisampleCountMaximum"/></strong> in D3D11.h. If this method returns 0, the format  and sample count combination is not supported for the installed adapter.</p><p>Furthermore, the definition of a quality level is up to each hardware vendor to define, however no facility is provided by Direct3D to help discover  this information.</p><p>Note that FEATURE_LEVEL_10_1 devices are required to support 4x MSAA for all render targets except R32G32B32A32 and R32G32B32. FEATURE_LEVEL_11_0 devices are required to support 4x MSAA for all render target formats, and 8x MSAA for all render target formats  except R32G32B32A32 formats.</p>
            </remarks>
            <msdn-id>dn280494</msdn-id>
            <unmanaged>HRESULT ID3D11Device2::CheckMultisampleQualityLevels1([In] DXGI_FORMAT Format,[In] unsigned int SampleCount,[In] unsigned int Flags,[Out] unsigned int* pNumQualityLevels)</unmanaged>
            <unmanaged-short>ID3D11Device2::CheckMultisampleQualityLevels1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device3.Dispose(System.Boolean)">
            <inheritdoc/>
        </member>
        <member name="P:SharpDX.Direct3D11.Device3.ImmediateContext3">
            <summary>
            <p> Gets an immediate context, which can play back command lists. </p>
            </summary>
            <remarks>
            <p> The <strong>GetImmediateContext3</strong> method outputs an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext3"/></strong> object that represents an immediate context, which is used to perform rendering that you want immediately submitted to a device. For most apps, an immediate context is the primary object that is used to draw your scene. </p><p> The <strong>GetImmediateContext3</strong> method increments the reference count of the immediate context by one. Therefore, you must call <strong>Release</strong> on the returned interface reference when you are done with it to avoid a memory leak. </p>
            </remarks>
            <msdn-id>dn912872</msdn-id>
            <unmanaged>GetImmediateContext3</unmanaged>
            <unmanaged-short>GetImmediateContext3</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device3.CreateTexture2D1(SharpDX.Direct3D11.Texture2DDescription1@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture2D1)">
            <summary>
            <p>Creates a 2D texture.</p>
            </summary>
            <param name = "desc1Ref">No documentation.</param>
            <param name = "initialDataRef">No documentation.</param>
            <param name = "texture2DOut">No documentation.</param>
            <returns><p>If the method succeeds, the return code is <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. See Direct3D 11 Return Codes for failing error codes.</p></returns>
            <remarks>
            <p><strong>CreateTexture2D1</strong> creates a 2D texture resource, which can contain a number of 2D subresources. The number of subresources is specified in the texture description. All textures in a resource must have the same format, size, and number of mipmap levels.</p><p>All resources are made up of one or more subresources. To load data into the texture, applications can supply the data initially as an array of <strong><see cref = "T:SharpDX.DataBox"/></strong> structures pointed to by <em>pInitialData</em>, or they can use one of the D3DX texture functions such as <strong>D3DX11CreateTextureFromFile</strong>.</p><p>For a 32 x 32 texture with a full mipmap chain, the <em>pInitialData</em> array has the following 6 elements:
            </p><ul> <li>pInitialData[0] = 32x32</li> <li>pInitialData[1] = 16x16</li> <li>pInitialData[2] = 8x8</li> <li>pInitialData[3] = 4x4
            </li> <li>pInitialData[4] = 2x2
            </li> <li>pInitialData[5] = 1x1
            </li> </ul>
            </remarks>
            <msdn-id>dn899229</msdn-id>
            <unmanaged>HRESULT ID3D11Device3::CreateTexture2D1([In] const D3D11_TEXTURE2D_DESC1* pDesc1,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D1** ppTexture2D)</unmanaged>
            <unmanaged-short>ID3D11Device3::CreateTexture2D1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device3.CreateTexture3D1(SharpDX.Direct3D11.Texture3DDescription1@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture3D1)">
            <summary>
            <p>Creates a 3D texture.</p>
            </summary>
            <param name = "desc1Ref">No documentation.</param>
            <param name = "initialDataRef">No documentation.</param>
            <param name = "texture3DOut">No documentation.</param>
            <returns><p>If the method succeeds, the return code is <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. See Direct3D 11 Return Codes for failing error codes.</p></returns>
            <remarks>
            <p><strong>CreateTexture3D1</strong> creates a 3D texture resource, which can contain a number of 3D subresources. The number of textures is specified in the texture description. All textures in a resource must have the same format, size, and number of mipmap levels.</p><p>All resources are made up of one or more subresources. To load data into the texture, applications can supply the data initially as an array of <strong><see cref = "T:SharpDX.DataBox"/></strong> structures pointed to by <em>pInitialData</em>, or they can use one of the D3DX texture functions such as <strong>D3DX11CreateTextureFromFile</strong>.</p><p>Each element of <em>pInitialData</em> provides all of the slices that are defined for a given miplevel. For example, for a 32 x 32 x 4 volume texture with a full mipmap chain, the array has the following 6 elements:</p><ul> <li>pInitialData[0] = 32x32 with 4 slices</li> <li>pInitialData[1] = 16x16 with 2 slices</li> <li>pInitialData[2] = 8x8 with 1 slice</li> <li>pInitialData[3] = 4x4
            with 1 slice</li> <li>pInitialData[4] = 2x2
            with 1 slice</li> <li>pInitialData[5] = 1x1
            with 1 slice</li> </ul>
            </remarks>
            <msdn-id>dn899231</msdn-id>
            <unmanaged>HRESULT ID3D11Device3::CreateTexture3D1([In] const D3D11_TEXTURE3D_DESC1* pDesc1,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture3D1** ppTexture3D)</unmanaged>
            <unmanaged-short>ID3D11Device3::CreateTexture3D1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device3.CreateRasterizerState2(SharpDX.Direct3D11.RasterizerStateDescription2@,SharpDX.Direct3D11.RasterizerState2)">
            <summary>
            <p>Creates a rasterizer state object that informs the rasterizer stage how to behave and forces the sample count while UAV rendering or rasterizing.</p>
            </summary>
            <param name = "rasterizerDescRef">No documentation.</param>
            <param name = "rasterizerStateOut">No documentation.</param>
            <returns><p>This method returns E_OUTOFMEMORY if there is insufficient memory to create the rasterizer state object.  See Direct3D 11 Return Codes for other possible return values.</p></returns>
            <msdn-id>dn899221</msdn-id>
            <unmanaged>HRESULT ID3D11Device3::CreateRasterizerState2([In] const D3D11_RASTERIZER_DESC2* pRasterizerDesc,[Out, Fast] ID3D11RasterizerState2** ppRasterizerState)</unmanaged>
            <unmanaged-short>ID3D11Device3::CreateRasterizerState2</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device3.CreateShaderResourceView1(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription1},SharpDX.Direct3D11.ShaderResourceView1)">
            <summary>
            <p>Creates a shader-resource view for accessing data in a resource.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p>Pointer to the resource that will serve as input to a shader. This resource must have been created with the <strong> D3D11_BIND_SHADER_RESOURCE</strong> flag.</p> </dd></param>
            <param name = "desc1Ref"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription1"/></strong> structure that describes a shader-resource view. Set this parameter to <strong><c>null</c></strong> to create a  view that accesses the entire resource (using the format the resource was created with).</p> </dd></param>
            <param name = "sRView1Out"><dd>  <p>A reference to a memory block that receives a reference to a <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceView1"/></strong> interface for the created shader-resource view. Set this parameter to <strong><c>null</c></strong> to validate the other input parameters (the method will return <strong>S_FALSE</strong> if the other input parameters pass validation).</p> </dd></param>
            <returns><p>This method returns E_OUTOFMEMORY if there is insufficient memory to create the shader-resource view.  See Direct3D 11 Return Codes for other possible return values.</p></returns>
            <msdn-id>dn899227</msdn-id>
            <unmanaged>HRESULT ID3D11Device3::CreateShaderResourceView1([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC1* pDesc1,[Out, Fast] ID3D11ShaderResourceView1** ppSRView1)</unmanaged>
            <unmanaged-short>ID3D11Device3::CreateShaderResourceView1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device3.CreateUnorderedAccessView1(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.UnorderedAccessViewDescription1},SharpDX.Direct3D11.UnorderedAccessView1)">
            <summary>
            <p> Creates a view for accessing an unordered access resource. </p>
            </summary>
            <param name = "resourceRef">No documentation.</param>
            <param name = "desc1Ref">No documentation.</param>
            <param name = "uAView1Out">No documentation.</param>
            <returns><p> This method returns E_OUTOFMEMORY if there is insufficient memory to create the unordered-access view.  See Direct3D 11 Return Codes for other possible return values. </p></returns>
            <msdn-id>dn899232</msdn-id>
            <unmanaged>HRESULT ID3D11Device3::CreateUnorderedAccessView1([In] ID3D11Resource* pResource,[In, Optional] const D3D11_UNORDERED_ACCESS_VIEW_DESC1* pDesc1,[Out, Fast] ID3D11UnorderedAccessView1** ppUAView1)</unmanaged>
            <unmanaged-short>ID3D11Device3::CreateUnorderedAccessView1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device3.CreateRenderTargetView1(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.RenderTargetViewDescription1},SharpDX.Direct3D11.RenderTargetView1)">
            <summary>
            <p>Creates a render-target view for accessing resource data.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p>Pointer to a <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong> that represents a render target. This resource must have been created with the <strong>D3D11_BIND_RENDER_TARGET</strong> flag.</p> </dd></param>
            <param name = "desc1Ref"><dd>  <p>Pointer to a <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDescription1"/></strong> that represents a render-target view description. Set this parameter to <strong><c>null</c></strong> to create a view that accesses all of the subresources in mipmap level 0.</p> </dd></param>
            <param name = "rTView1Out"><dd>  <p>A reference to a memory block that receives a reference to a <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetView1"/></strong> interface for the created render-target view. Set this parameter to <strong><c>null</c></strong> to validate the other input parameters (the method will return <strong>S_FALSE</strong> if the other input parameters pass validation).</p> </dd></param>
            <returns><p>This method returns one of the Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>A render-target view can be bound to the output-merger stage by calling <strong>ID3D11DeviceContext::OMSetRenderTargets</strong>.</p>
            </remarks>
            <msdn-id>dn899224</msdn-id>
            <unmanaged>HRESULT ID3D11Device3::CreateRenderTargetView1([In] ID3D11Resource* pResource,[In, Optional] const D3D11_RENDER_TARGET_VIEW_DESC1* pDesc1,[Out, Fast] ID3D11RenderTargetView1** ppRTView1)</unmanaged>
            <unmanaged-short>ID3D11Device3::CreateRenderTargetView1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device3.CreateQuery1(SharpDX.Direct3D11.QueryDescription1,SharpDX.Direct3D11.Query1)">
            <summary>
            <p>Creates a query object for querying information from the graphics processing unit (GPU). </p>
            </summary>
            <param name = "queryDesc1Ref"><dd>  <p>Pointer to a <strong><see cref = "T:SharpDX.Direct3D11.QueryDescription1"/></strong> structure that represents a query description.</p> </dd></param>
            <param name = "query1Out"><dd>  <p>A reference to a memory block that receives a reference to a <strong><see cref = "T:SharpDX.Direct3D11.Query1"/></strong> interface for the created query object. Set this parameter to <strong><c>null</c></strong> to validate the other input parameters (the method will return <strong>S_FALSE</strong> if the other input parameters pass validation).</p> </dd></param>
            <returns><p>This method returns E_OUTOFMEMORY if there is insufficient memory to create the query object.   See Direct3D 11 Return Codes for other possible return values.</p></returns>
            <msdn-id>dn899220</msdn-id>
            <unmanaged>HRESULT ID3D11Device3::CreateQuery1([In] const D3D11_QUERY_DESC1* pQueryDesc1,[Out, Fast] ID3D11Query1** ppQuery1)</unmanaged>
            <unmanaged-short>ID3D11Device3::CreateQuery1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device3.GetImmediateContext3(SharpDX.Direct3D11.DeviceContext3@)">
            <summary>
            <p> Gets an immediate context, which can play back command lists. </p>
            </summary>
            <param name = "immediateContextOut">No documentation.</param>
            <remarks>
            <p> The <strong>GetImmediateContext3</strong> method outputs an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext3"/></strong> object that represents an immediate context, which is used to perform rendering that you want immediately submitted to a device. For most apps, an immediate context is the primary object that is used to draw your scene. </p><p> The <strong>GetImmediateContext3</strong> method increments the reference count of the immediate context by one. Therefore, you must call <strong>Release</strong> on the returned interface reference when you are done with it to avoid a memory leak. </p>
            </remarks>
            <msdn-id>dn912872</msdn-id>
            <unmanaged>void ID3D11Device3::GetImmediateContext3([Out] ID3D11DeviceContext3** ppImmediateContext)</unmanaged>
            <unmanaged-short>ID3D11Device3::GetImmediateContext3</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device3.CreateDeferredContext3(System.Int32,SharpDX.Direct3D11.DeviceContext3)">
            <summary>
            <p> Creates a deferred context, which can record command lists. </p>
            </summary>
            <param name = "contextFlags">No documentation.</param>
            <param name = "deferredContextOut">No documentation.</param>
            <returns><p> Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the following: </p><ul> <li> Returns <strong><see cref = "!:DeviceRemoved"/></strong> if the video card has been physically removed from the system, or a driver upgrade for the video card has occurred. If this error occurs, you should destroy and recreate the device. </li> <li> Returns <strong><see cref = "!:InvalidCall"/></strong> if the <strong>CreateDeferredContext3</strong> method can't be called from the current context. For example, if the device was created with the <strong>D3D11_CREATE_DEVICE_SINGLETHREADED</strong> value,  <strong>CreateDeferredContext3</strong> returns <strong><see cref = "!:InvalidCall"/></strong>. </li> <li> Returns <strong>E_INVALIDARG</strong> if the <em>ContextFlags</em> parameter is invalid. </li> <li> Returns <strong>E_OUTOFMEMORY</strong> if the app has exhausted available memory. </li> </ul></returns>
            <msdn-id>dn912871</msdn-id>
            <unmanaged>HRESULT ID3D11Device3::CreateDeferredContext3([In] unsigned int ContextFlags,[Out, Fast] ID3D11DeviceContext3** ppDeferredContext)</unmanaged>
            <unmanaged-short>ID3D11Device3::CreateDeferredContext3</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device3.WriteToSubresource(SharpDX.Direct3D11.Resource,System.Int32,System.Nullable{SharpDX.Direct3D11.ResourceRegion},System.IntPtr,System.Int32,System.Int32)">
            <summary>
            <p> Copies data into a <strong>D3D11_USAGE_DEFAULT</strong> texture which was mapped using ID3D11DeviceContext3::<strong>Map</strong> while providing a <c>null</c> <strong><see cref = "T:SharpDX.DataBox"/></strong> parameter. </p>
            </summary>
            <param name = "dstResourceRef">No documentation.</param>
            <param name = "dstSubresource">No documentation.</param>
            <param name = "dstBoxRef">No documentation.</param>
            <param name = "srcDataRef">No documentation.</param>
            <param name = "srcRowPitch">No documentation.</param>
            <param name = "srcDepthPitch">No documentation.</param>
            <remarks>
            <p> The provided resource must be a <strong>D3D11_USAGE_DEFAULT</strong> texture which was mapped for writing by a previous call to ID3D11DeviceContext3::<strong>Map</strong> while providing a <c>null</c> <strong><see cref = "T:SharpDX.DataBox"/></strong> parameter. </p><p> This API is intended for calling at high frequency. Callers can reduce memory by making iterative calls that update progressive regions of the texture, while provide a small buffer during each call. It is most efficient to specify large enough regions, though, because this enables D3D to fill whole cache lines in the texture before returning. </p><p> For efficiency, ensure the bounds and alignment of the extents within the box are ( 64 / [bytes per pixel] ) pixels horizontally. Vertical bounds and alignment should be 2 rows, except when 1-byte-per-pixel formats are used, in which case 4 rows are recommended. Single depth slices per call are handled efficiently. It is recommended but not necessary to provide references and strides which are 128-byte aligned. </p><p> When writing to sub mipmap levels, it is recommended to use larger width and heights than described above. This is because small mipmap levels may actually be stored within a larger block of memory, with an opaque amount of offsetting which can interfere with alignment to cache lines. </p>
            </remarks>
            <msdn-id>dn912874</msdn-id>
            <unmanaged>void ID3D11Device3::WriteToSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch)</unmanaged>
            <unmanaged-short>ID3D11Device3::WriteToSubresource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device3.ReadFromSubresource(System.IntPtr,System.Int32,System.Int32,SharpDX.Direct3D11.Resource,System.Int32,System.Nullable{SharpDX.Direct3D11.ResourceRegion})">
            <summary>
            <p> Copies data from a <strong>D3D11_USAGE_DEFAULT</strong> texture which was mapped using ID3D11DeviceContext3::<strong>Map</strong> while providing a <c>null</c> <strong><see cref = "T:SharpDX.DataBox"/></strong> parameter. </p>
            </summary>
            <param name = "dstDataRef">No documentation.</param>
            <param name = "dstRowPitch">No documentation.</param>
            <param name = "dstDepthPitch">No documentation.</param>
            <param name = "srcResourceRef">No documentation.</param>
            <param name = "srcSubresource">No documentation.</param>
            <param name = "srcBoxRef">No documentation.</param>
            <remarks>
            <p> The provided resource must be a <strong>D3D11_USAGE_DEFAULT</strong> texture which was mapped for writing by a previous call to ID3D11DeviceContext3::<strong>Map</strong> while providing a <c>null</c> <strong><see cref = "T:SharpDX.DataBox"/></strong> parameter. </p><p> This API is intended for calling at high frequency. Callers can reduce memory by making iterative calls that update progressive regions of the texture, while provide a small buffer during each call. It is most efficient to specify large enough regions, though, because this enables D3D to fill whole cache lines in the texture before returning. </p><p> For efficiency, ensure the bounds and alignment of the extents within the box are ( 64 / [Bytes per pixel] ) pixels horizontally. Vertical bounds and alignment should be 2 rows, except when 1-byte-per-pixel formats are used, in which case 4 rows are recommended. Single depth slices per call are handled efficiently. It is recommended but not necessary to provide references and strides which are 128-byte aligned. </p><p> When reading from sub mipmap levels, it is recommended to use larger width and heights than described above. This is because small mipmap levels may actually be stored within a larger block of memory, with an opaque amount of offseting which can interfere with alignment to cache lines. </p>
            </remarks>
            <msdn-id>dn912873</msdn-id>
            <unmanaged>void ID3D11Device3::ReadFromSubresource([In, Value] void* pDstData,[In] unsigned int DstRowPitch,[In] unsigned int DstDepthPitch,[In] ID3D11Resource* pSrcResource,[In] unsigned int SrcSubresource,[In, Optional] const D3D11_BOX* pSrcBox)</unmanaged>
            <unmanaged-short>ID3D11Device3::ReadFromSubresource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device5.OpenSharedFence(System.IntPtr)">
            <summary>
            Opens a handle for a shared fence by using resourceHandle.
            </summary>
            <param name="resourceHandle">The handle that was returned by a call to ID3D11Fence::CreateSharedHandle or ID3D12Device::CreateSharedHandle</param>
            <returns>Fence</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Device5.OpenSharedFence(System.IntPtr,System.Guid,System.IntPtr@)">
            <summary>
            No documentation.
            </summary>
            <param name = "hFence">No documentation.</param>
            <param name = "returnedInterface">No documentation.</param>
            <param name = "fenceOut">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D11Device5::OpenSharedFence([In] void* hFence,[In] const GUID&amp; ReturnedInterface,[Out, Optional] void** ppFence)</unmanaged>
            <unmanaged-short>ID3D11Device5::OpenSharedFence</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device5.CreateFence(System.Int64,SharpDX.Direct3D11.FenceFlags,System.Guid,SharpDX.Direct3D11.Fence)">
            <summary>
            <p>The device interface represents a virtual adapter; it is used to create resources. <strong><see cref = "T:SharpDX.Direct3D11.Device5"/></strong> adds new methods to those in <strong><see cref = "T:SharpDX.Direct3D11.Device4"/></strong>.</p><strong>Note</strong>??This interface, introduced in the Windows 10 Creators Update, is the latest version of the <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong> interface. Applications targetting Windows 10 Creators Update should use this interface instead of earlier versions.?
            </summary>
            <param name = "initialValue">No documentation.</param>
            <param name = "flags">No documentation.</param>
            <param name = "returnedInterface">No documentation.</param>
            <param name = "fenceOut">No documentation.</param>
            <returns>No documentation.</returns>
            <msdn-id>mt492478</msdn-id>
            <unmanaged>HRESULT ID3D11Device5::CreateFence([In] unsigned longlong InitialValue,[In] D3D11_FENCE_FLAG Flags,[In] const GUID&amp; ReturnedInterface,[Out, Fast] void** ppFence)</unmanaged>
            <unmanaged-short>ID3D11Device5::CreateFence</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceChild.DebugName">
            <summary>
            Gets or sets the debug-name for this object.
            </summary>
            <value>
            The debug name.
            </value>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceChild.NativePointerUpdated(System.IntPtr)">
            <inheritdoc/>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceChild.Dispose(System.Boolean)">
            <inheritdoc/>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceChild.Device">
            <summary>
            <p>Get a reference to the device that created this interface.</p>
            </summary>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one, so be sure to call ::release() on the returned reference(s) before they are freed or else you will have a memory leak.</p>
            </remarks>
            <msdn-id>ff476381</msdn-id>
            <unmanaged>GetDevice</unmanaged>
            <unmanaged-short>GetDevice</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceChild.GetDevice(SharpDX.Direct3D11.Device@)">
            <summary>
            <p>Get a reference to the device that created this interface.</p>
            </summary>
            <param name = "deviceOut"><dd>  <p>Address of a reference to a device (see <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong>).</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one, so be sure to call ::release() on the returned reference(s) before they are freed or else you will have a memory leak.</p>
            </remarks>
            <msdn-id>ff476381</msdn-id>
            <unmanaged>void ID3D11DeviceChild::GetDevice([Out] ID3D11Device** ppDevice)</unmanaged>
            <unmanaged-short>ID3D11DeviceChild::GetDevice</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceChild.GetPrivateData(System.Guid,System.Int32@,System.IntPtr)">
            <summary>
            <p>Get application-defined data from a device child.</p>
            </summary>
            <param name = "guid"><dd>  <p>Guid associated with the data.</p> </dd></param>
            <param name = "dataSizeRef"><dd>  <p> A reference to a variable that on input contains the size, in bytes, of the buffer that <em>pData</em> points to, and on output contains the size, in bytes, of the amount of data that <strong>GetPrivateData</strong> retrieved. </p> </dd></param>
            <param name = "dataRef"><dd>  <p> A reference to a buffer that <strong>GetPrivateData</strong> fills with data from the device child if <em>pDataSize</em> points to a value that specifies a buffer large enough to hold the data. </p> </dd></param>
            <returns><p> This method returns one of the  Direct3D 11 Return Codes. </p></returns>
            <remarks>
            <p> The data stored in the device child is set by calling <strong>ID3D11DeviceChild::SetPrivateData</strong>. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476382</msdn-id>
            <unmanaged>HRESULT ID3D11DeviceChild::GetPrivateData([In] const GUID&amp; guid,[InOut] unsigned int* pDataSize,[Out, Buffer, Optional] void* pData)</unmanaged>
            <unmanaged-short>ID3D11DeviceChild::GetPrivateData</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceChild.SetPrivateData(System.Guid,System.Int32,System.IntPtr)">
            <summary>
            <p>Set application-defined data to a device child and associate that data with an application-defined guid.</p>
            </summary>
            <param name = "guid"><dd>  <p>Guid associated with the data.</p> </dd></param>
            <param name = "dataSize"><dd>  <p>Size of the data.</p> </dd></param>
            <param name = "dataRef"><dd>  <p>Pointer to the data to be stored with this device child. If pData is <strong><c>null</c></strong>, DataSize must also be 0, and any data previously associated with the specified guid will be destroyed.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>The data stored in the device child with this method can be retrieved with <strong>ID3D11DeviceChild::GetPrivateData</strong>.</p><p>The debug layer reports memory leaks by outputting a list of object interface references along with their friendly names. The default friendly name is "&lt;unnamed&gt;". You can set the friendly name so that you can determine if the corresponding object interface reference caused the leak. To set the friendly name, use the <strong>SetPrivateData</strong> method and the <strong><see cref = "!:DebugObjectName"/></strong> <see cref = "T:System.Guid"/> that is in D3Dcommon.h. For example, to give pContext a friendly name of <em>My name</em>, use the following code:</p><pre> static const char c_szName[] = "My name";
            hr = pContext-&gt;SetPrivateData( <see cref = "!:DebugObjectName"/>, sizeof( c_szName ) - 1, c_szName );
            </pre>
            </remarks>
            <msdn-id>ff476383</msdn-id>
            <unmanaged>HRESULT ID3D11DeviceChild::SetPrivateData([In] const GUID&amp; guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData)</unmanaged>
            <unmanaged-short>ID3D11DeviceChild::SetPrivateData</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceChild.SetPrivateDataInterface(System.Guid,SharpDX.IUnknown)">
            <summary>
            <p>Associate an <see cref = "T:SharpDX.IUnknown"/>-derived interface with this device child and associate that interface with an application-defined guid.</p>
            </summary>
            <param name = "guid"><dd>  <p>Guid associated with the interface.</p> </dd></param>
            <param name = "dataRef"><dd>  <p>Pointer to an <see cref = "T:SharpDX.IUnknown"/>-derived interface to be associated with the device child.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>When this method is called ::addref() will be called on the <see cref = "T:SharpDX.IUnknown"/>-derived interface, and when the device child is detroyed ::release() will be called on the <see cref = "T:SharpDX.IUnknown"/>-derived interface.</p>
            </remarks>
            <msdn-id>ff476384</msdn-id>
            <unmanaged>HRESULT ID3D11DeviceChild::SetPrivateDataInterface([In] const GUID&amp; guid,[In, Optional] const IUnknown* pData)</unmanaged>
            <unmanaged-short>ID3D11DeviceChild::SetPrivateDataInterface</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.CommonShaderStage">
            <summary>
            Common Shader class. Provides a common set of methods for a Shader Stage.
            TODO: check if usage of abstract is not introducing an unacceptable overhead...
            </summary>
            <summary>
            Functions
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.CommonShaderStage`1"/> class.
            </summary>
            <param name="pointer">The pointer.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.GetConstantBuffers(System.Int32,System.Int32)">
            <summary>
              Gets the constant buffers used by the shader stage.
            </summary>
            <param name = "startSlot">Index into the device's zero-based array from which to begin retrieving constant buffers.</param>
            <param name = "count">Number of buffers to retrieve.</param>
            <returns>An array of constant buffers.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.GetSamplers(System.Int32,System.Int32)">
            <summary>
              Gets the sampler states used by the shader stage.
            </summary>
            <param name = "startSlot">Index into the device's zero-based array from which to begin retrieving samplers.</param>
            <param name = "count">Number of samplers to retrieve.</param>
            <returns>An array of sampler states.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.GetShaderResources(System.Int32,System.Int32)">
            <summary>
              Gets the shader resources used by the shader stage.
            </summary>
            <param name = "startSlot">Index into the device's zero-based array from which to begin retrieving shader resources.</param>
            <param name = "count">Number of resources to retrieve.</param>
            <returns>An array of shader resources.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetConstantBuffer(System.Int32,SharpDX.Direct3D11.Buffer)">
            <summary>
              Sets a single constant buffer to be used by the shader stage.
            </summary>
            <param name = "slot">Index into the device's zero-based array to which to set the constant buffer.</param>
            <param name = "constantBuffer">constant buffer to set</param>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetConstantBuffers(System.Int32,SharpDX.Direct3D11.Buffer[])">
            <summary>
              Sets an array of constant buffers to be used by the shader stage.
            </summary>
            <param name = "slot">Index into the device's zero-based array to which to set the array of constant buffers.</param>
            <param name = "constantBuffers">An array of constant buffer to set</param>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetConstantBuffers(System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.Buffer})">
            <summary>
              Sets an array of constant buffers to be used by the shader stage.
            </summary>
            <param name = "slot">Index into the device's zero-based array to which to set the array of constant buffers.</param>
            <param name = "constantBuffers">An array of constant buffer to set</param>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetSampler(System.Int32,SharpDX.Direct3D11.SamplerState)">
            <summary>
              Sets a single sampler to be used by the shader stage.
            </summary>
            <param name = "slot">Index into the device's zero-based array to which to set the sampler.</param>
            <param name = "sampler">sampler state to set</param>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetSamplers(System.Int32,SharpDX.Direct3D11.SamplerState[])">
            <summary>
              Sets an array of samplers to be used by the shader stage.
            </summary>
            <param name = "slot">Index into the device's zero-based array to which to set the array of sampler states.</param>
            <param name = "samplers">An array of sampler state to set</param>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetSamplers(System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.SamplerState})">
            <summary>
              Sets an array of samplers to be used by the shader stage.
            </summary>
            <param name = "slot">Index into the device's zero-based array to which  to set the array of sampler states.</param>
            <param name = "samplers">An array of sampler state to set</param>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetShaderResource(System.Int32,SharpDX.Direct3D11.ShaderResourceView)">
            <summary>
              Sets a single shader resource to be used by the shader stage.
            </summary>
            <param name = "slot">Index into the device's zero-based array to which to set the resource.</param>
            <param name = "resourceView">Resource view to attach</param>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetShaderResources(System.Int32,SharpDX.Direct3D11.ShaderResourceView[])">
            <summary>
              Bind an array of shader resources to the shader stage.
            </summary>
            <remarks>
              If an overlapping resource view is already bound to an output slot, such as a render target, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see <see cref = "M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)" />. The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name = "startSlot">Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
            <param name = "shaderResourceViews">Array of {{shader resource view}} interfaces to set to the device.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetShaderResources(System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.ShaderResourceView})">
            <summary>
              Bind an array of shader resources to the shader stage.
            </summary>
            <remarks>
              If an overlapping resource view is already bound to an output slot, such as a render target, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see <see cref = "M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)" />. The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name = "startSlot">Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
            <param name = "shaderResourceViews">Array of {{shader resource view}} interfaces to set to the device.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.GetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D11.ShaderResourceView[])">
            <summary>
              Get the shader resources.
            </summary>
            <remarks>
              Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.
            </remarks>
            <param name = "startSlot">Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
            <param name = "numViews">The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).</param>
            <param name = "shaderResourceViewsRef">Array of {{shader resource view}} interfaces to be returned by the device.</param>
            <unmanaged>void PSGetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[Out, Buffer] ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.GetSamplers(System.Int32,System.Int32,SharpDX.Direct3D11.SamplerState[])">
            <summary>
              Get an array of sampler states from the shader pipeline stage.
            </summary>
            <remarks>
              Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.
            </remarks>
            <param name = "startSlot">Index into a zero-based array to begin getting samplers from (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).</param>
            <param name = "numSamplers">Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).</param>
            <param name = "samplersRef">Array of sampler-state interface pointers (see <see cref = "T:SharpDX.Direct3D11.SamplerState" />) to be returned by the device.</param>
            <unmanaged>void PSGetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[Out, Buffer] ID3D11SamplerState** ppSamplers)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.GetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[])">
            <summary>
              Get the constant buffers used by the shader pipeline stage.
            </summary>
            <remarks>
              Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.
            </remarks>
            <param name = "startSlot">Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).</param>
            <param name = "numBuffers">Number of buffers to retrieve (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).</param>
            <param name = "constantBuffersRef">Array of constant buffer interface pointers (see <see cref = "T:SharpDX.Direct3D11.Buffer" />) to be returned by the method.</param>
            <unmanaged>void PSGetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[Out, Buffer] ID3D11Buffer** ppConstantBuffers)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D11.ShaderResourceView[])">
            <summary>
              Bind an array of shader resources to the shader stage.
            </summary>
            <remarks>
              If an overlapping resource view is already bound to an output slot, such as a render target, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see <see cref = "M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)" />. The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name = "startSlot">Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
            <param name = "numViews">Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).</param>
            <param name = "shaderResourceViews">Array of {{shader resource view}} interfaces to set to the device.</param>
            <unmanaged>void PSSetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[In, Buffer] const ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.ShaderResourceView})">
            <summary>
              Bind an array of shader resources to the shader stage.
            </summary>
            <remarks>
              If an overlapping resource view is already bound to an output slot, such as a render target, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see <see cref = "M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)" />. The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name = "startSlot">Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
            <param name = "numViews">Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).</param>
            <param name = "shaderResourceViewsRef">Array of {{shader resource view}} interfaces to set to the device.</param>
            <unmanaged>void PSSetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[In, Buffer] const ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)">
            <summary>
              Bind an array of shader resources to the shader stage.
            </summary>
            <remarks>
              If an overlapping resource view is already bound to an output slot, such as a render target, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see <see cref = "M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)" />. The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name = "startSlot">Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
            <param name = "numViews">Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).</param>
            <param name = "shaderResourceViewsRef">Array of {{shader resource view}} interfaces to set to the device.</param>
            <unmanaged>void PSSetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[In, Buffer] const ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetSamplers(System.Int32,System.Int32,SharpDX.Direct3D11.SamplerState[])">
            <summary>
              Set an array of sampler states to the shader pipeline stage.
            </summary>
            <remarks>
              Any sampler may be set to NULL; this invokes the default state, which is defined to be the following.StateDefault ValueFilterD3D11_FILTER_MIN_MAG_MIP_LINEARAddressUD3D11_TEXTURE_ADDRESS_CLAMPAddressVD3D11_TEXTURE_ADDRESS_CLAMPAddressWD3D11_TEXTURE_ADDRESS_CLAMPMipLODBias0MaxAnisotropy1ComparisonFuncD3D11_COMPARISON_NEVERBorderColor[0]1.0fBorderColor[1]1.0fBorderColor[2]1.0fBorderColor[3]1.0fMinLOD-FLT_MAXMaxLODFLT_MAX  The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name = "startSlot">Index into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).</param>
            <param name = "numSamplers">Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).</param>
            <param name = "samplers">Pointer to an array of sampler-state interfaces (see <see cref = "T:SharpDX.Direct3D11.SamplerState" />). See Remarks.</param>
            <unmanaged>void PSSetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[In, Buffer] const ID3D11SamplerState** ppSamplers)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetSamplers(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.SamplerState})">
            <summary>
              Set an array of sampler states to the shader pipeline stage.
            </summary>
            <remarks>
              Any sampler may be set to NULL; this invokes the default state, which is defined to be the following.StateDefault ValueFilterD3D11_FILTER_MIN_MAG_MIP_LINEARAddressUD3D11_TEXTURE_ADDRESS_CLAMPAddressVD3D11_TEXTURE_ADDRESS_CLAMPAddressWD3D11_TEXTURE_ADDRESS_CLAMPMipLODBias0MaxAnisotropy1ComparisonFuncD3D11_COMPARISON_NEVERBorderColor[0]1.0fBorderColor[1]1.0fBorderColor[2]1.0fBorderColor[3]1.0fMinLOD-FLT_MAXMaxLODFLT_MAX  The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name = "startSlot">Index into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).</param>
            <param name = "numSamplers">Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).</param>
            <param name = "samplers">Pointer to an array of sampler-state interfaces (see <see cref = "T:SharpDX.Direct3D11.SamplerState" />). See Remarks.</param>
            <unmanaged>void PSSetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[In, Buffer] const ID3D11SamplerState** ppSamplers)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[])">
            <summary>
              Set the constant buffers used by the shader pipeline stage.
            </summary>
            <remarks>
              The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name = "startSlot">Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).</param>
            <param name = "numBuffers">Number of buffers to set (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).</param>
            <param name = "constantBuffers">Array of constant buffers (see <see cref = "T:SharpDX.Direct3D11.Buffer" />) being given to the device.</param>
            <unmanaged>void PSSetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[In, Buffer] const ID3D11Buffer** ppConstantBuffers)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage.SetConstantBuffers(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.Buffer})">
            <summary>
              Set the constant buffers used by the shader pipeline stage.
            </summary>
            <remarks>
              The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name = "startSlot">Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).</param>
            <param name = "numBuffers">Number of buffers to set (ranges from 0 to D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).</param>
            <param name = "constantBuffers">Array of constant buffers (see <see cref = "T:SharpDX.Direct3D11.Buffer" />) being given to the device.</param>
            <unmanaged>void PSSetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[In, Buffer] const ID3D11Buffer** ppConstantBuffers)</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferApiSlotCount">
            <summary>Constant ConstantBufferApiSlotCount</summary>
            <unmanaged>D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferComponents">
            <summary>Constant ConstantBufferComponents</summary>
            <unmanaged>D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferComponentBitCount">
            <summary>Constant ConstantBufferComponentBitCount</summary>
            <unmanaged>D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferHwSlotCount">
            <summary>Constant ConstantBufferHwSlotCount</summary>
            <unmanaged>D3D11_COMMONSHADER_CONSTANT_BUFFER_HW_SLOT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferPartialUpdateExtentsByteAlignment">
            <summary>Constant ConstantBufferPartialUpdateExtentsByteAlignment</summary>
            <unmanaged>D3D11_COMMONSHADER_CONSTANT_BUFFER_PARTIAL_UPDATE_EXTENTS_BYTE_ALIGNMENT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferRegisterComponents">
            <summary>Constant ConstantBufferRegisterComponents</summary>
            <unmanaged>D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferRegisterCount">
            <summary>Constant ConstantBufferRegisterCount</summary>
            <unmanaged>D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferRegisterReadsPerInst">
            <summary>Constant ConstantBufferRegisterReadsPerInst</summary>
            <unmanaged>D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READS_PER_INST</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferRegisterReadPorts">
            <summary>Constant ConstantBufferRegisterReadPorts</summary>
            <unmanaged>D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_READ_PORTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.FlowcontrolNestingLimit">
            <summary>Constant FlowcontrolNestingLimit</summary>
            <unmanaged>D3D11_COMMONSHADER_FLOWCONTROL_NESTING_LIMIT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ImmediateConstantBufferRegisterComponents">
            <summary>Constant ImmediateConstantBufferRegisterComponents</summary>
            <unmanaged>D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ImmediateConstantBufferRegisterCount">
            <summary>Constant ImmediateConstantBufferRegisterCount</summary>
            <unmanaged>D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ImmediateConstantBufferRegisterReadsPerInst">
            <summary>Constant ImmediateConstantBufferRegisterReadsPerInst</summary>
            <unmanaged>D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READS_PER_INST</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ImmediateConstantBufferRegisterReadPorts">
            <summary>Constant ImmediateConstantBufferRegisterReadPorts</summary>
            <unmanaged>D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.ImmediateValueComponentBitCount">
            <summary>Constant ImmediateValueComponentBitCount</summary>
            <unmanaged>D3D11_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.InputResourceRegisterComponents">
            <summary>Constant InputResourceRegisterComponents</summary>
            <unmanaged>D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.InputResourceRegisterCount">
            <summary>Constant InputResourceRegisterCount</summary>
            <unmanaged>D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.InputResourceRegisterReadsPerInst">
            <summary>Constant InputResourceRegisterReadsPerInst</summary>
            <unmanaged>D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READS_PER_INST</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.InputResourceRegisterReadPorts">
            <summary>Constant InputResourceRegisterReadPorts</summary>
            <unmanaged>D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.InputResourceSlotCount">
            <summary>Constant InputResourceSlotCount</summary>
            <unmanaged>D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.SamplerRegisterComponents">
            <summary>Constant SamplerRegisterComponents</summary>
            <unmanaged>D3D11_COMMONSHADER_SAMPLER_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.SamplerRegisterCount">
            <summary>Constant SamplerRegisterCount</summary>
            <unmanaged>D3D11_COMMONSHADER_SAMPLER_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.SamplerRegisterReadsPerInst">
            <summary>Constant SamplerRegisterReadsPerInst</summary>
            <unmanaged>D3D11_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.SamplerRegisterReadPorts">
            <summary>Constant SamplerRegisterReadPorts</summary>
            <unmanaged>D3D11_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.SamplerSlotCount">
            <summary>Constant SamplerSlotCount</summary>
            <unmanaged>D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.SubRoutineNestingLimit">
            <summary>Constant SubRoutineNestingLimit</summary>
            <unmanaged>D3D11_COMMONSHADER_SUBROUTINE_NESTING_LIMIT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.TempRegisterComponents">
            <summary>Constant TempRegisterComponents</summary>
            <unmanaged>D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.TempRegisterComponentBitCount">
            <summary>Constant TempRegisterComponentBitCount</summary>
            <unmanaged>D3D11_COMMONSHADER_TEMP_REGISTER_COMPONENT_BIT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.TempRegisterCount">
            <summary>Constant TempRegisterCount</summary>
            <unmanaged>D3D11_COMMONSHADER_TEMP_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.TempRegisterReadsPerInst">
            <summary>Constant TempRegisterReadsPerInst</summary>
            <unmanaged>D3D11_COMMONSHADER_TEMP_REGISTER_READS_PER_INST</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.TempRegisterReadPorts">
            <summary>Constant TempRegisterReadPorts</summary>
            <unmanaged>D3D11_COMMONSHADER_TEMP_REGISTER_READ_PORTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.TextureCoordRangeReductionMaximum">
            <summary>Constant TextureCoordRangeReductionMaximum</summary>
            <unmanaged>D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.TextureCoordRangeReductionMinimum">
            <summary>Constant TextureCoordRangeReductionMinimum</summary>
            <unmanaged>D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MIN</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.TextureElOffsetMaximumNegative">
            <summary>Constant TextureElOffsetMaximumNegative</summary>
            <unmanaged>D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.CommonShaderStage.TextureElOffsetMaximumPositive">
            <summary>Constant TextureElOffsetMaximumPositive</summary>
            <unmanaged>D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.CommonShaderStage`1">
            <summary>
            Common Shader class. Provides a common set of methods for a Shader Stage.
            TODO: check if usage of abstract is not introducing an unacceptable overhead...
            </summary>
            <typeparam name = "T">Type of the shader</typeparam>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage`1.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.CommonShaderStage`1"/> class.
            </summary>
            <param name="pointer">The pointer.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage`1.Get">
            <summary>
              Gets the shader currently assigned to the device.
            </summary>
            <returns>The shader (null if no shader is assigned).</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage`1.Get(SharpDX.Direct3D11.ClassInstance[])">
            <summary>
              Gets the shader currently assigned to the device.
            </summary>
            <param name = "classInstances">An array that will be used to contain any class instances currently active.</param>
            <returns>The shader (null if no shader is assigned).</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage`1.Set(`0)">
            <summary>
              Assigns a compute shader to the device.
            </summary>
            <param name = "shader">The shader to assign to the device. Assign null to disable the compute shader.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage`1.Set(`0,SharpDX.Direct3D11.ClassInstance[])">
            <summary>
              Assigns a compute shader to the device.
            </summary>
            <param name = "shader">The shader to assign to the device. Assign <c>null</c> to disable the compute shader.</param>
            <param name = "classInstances">An array of class-instance interfaces. Each interface used by a shader must have a corresponding class instance or the shader will get disabled.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.CommonShaderStage`1.Set(`0,SharpDX.ComArray{SharpDX.Direct3D11.ClassInstance})">
            <summary>
              Assigns a compute shader to the device.
            </summary>
            <param name = "shader">The shader to assign to the device. Assign <c>null</c> to disable the compute shader.</param>
            <param name = "classInstances">An array of class-instance interfaces. Each interface used by a shader must have a corresponding class instance or the shader will get disabled.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.GetUnorderedAccessViews(System.Int32,System.Int32)">
            <summary>	
            Gets an array of views for an unordered resource.	
            </summary>	
            <remarks>	
            Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks. 	
            </remarks>	
            <param name="startSlot">Index of the first element in the zero-based array to return (ranges from 0 to D3D11_PS_CS_UAV_REGISTER_COUNT - 1). </param>
            <param name="count">Number of views to get (ranges from 0 to D3D11_PS_CS_UAV_REGISTER_COUNT - StartSlot). </param>
            <unmanaged>void CSGetUnorderedAccessViews([In] int StartSlot,[In] int NumUAVs,[Out, Buffer] ID3D11UnorderedAccessView** ppUnorderedAccessViews)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.SetUnorderedAccessView(System.Int32,SharpDX.Direct3D11.UnorderedAccessView)">
            <summary>	
            Sets an array of views for an unordered resource.	
            </summary>	
            <remarks>	
            </remarks>	
            <param name="startSlot">Index of the first element in the zero-based array to begin setting. </param>
            <param name="unorderedAccessView">A reference to an <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> references to be set by the method. </param>
            <unmanaged>void CSSetUnorderedAccessViews([In] int StartSlot,[In] int NumUAVs,[In, Buffer] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer] const int* pUAVInitialCounts)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.SetUnorderedAccessView(System.Int32,SharpDX.Direct3D11.UnorderedAccessView,System.Int32)">
            <summary>	
            Sets an array of views for an unordered resource.	
            </summary>	
            <remarks>	
            </remarks>	
            <param name="startSlot">Index of the first element in the zero-based array to begin setting. </param>
            <param name="unorderedAccessView">A reference to an <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> references to be set by the method. </param>
            <param name="uavInitialCount">An Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept.   Any other values set the hidden counter for that Appendable/Consumable UAV. uAVInitialCount is only relevant for UAVs which have the <see cref="T:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags"/> flag,  otherwise the argument is ignored. </param>
            <unmanaged>void CSSetUnorderedAccessViews([In] int StartSlot,[In] int NumUAVs,[In, Buffer] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer] const int* pUAVInitialCounts)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.SetUnorderedAccessViews(System.Int32,SharpDX.Direct3D11.UnorderedAccessView[])">
            <summary>	
            Sets an array of views for an unordered resource.	
            </summary>	
            <remarks>	
            </remarks>	
            <param name="startSlot">Index of the first element in the zero-based array to begin setting. </param>
            <param name="unorderedAccessViews">A reference to an array of <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> references to be set by the method. </param>
            <unmanaged>void CSSetUnorderedAccessViews([In] int StartSlot,[In] int NumUAVs,[In, Buffer] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer] const int* pUAVInitialCounts)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.SetUnorderedAccessViews(System.Int32,SharpDX.Direct3D11.UnorderedAccessView[],System.Int32[])">
            <summary>	
            Sets an array of views for an unordered resource.	
            </summary>	
            <remarks>	
            </remarks>	
            <param name="startSlot">Index of the first element in the zero-based array to begin setting. </param>
            <param name="unorderedAccessViews">A reference to an array of <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> references to be set by the method. </param>
            <param name="uavInitialCounts">An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept.   Any other values set the hidden counter for that Appendable/Consumable UAV.  pUAVInitialCounts is only relevant for UAVs which have the <see cref="T:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags"/> flag,  otherwise the argument is ignored. </param>
            <unmanaged>void CSSetUnorderedAccessViews([In] int StartSlot,[In] int NumUAVs,[In, Buffer] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer] const int* pUAVInitialCounts)</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.UnorderedAccessViewSlotCount">
            <summary>Constant UnorderedAccessViewSlotCount</summary>
            <unmanaged>D3D11_PS_CS_UAV_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.DispatchMaximumThreadGroupsPerDimension">
            <summary>Constant DispatchMaximumThreadGroupsPerDimension</summary>
            <unmanaged>D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadGroupSharedMemoryRegisterCount">
            <summary>Constant ThreadGroupSharedMemoryRegisterCount</summary>
            <unmanaged>D3D11_CS_TGSM_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadGroupSharedMemoryRegisterReadsPerInst">
            <summary>Constant ThreadGroupSharedMemoryRegisterReadsPerInst</summary>
            <unmanaged>D3D11_CS_TGSM_REGISTER_READS_PER_INST</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadGroupSharedMemoryResourceRegisterComponents">
            <summary>Constant ThreadGroupSharedMemoryResourceRegisterComponents</summary>
            <unmanaged>D3D11_CS_TGSM_RESOURCE_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadGroupSharedMemoryResourceRegisterReadPorts">
            <summary>Constant ThreadGroupSharedMemoryResourceRegisterReadPorts</summary>
            <unmanaged>D3D11_CS_TGSM_RESOURCE_REGISTER_READ_PORTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadgroupidRegisterComponents">
            <summary>Constant ThreadgroupidRegisterComponents</summary>
            <unmanaged>D3D11_CS_THREADGROUPID_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadgroupidRegisterCount">
            <summary>Constant ThreadgroupidRegisterCount</summary>
            <unmanaged>D3D11_CS_THREADGROUPID_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadidingroupflattenedRegisterComponents">
            <summary>Constant ThreadidingroupflattenedRegisterComponents</summary>
            <unmanaged>D3D11_CS_THREADIDINGROUPFLATTENED_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadidingroupflattenedRegisterCount">
            <summary>Constant ThreadidingroupflattenedRegisterCount</summary>
            <unmanaged>D3D11_CS_THREADIDINGROUPFLATTENED_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadidingroupRegisterComponents">
            <summary>Constant ThreadidingroupRegisterComponents</summary>
            <unmanaged>D3D11_CS_THREADIDINGROUP_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadidingroupRegisterCount">
            <summary>Constant ThreadidingroupRegisterCount</summary>
            <unmanaged>D3D11_CS_THREADIDINGROUP_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadidRegisterComponents">
            <summary>Constant ThreadidRegisterComponents</summary>
            <unmanaged>D3D11_CS_THREADID_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadidRegisterCount">
            <summary>Constant ThreadidRegisterCount</summary>
            <unmanaged>D3D11_CS_THREADID_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadGroupMaximumThreadsPerGroup">
            <summary>Constant ThreadGroupMaximumThreadsPerGroup</summary>
            <unmanaged>D3D11_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadGroupMaximumX">
            <summary>Constant ThreadGroupMaximumX</summary>
            <unmanaged>D3D11_CS_THREAD_GROUP_MAX_X</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadGroupMaximumY">
            <summary>Constant ThreadGroupMaximumY</summary>
            <unmanaged>D3D11_CS_THREAD_GROUP_MAX_Y</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadGroupMaximumZ">
            <summary>Constant ThreadGroupMaximumZ</summary>
            <unmanaged>D3D11_CS_THREAD_GROUP_MAX_Z</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadGroupMinimumX">
            <summary>Constant ThreadGroupMinimumX</summary>
            <unmanaged>D3D11_CS_THREAD_GROUP_MIN_X</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadGroupMinimumY">
            <summary>Constant ThreadGroupMinimumY</summary>
            <unmanaged>D3D11_CS_THREAD_GROUP_MIN_Y</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadGroupMinimumZ">
            <summary>Constant ThreadGroupMinimumZ</summary>
            <unmanaged>D3D11_CS_THREAD_GROUP_MIN_Z</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadLocalTempRegisterPool">
            <summary>Constant ThreadLocalTempRegisterPool</summary>
            <unmanaged>D3D11_CS_THREAD_LOCAL_TEMP_REGISTER_POOL</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Bind an array of shader resources to the compute-shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - 1).</p> </dd></param>
            <param name = "numViews"><dd>  <p>Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources(ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to set to the device.</p> </dd></param>
            <remarks>
            <p>If an overlapping resource view is already bound to an output slot, such as a render target, then the method will fill the destination shader resource slot with <strong><c>null</c></strong>.</p><p>For information about creating shader-resource views, see <strong>ID3D11Device::CreateShaderResourceView</strong>.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </p>
            </remarks>
            <msdn-id>ff476403</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] const ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CSSetShaderResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.SetUnorderedAccessViews(System.Int32,System.Int32,System.IntPtr,System.IntPtr)">
            <summary>
            <p>Sets an array of views for an unordered resource.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index of the first element in the zero-based array to begin setting  (ranges from 0 to D3D11_1_UAV_SLOT_COUNT - 1). D3D11_1_UAV_SLOT_COUNT is defined as 64.</p> </dd></param>
            <param name = "numUAVs"><dd>  <p> Number of views to set (ranges from 0 to D3D11_1_UAV_SLOT_COUNT - <em>StartSlot</em>). </p> </dd></param>
            <param name = "unorderedAccessViewsOut"><dd>  <p> A reference to an array of <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessView"/></strong> references to be set by the method. </p> </dd></param>
            <param name = "uAVInitialCountsRef"><dd>  <p> An array of append and consume buffer offsets. A value of -1 indicates to keep the current offset. Any other values set the hidden counter for that appendable and consumable UAV. <em>pUAVInitialCounts</em> is only relevant for UAVs that were created with either <strong>D3D11_BUFFER_UAV_FLAG_APPEND</strong> or <strong>D3D11_BUFFER_UAV_FLAG_COUNTER</strong> specified when the UAV was created; otherwise, the argument is ignored. </p> </dd></param>
            <remarks>
            <p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476404</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CSSetUnorderedAccessViews([In] unsigned int StartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CSSetUnorderedAccessViews</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.SetShader(SharpDX.Direct3D11.ComputeShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)">
            <summary>
            <p>Set a compute shader to the device.</p>
            </summary>
            <param name = "computeShaderRef"><dd>  <p>Pointer to a compute shader (see <strong><see cref = "T:SharpDX.Direct3D11.ComputeShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces.</p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p>
            </remarks>
            <msdn-id>ff476402</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CSSetShader([In, Optional] ID3D11ComputeShader* pComputeShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.SetShader(SharpDX.Direct3D11.ComputeShader,SharpDX.ComArray{SharpDX.Direct3D11.ClassInstance},System.Int32)">
            <summary>
            <p>Set a compute shader to the device.</p>
            </summary>
            <param name = "computeShaderRef"><dd>  <p>Pointer to a compute shader (see <strong><see cref = "T:SharpDX.Direct3D11.ComputeShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces.</p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p>
            </remarks>
            <msdn-id>ff476402</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CSSetShader([In, Optional] ID3D11ComputeShader* pComputeShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.SetShader(System.IntPtr,System.IntPtr,System.Int32)">
            <summary>
            <p>Set a compute shader to the device.</p>
            </summary>
            <param name = "computeShaderRef"><dd>  <p>Pointer to a compute shader (see <strong><see cref = "T:SharpDX.Direct3D11.ComputeShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces.</p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p>
            </remarks>
            <msdn-id>ff476402</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CSSetShader([In, Optional] ID3D11ComputeShader* pComputeShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.SetSamplers(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Set an array of sampler states to the compute-shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting samplers to (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - 1).</p> </dd></param>
            <param name = "numSamplers"><dd>  <p>Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "samplersOut"><dd>  <p>Pointer to an array of sampler-state interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.SamplerState"/></strong>). See Remarks.</p> </dd></param>
            <remarks>
            <p>Any sampler may be set to <strong><c>null</c></strong>; this invokes the default state, which is defined to be the following.</p><pre>//Default sampler state:
            <see cref = "T:SharpDX.Direct3D11.SamplerStateDescription"/> SamplerDesc;
            SamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
            SamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.MipLODBias = 0;
            SamplerDesc.MaxAnisotropy = 1;
            SamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
            SamplerDesc.BorderColor[0] = 1.0f;
            SamplerDesc.BorderColor[1] = 1.0f;
            SamplerDesc.BorderColor[2] = 1.0f;
            SamplerDesc.BorderColor[3] = 1.0f;
            SamplerDesc.MinLOD = -FLT_MAX;
            SamplerDesc.MaxLOD = FLT_MAX; </pre><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476401</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer, Optional] const ID3D11SamplerState** ppSamplers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CSSetSamplers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.SetConstantBuffers(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Sets the constant buffers used by the compute-shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the zero-based array to begin setting constant buffers to (ranges from 0 to <strong><see cref = "!:ConstantBufferApiSlotCount"/></strong> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd>  <p>Number of buffers to set (ranges from 0 to <strong><see cref = "!:ConstantBufferApiSlotCount"/></strong> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p>Array of constant buffers (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) being given to the device.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The Direct3D 11.1 runtime, which is available starting with Windows?8, can bind a larger number of <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants ? 4*32-bit components each).  When you bind such a large buffer, the shader can access only the first 4096 4*32-bit component constants in the buffer, as if 4096 constants is the full size of the buffer.  </p><p>If the application wants the shader to access other parts of the buffer, it must call the <strong>CSSetConstantBuffers1</strong> method instead. </p>
            </remarks>
            <msdn-id>ff476400</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CSSetConstantBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.GetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D11.ShaderResourceView[])">
            <summary>
            <p>Get the compute-shader resources.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - 1).</p> </dd></param>
            <param name = "numViews"><dd>  <p>The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to be returned by the device.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476398</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer, Optional] ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CSGetShaderResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.GetUnorderedAccessViews(System.Int32,System.Int32,SharpDX.Direct3D11.UnorderedAccessView[])">
            <summary>
            <p>Gets an array of views for an unordered resource.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index of the first element in the zero-based array to return (ranges from 0 to D3D11_1_UAV_SLOT_COUNT - 1).</p> </dd></param>
            <param name = "numUAVs"><dd>  <p>Number of views to get (ranges from 0 to D3D11_1_UAV_SLOT_COUNT - StartSlot).</p> </dd></param>
            <param name = "unorderedAccessViewsOut"><dd>  <p>A reference to an array of interface references (see <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessView"/></strong>) to get.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call <strong>IUnknown::Release</strong> on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476399</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CSGetUnorderedAccessViews([In] unsigned int StartSlot,[In] unsigned int NumUAVs,[Out, Buffer, Optional] ID3D11UnorderedAccessView** ppUnorderedAccessViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CSGetUnorderedAccessViews</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.GetShader(SharpDX.Direct3D11.ComputeShader@,SharpDX.Direct3D11.ClassInstance[],System.Int32@)">
            <summary>
            <p>Get the compute shader currently set on the device.</p>
            </summary>
            <param name = "computeShaderOut"><dd>  <p>Address of a reference to a Compute shader (see <strong><see cref = "T:SharpDX.Direct3D11.ComputeShader"/></strong>) to be returned by the method.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>Pointer to an array of class instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>).</p> </dd></param>
            <param name = "numClassInstancesRef"><dd>  <p>The number of class-instance elements in the array.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476397</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CSGetShader([Out, Optional] ID3D11ComputeShader** ppComputeShader,[Out, Buffer, Optional] ID3D11ClassInstance** ppClassInstances,[InOut] unsigned int* pNumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CSGetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.GetSamplers(System.Int32,System.Int32,SharpDX.Direct3D11.SamplerState[])">
            <summary>
            <p>Get an array of sampler state interfaces from the compute-shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into a zero-based array to begin getting samplers from (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - 1).</p> </dd></param>
            <param name = "numSamplers"><dd>  <p>Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "samplersOut"><dd>  <p>Pointer to an array of sampler-state interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.SamplerState"/></strong>).</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476396</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer, Optional] ID3D11SamplerState** ppSamplers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CSGetSamplers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.GetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[])">
            <summary>
            <p>Get the constant buffers used by the compute-shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd>  <p>Number of buffers to retrieve (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p>Array of constant buffer interface references (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) to be returned by the method.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476395</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CSGetConstantBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.#ctor(SharpDX.Direct3D11.Device)">
            <summary>
              Constructs a new deferred context <see cref = "T:SharpDX.Direct3D11.DeviceContext" />.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.FinishCommandList(System.Boolean)">
            <summary>
              Create a command list and record graphics commands into it.
            </summary>
            <param name = "restoreState">A flag indicating whether the immediate context state is saved (prior) and restored (after) the execution of a command list.</param>
            <returns>The created command list containing the queued rendering commands.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.IsDataAvailable(SharpDX.Direct3D11.Asynchronous)">
            <summary>
            Determines whether asynchronous query data is available.
            </summary>
            <param name="data">The data.</param>
            <returns>
              <c>true</c> if asynchronous query data is available; otherwise, <c>false</c>.
            </returns>
            <unmanaged>HRESULT ID3D11DeviceContext::GetData([In] ID3D11Asynchronous* pAsync,[Out, Buffer, Optional] void* pData,[In] unsigned int DataSize,[In] D3D11_ASYNC_GETDATA_FLAG GetDataFlags)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.IsDataAvailable(SharpDX.Direct3D11.Asynchronous,SharpDX.Direct3D11.AsynchronousFlags)">
            <summary>
            Determines whether asynchronous query data is available.
            </summary>
            <param name="data">The data.</param>
            <param name="flags">Optional flags</param>
            <returns>
              <c>true</c> if asynchronous query data is available; otherwise, <c>false</c>.
            </returns>
            <unmanaged>HRESULT ID3D11DeviceContext::GetData([In] ID3D11Asynchronous* pAsync,[Out, Buffer, Optional] void* pData,[In] unsigned int DataSize,[In] D3D11_ASYNC_GETDATA_FLAG GetDataFlags)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.GetData(SharpDX.Direct3D11.Asynchronous)">
            <summary>
              Gets data from the GPU asynchronously.
            </summary>
            <param name = "data">The asynchronous data provider.</param>
            <returns>The data retrieved from the GPU.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.GetData``1(SharpDX.Direct3D11.Asynchronous)">
            <summary>
              Gets data from the GPU asynchronously.
            </summary>
            <param name = "data">The asynchronous data provider.</param>
            <returns>The data retrieved from the GPU.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.GetData``1(SharpDX.Direct3D11.Asynchronous,``0@)">
            <summary>
            Gets data from the GPU asynchronously.
            </summary>
            <typeparam name="T"></typeparam>
            <param name="data">The asynchronous data provider.</param>
            <param name="result">The data retrieved from the GPU.</param>
            <returns>
            True if result contains valid data, false otherwise.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.GetData(SharpDX.Direct3D11.Asynchronous,SharpDX.Direct3D11.AsynchronousFlags)">
            <summary>
              Gets data from the GPU asynchronously.
            </summary>
            <param name = "data">The asynchronous data provider.</param>
            <param name = "flags">Flags specifying how the command should operate.</param>
            <returns>The data retrieved from the GPU.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.GetData``1(SharpDX.Direct3D11.Asynchronous,SharpDX.Direct3D11.AsynchronousFlags)">
            <summary>
              Gets data from the GPU asynchronously.
            </summary>
            <param name = "data">The asynchronous data provider.</param>
            <param name = "flags">Flags specifying how the command should operate.</param>
            <returns>The data retrieved from the GPU.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.GetData``1(SharpDX.Direct3D11.Asynchronous,SharpDX.Direct3D11.AsynchronousFlags,``0@)">
            <summary>
            Gets data from the GPU asynchronously.
            </summary>
            <typeparam name="T"></typeparam>
            <param name="data">The asynchronous data provider.</param>
            <param name="flags">Flags specifying how the command should operate.</param>
            <param name="result">The data retrieved from the GPU.</param>
            <returns>
            True if result contains valid data, false otherwise.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.CopyResource(SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.Resource)">
            <summary>	
            Copy the entire contents of the source resource to the destination resource using the GPU. 	
            </summary>	
            <remarks>	
            This method is unusual in that it causes the GPU to perform the copy operation (similar to a memcpy by the CPU). As a result, it has a few restrictions designed for improving performance. For instance, the source and destination resources:  Must be different resources. Must be the same type. Must have identical dimensions (including width, height, depth, and size as appropriate). Will only be copied. CopyResource does not support any stretch, color key, blend, or format conversions. Must have compatible DXGI formats, which means the formats must be identical or at least from the same type group. For example, a DXGI_FORMAT_R32G32B32_FLOAT texture can be copied to an DXGI_FORMAT_R32G32B32_UINT texture since both of these formats are in the DXGI_FORMAT_R32G32B32_TYPELESS group. Might not be currently mapped.  You cannot use an {{Immutable}} resource as a destination. You can use a   {{depth-stencil}} resource as either a source or a destination.  Resources created with multisampling capability (see <see cref="T:SharpDX.DXGI.SampleDescription"/>) can be used as source and destination only if both source and destination have identical multisampled count and quality. If source and destination differ in multisampled count and quality or if one is multisampled and the other is not multisampled the call to ID3D11DeviceContext::CopyResource fails. The method is an asynchronous call which may be added to the command-buffer queue. This attempts to remove pipeline stalls that may occur when copying data.  An application that only needs to copy a portion of the data in a resource should use <see cref="M:SharpDX.Direct3D11.DeviceContext.CopySubresourceRegion_(SharpDX.Direct3D11.Resource,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.Resource,System.Int32,System.Nullable{SharpDX.Direct3D11.ResourceRegion})"/> instead. 	
            </remarks>	
            <param name="source">A reference to the source resource (see <see cref="T:SharpDX.Direct3D11.Resource"/>). </param>
            <param name="destination">A reference to the destination resource (see <see cref="T:SharpDX.Direct3D11.Resource"/>). </param>
            <unmanaged>void ID3D11DeviceContext::CopyResource([In] ID3D11Resource* pDstResource,[In] ID3D11Resource* pSrcResource)</unmanaged>
            <msdn-id>ff476392</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::CopyResource([In] ID3D11Resource* pDstResource,[In] ID3D11Resource* pSrcResource)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::CopyResource</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.CopySubresourceRegion(SharpDX.Direct3D11.Resource,System.Int32,System.Nullable{SharpDX.Direct3D11.ResourceRegion},SharpDX.Direct3D11.Resource,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>	
            Copy a region from a source resource to a destination resource.	
            </summary>	
            <remarks>	
            The source box must be within the size of the source resource. The destination offsets, (x, y, and z) allow the source box to be offset when writing into the destination resource; however, the dimensions of the source box and the offsets must be within the size of the resource. If the resources are buffers, all coordinates are in bytes; if the resources are textures, all coordinates are in texels. {{D3D11CalcSubresource}} is a helper function for calculating subresource indexes. CopySubresourceRegion performs the copy on the GPU (similar to a memcpy by the CPU). As a consequence, the source and destination resources:  Must be different subresources (although they can be from the same resource). Must be the same type. Must have compatible DXGI formats (identical or from the same type group). For example, a DXGI_FORMAT_R32G32B32_FLOAT texture can be copied to an DXGI_FORMAT_R32G32B32_UINT texture since both of these formats are in the DXGI_FORMAT_R32G32B32_TYPELESS group. May not be currently mapped.  CopySubresourceRegion only supports copy; it does not support any stretch, color key, blend, or format conversions. An application that needs to copy an entire resource should use <see cref="M:SharpDX.Direct3D11.DeviceContext.CopyResource_(SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.Resource)"/> instead. CopySubresourceRegion is an asynchronous call which may be added to the command-buffer queue, this attempts to remove pipeline stalls that may occur when copying data. See performance considerations for more details. Note??If you use CopySubresourceRegion with a depth-stencil buffer or a multisampled resource, you must copy the whole subresource. In this situation, you must pass 0 to the DstX, DstY, and DstZ parameters and NULL to the pSrcBox parameter. In addition, source and destination resources, which are represented by the pSrcResource and pDstResource parameters, should have identical sample count values. Example The following code snippet copies a box (located at (120,100),(200,220)) from a source texture into a region (10,20),(90,140) in a destination texture. 	
            <code> D3D11_BOX sourceRegion;	
            sourceRegion.left = 120;	
            sourceRegion.right = 200;	
            sourceRegion.top = 100;	
            sourceRegion.bottom = 220;	
            sourceRegion.front = 0;	
            sourceRegion.back = 1; pd3dDeviceContext-&gt;CopySubresourceRegion( pDestTexture, 0, 10, 20, 0, pSourceTexture, 0, &amp;sourceRegion ); </code>	
            	
             Notice, that for a 2D texture, front and back are set to 0 and 1 respectively. 	
            </remarks>	
            <param name="source">A reference to the source resource (see <see cref="T:SharpDX.Direct3D11.Resource"/>). </param>
            <param name="sourceSubresource">Source subresource index. </param>
            <param name="sourceRegion">A reference to a 3D box (see <see cref="T:SharpDX.Direct3D11.ResourceRegion"/>) that defines the source subresources that can be copied. If NULL, the entire source subresource is copied. The box must fit within the source resource. </param>
            <param name="destination">A reference to the destination resource (see <see cref="T:SharpDX.Direct3D11.Resource"/>). </param>
            <param name="destinationSubResource">Destination subresource index. </param>
            <param name="dstX">The x-coordinate of the upper left corner of the destination region. </param>
            <param name="dstY">The y-coordinate of the upper left corner of the destination region. For a 1D subresource, this must be zero. </param>
            <param name="dstZ">The z-coordinate of the upper left corner of the destination region. For a 1D or 2D subresource, this must be zero. </param>
            <msdn-id>ff476394</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::CopySubresourceRegion([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In] unsigned int DstX,[In] unsigned int DstY,[In] unsigned int DstZ,[In] ID3D11Resource* pSrcResource,[In] unsigned int SrcSubresource,[In, Optional] const D3D11_BOX* pSrcBox)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::CopySubresourceRegion</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.ResolveSubresource(SharpDX.Direct3D11.Resource,System.Int32,SharpDX.Direct3D11.Resource,System.Int32,SharpDX.DXGI.Format)">
            <summary>	
            Copy a multisampled resource into a non-multisampled resource.	
            </summary>	
            <remarks>	
            This API is most useful when re-using the resulting render target of one render pass as an input to a second render pass. The source and destination resources must be the same resource type and have the same dimensions. In addition, they must have compatible formats. There are three scenarios for this:  ScenarioRequirements Source and destination are prestructured and typedBoth the source and destination must have identical formats and that format must be specified in the Format parameter. One resource is prestructured and typed and the other is prestructured and typelessThe typed resource must have a format that is compatible with the typeless resource (i.e. the typed resource is DXGI_FORMAT_R32_FLOAT and the typeless resource is DXGI_FORMAT_R32_TYPELESS). The format of the typed resource must be specified in the Format parameter. Source and destination are prestructured and typelessBoth the source and destination must have the same typeless format (i.e. both must have DXGI_FORMAT_R32_TYPELESS), and the Format parameter must specify a format that is compatible with the source and destination (i.e. if both are DXGI_FORMAT_R32_TYPELESS then DXGI_FORMAT_R32_FLOAT could be specified in the Format parameter). For example, given the DXGI_FORMAT_R16G16B16A16_TYPELESS format:  The source (or dest) format could be DXGI_FORMAT_R16G16B16A16_UNORM The dest (or source) format could be DXGI_FORMAT_R16G16B16A16_FLOAT    ? 	
            </remarks>	
            <param name="source">Source resource. Must be multisampled. </param>
            <param name="sourceSubresource">&gt;The source subresource of the source resource. </param>
            <param name="destination">Destination resource. Must be a created with the <see cref="F:SharpDX.Direct3D11.ResourceUsage.Default"/> flag and be single-sampled. See <see cref="T:SharpDX.Direct3D11.Resource"/>. </param>
            <param name="destinationSubresource">A zero-based index, that identifies the destination subresource. Use {{D3D11CalcSubresource}} to calculate the index. </param>
            <param name="format">A <see cref="T:SharpDX.DXGI.Format"/> that indicates how the multisampled resource will be resolved to a single-sampled resource.  See remarks. </param>
            <unmanaged>void ID3D11DeviceContext::ResolveSubresource([In] ID3D11Resource* pDstResource,[In] int DstSubresource,[In] ID3D11Resource* pSrcResource,[In] int SrcSubresource,[In] DXGI_FORMAT Format)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.MapSubresource(SharpDX.Direct3D11.Texture1D,System.Int32,System.Int32,SharpDX.Direct3D11.MapMode,SharpDX.Direct3D11.MapFlags,SharpDX.DataStream@)">
            <summary>
            Maps the data contained in a subresource to a memory pointer, and denies the GPU access to that subresource.
            </summary>
            <param name="resource">The resource.</param>
            <param name="mipSlice">The mip slice.</param>
            <param name="arraySlice">The array slice.</param>
            <param name="mode">The mode.</param>
            <param name="flags">The flags.</param>
            <param name="stream">The output stream containing the pointer.</param>
            <returns>
            The locked <see cref="T:SharpDX.DataBox"/>
            </returns>
            <unmanaged>HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.MapSubresource(SharpDX.Direct3D11.Texture2D,System.Int32,System.Int32,SharpDX.Direct3D11.MapMode,SharpDX.Direct3D11.MapFlags,SharpDX.DataStream@)">
            <summary>
            Maps the data contained in a subresource to a memory pointer, and denies the GPU access to that subresource.
            </summary>
            <param name="resource">The resource.</param>
            <param name="mipSlice">The mip slice.</param>
            <param name="arraySlice">The array slice.</param>
            <param name="mode">The mode.</param>
            <param name="flags">The flags.</param>
            <param name="stream">The output stream containing the pointer.</param>
            <returns>
            The locked <see cref="T:SharpDX.DataBox"/>
            </returns>
            <unmanaged>HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.MapSubresource(SharpDX.Direct3D11.Texture3D,System.Int32,System.Int32,SharpDX.Direct3D11.MapMode,SharpDX.Direct3D11.MapFlags,SharpDX.DataStream@)">
            <summary>
            Maps the data contained in a subresource to a memory pointer, and denies the GPU access to that subresource.
            </summary>
            <param name="resource">The resource.</param>
            <param name="mipSlice">The mip slice.</param>
            <param name="arraySlice">The array slice.</param>
            <param name="mode">The mode.</param>
            <param name="flags">The flags.</param>
            <param name="stream">The output stream containing the pointer.</param>
            <returns>
            The locked <see cref="T:SharpDX.DataBox"/>
            </returns>
            <unmanaged>HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.MapSubresource(SharpDX.Direct3D11.Buffer,SharpDX.Direct3D11.MapMode,SharpDX.Direct3D11.MapFlags,SharpDX.DataStream@)">
            <summary>
            Maps the data contained in a subresource to a memory pointer, and denies the GPU access to that subresource.
            </summary>
            <param name="resource">The resource.</param>
            <param name="mode">The mode.</param>
            <param name="flags">The flags.</param>
            <param name="stream">The output stream containing the pointer.</param>
            <returns>
            The locked <see cref="T:SharpDX.DataBox"/>
            </returns>
            <unmanaged>HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.MapSubresource(SharpDX.Direct3D11.Resource,System.Int32,System.Int32,SharpDX.Direct3D11.MapMode,SharpDX.Direct3D11.MapFlags,System.Int32@)">
            <summary>
            Maps the data contained in a subresource to a memory pointer, and denies the GPU access to that subresource.
            </summary>
            <param name="resource">The resource.</param>
            <param name="mipSlice">The mip slice.</param>
            <param name="arraySlice">The array slice.</param>
            <param name="mode">The mode.</param>
            <param name="flags">The flags.</param>
            <param name="mipSize">Size of the selected miplevel.</param>
            <returns>
            The locked <see cref="T:SharpDX.DataBox"/>
            </returns>
            <unmanaged>HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.MapSubresource(SharpDX.Direct3D11.Resource,System.Int32,SharpDX.Direct3D11.MapMode,SharpDX.Direct3D11.MapFlags,SharpDX.DataStream@)">
            <summary>
            Maps the data contained in a subresource to a memory pointer, and denies the GPU access to that subresource.
            </summary>
            <param name="resource">The resource.</param>
            <param name="subresource">The subresource.</param>
            <param name="mode">The mode.</param>
            <param name="flags">The flags.</param>
            <param name="stream">The output stream containing the pointer.</param>
            <returns>The locked <see cref="T:SharpDX.DataBox"/></returns>
            <unmanaged>HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.MapSubresource(SharpDX.Direct3D11.Resource,System.Int32,SharpDX.Direct3D11.MapMode,SharpDX.Direct3D11.MapFlags)">
            <summary>	
            <p>Gets a reference to the data contained in a subresource, and denies the GPU access to that subresource.</p>	
            </summary>	
            <param name="resourceRef"><dd>  <p>A reference to a <strong><see cref="T:SharpDX.Direct3D11.Resource"/></strong> interface.</p> </dd></param>	
            <param name="subresource"><dd>  <p>Index number of the subresource.</p> </dd></param>	
            <param name="mapType"><dd>  <p>Specifies the CPU's read and write permissions for a resource. For possible values, see <strong><see cref="T:SharpDX.Direct3D11.MapMode"/></strong>.</p> </dd></param>	
            <param name="mapFlags"><dd>  <p> <strong>Flag</strong> that specifies what the CPU should do when the GPU is busy. This flag is optional.</p> </dd></param>	
            <param name="mappedResourceRef"><dd>  <p>A reference to the mapped subresource (see <strong><see cref="T:SharpDX.DataBox"/></strong>).</p> </dd></param>	
            <returns>The mapped subresource (see <strong><see cref="T:SharpDX.DataBox"/></strong>). If <see cref="F:SharpDX.Direct3D11.MapFlags.DoNotWait"/> is used and the resource is still being used by the GPU, this method return an empty DataBox whose property <see cref="P:SharpDX.DataBox.IsEmpty"/> returns <c>true</c>.<p>This method also throws an exception with the code <strong><see cref="F:SharpDX.DXGI.ResultCode.DeviceRemoved"/></strong> if <em>MapType</em> allows any CPU read access and the video card has been removed.</p><p>For more information about these error codes, see DXGI_ERROR.</p></returns>	
            <remarks>	
            <p>If you call <strong>Map</strong> on a deferred context, you can only pass <strong><see cref="F:SharpDX.Direct3D11.MapMode.WriteDiscard"/></strong>, <strong><see cref="F:SharpDX.Direct3D11.MapMode.WriteNoOverwrite"/></strong>, or both to the <em>MapType</em> parameter. Other <strong><see cref="T:SharpDX.Direct3D11.MapMode"/></strong>-typed values are not supported for a deferred context.</p><p>The Direct3D 11.1 runtime, which is available starting with Windows Developer Preview, can  map shader resource views (SRVs) of dynamic buffers with <strong><see cref="F:SharpDX.Direct3D11.MapMode.WriteNoOverwrite"/></strong>.  The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers.</p>	
            If <see cref="F:SharpDX.Direct3D11.MapFlags.DoNotWait"/> is used and the resource is still being used by the GPU, this method return an empty DataBox whose property <see cref="P:SharpDX.DataBox.IsEmpty"/> returns <c>true</c>.
            </remarks>	
            <msdn-id>ff476457</msdn-id>	
            <unmanaged>HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] D3D11_MAP_FLAG MapFlags,[Out] D3D11_MAPPED_SUBRESOURCE* pMappedResource)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::Map</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.UpdateSubresource``1(``0@,SharpDX.Direct3D11.Resource,System.Int32,System.Int32,System.Int32,System.Nullable{SharpDX.Direct3D11.ResourceRegion})">
            <summary>
            Copies data from the CPU to to a non-mappable subresource region.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="data">A reference to the data to upload.</param>
            <param name="resource">The destination resource.</param>
            <param name="subresource">The destination subresource.</param>
            <param name="rowPitch">The row pitch.</param>
            <param name="depthPitch">The depth pitch.</param>
            <param name="region">The region</param>
            <remarks>
            This method is implementing the <a href="http://blogs.msdn.com/b/chuckw/archive/2010/07/28/known-issue-direct3d-11-updatesubresource-and-deferred-contexts.aspx">workaround for deferred context</a>.
            </remarks>
            <msdn-id>ff476486</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::UpdateSubresource</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.UpdateSubresource``1(``0[],SharpDX.Direct3D11.Resource,System.Int32,System.Int32,System.Int32,System.Nullable{SharpDX.Direct3D11.ResourceRegion})">
            <summary>
            Copies data from the CPU to to a non-mappable subresource region.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="data">A reference to the data to upload.</param>
            <param name="resource">The destination resource.</param>
            <param name="subresource">The destination subresource.</param>
            <param name="rowPitch">The row pitch.</param>
            <param name="depthPitch">The depth pitch.</param>
            <param name="region">A region that defines the portion of the destination subresource to copy the resource data into. Coordinates are in bytes for buffers and in texels for textures.</param>
            <msdn-id>ff476486</msdn-id>
              <unmanaged>void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch)</unmanaged>
              <unmanaged-short>ID3D11DeviceContext::UpdateSubresource</unmanaged-short>
            <remarks>This method is implementing the <a href="http://blogs.msdn.com/b/chuckw/archive/2010/07/28/known-issue-direct3d-11-updatesubresource-and-deferred-contexts.aspx">workaround for deferred context</a>.</remarks>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.UpdateSubresource(SharpDX.DataBox,SharpDX.Direct3D11.Resource,System.Int32)">
            <summary>
              Copies data from the CPU to to a non-mappable subresource region.
            </summary>
            <param name = "source">The source data.</param>
            <param name = "resource">The destination resource.</param>
            <param name = "subresource">The destination subresource.</param>
            <remarks>
            This method is implementing the <a href="http://blogs.msdn.com/b/chuckw/archive/2010/07/28/known-issue-direct3d-11-updatesubresource-and-deferred-contexts.aspx">workaround for deferred context</a>.
            </remarks>
            <unmanaged>void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.UpdateSubresource(SharpDX.DataBox,SharpDX.Direct3D11.Resource,System.Int32,SharpDX.Direct3D11.ResourceRegion)">
            <summary>
              Copies data from the CPU to to a non-mappable subresource region.
            </summary>
            <param name = "source">The source data.</param>
            <param name = "resource">The destination resource.</param>
            <param name = "subresource">The destination subresource.</param>
            <param name = "region">The destination region within the resource.</param>
            <remarks>
            This method is implementing the <a href="http://blogs.msdn.com/b/chuckw/archive/2010/07/28/known-issue-direct3d-11-updatesubresource-and-deferred-contexts.aspx">workaround for deferred context</a>.
            </remarks>
            <unmanaged>void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.UpdateSubresourceSafe``1(``0@,SharpDX.Direct3D11.Resource,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Copies data from the CPU to to a non-mappable subresource region.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="data">A reference to the data to upload.</param>
            <param name="resource">The destination resource.</param>
            <param name="srcBytesPerElement">The size in bytes per pixel/block element.</param>
            <param name="subresource">The destination subresource.</param>
            <param name="rowPitch">The row pitch.</param>
            <param name="depthPitch">The depth pitch.</param>
            <param name="isCompressedResource">if set to <c>true</c> the resource is a block/compressed resource</param>
            <unmanaged>void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch)</unmanaged>
            <remarks>
            This method is implementing the <a href="http://blogs.msdn.com/b/chuckw/archive/2010/07/28/known-issue-direct3d-11-updatesubresource-and-deferred-contexts.aspx">workaround for deferred context</a>.
            </remarks>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.UpdateSubresourceSafe``1(``0[],SharpDX.Direct3D11.Resource,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Copies data from the CPU to to a non-mappable subresource region.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="data">A reference to the data to upload.</param>
            <param name="resource">The destination resource.</param>
            <param name="srcBytesPerElement">The size in bytes per pixel/block element.</param>
            <param name="subresource">The destination subresource.</param>
            <param name="rowPitch">The row pitch.</param>
            <param name="depthPitch">The depth pitch.</param>
            <param name="isCompressedResource">if set to <c>true</c> the resource is a block/compressed resource</param>
            <remarks>
            This method is implementing the <a href="http://blogs.msdn.com/b/chuckw/archive/2010/07/28/known-issue-direct3d-11-updatesubresource-and-deferred-contexts.aspx">workaround for deferred context</a>.
            </remarks>
            <unmanaged>void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.UpdateSubresourceSafe(SharpDX.DataBox,SharpDX.Direct3D11.Resource,System.Int32,System.Int32,System.Boolean)">
            <summary>
              Copies data from the CPU to to a non-mappable subresource region.
            </summary>
            <param name = "source">The source data.</param>
            <param name = "resource">The destination resource.</param>
            <param name="srcBytesPerElement">The size in bytes per pixel/block element.</param>
            <param name = "subresource">The destination subresource.</param>
            <param name="isCompressedResource">if set to <c>true</c> the resource is a block/compressed resource</param>
            <remarks>
            This method is implementing the <a href="http://blogs.msdn.com/b/chuckw/archive/2010/07/28/known-issue-direct3d-11-updatesubresource-and-deferred-contexts.aspx">workaround for deferred context</a>.
            </remarks>
            <unmanaged>void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.UpdateSubresourceSafe(SharpDX.DataBox,SharpDX.Direct3D11.Resource,System.Int32,System.Int32,SharpDX.Direct3D11.ResourceRegion,System.Boolean)">
            <summary>
              Copies data from the CPU to to a non-mappable subresource region.
            </summary>
            <param name = "source">The source data.</param>
            <param name = "resource">The destination resource.</param>
            <param name="srcBytesPerElement">The size in bytes per pixel/block element.</param>
            <param name = "subresource">The destination subresource.</param>
            <param name = "region">The destination region within the resource.</param>
            <param name="isCompressedResource">if set to <c>true</c> the resource is a block/compressed resource</param>
            <remarks>
            This method is implementing the <a href="http://blogs.msdn.com/b/chuckw/archive/2010/07/28/known-issue-direct3d-11-updatesubresource-and-deferred-contexts.aspx">workaround for deferred context</a>.
            </remarks>
            <unmanaged>void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.UpdateSubresourceSafe(SharpDX.Direct3D11.Resource,System.Int32,System.Nullable{SharpDX.Direct3D11.ResourceRegion},System.IntPtr,System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>
            Updates the subresource safe method.
            </summary>
            <param name="dstResourceRef">The DST resource ref.</param>
            <param name="dstSubresource">The DST subresource.</param>
            <param name="dstBoxRef">The DST box ref.</param>
            <param name="pSrcData">The p SRC data.</param>
            <param name="srcRowPitch">The SRC row pitch.</param>
            <param name="srcDepthPitch">The SRC depth pitch.</param>
            <param name="srcBytesPerElement">The size in bytes per pixel/block element.</param>
            <param name="isCompressedResource">if set to <c>true</c> the resource is a block/compressed resource</param>
            <returns></returns>
            <remarks>
            This method is implementing the <a href="http://blogs.msdn.com/b/chuckw/archive/2010/07/28/known-issue-direct3d-11-updatesubresource-and-deferred-contexts.aspx">workaround for deferred context</a>.
            </remarks>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.NativePointerUpdated(System.IntPtr)">
            <summary>Update nested inner interfaces pointer</summary>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext.VertexShader">
            <summary>Inner interface giving access to VertexShaderStage methods.</summary>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext.PixelShader">
            <summary>Inner interface giving access to PixelShaderStage methods.</summary>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext.InputAssembler">
            <summary>Inner interface giving access to InputAssemblerStage methods.</summary>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext.GeometryShader">
            <summary>Inner interface giving access to GeometryShaderStage methods.</summary>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext.OutputMerger">
            <summary>Inner interface giving access to OutputMergerStage methods.</summary>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext.StreamOutput">
            <summary>Inner interface giving access to StreamOutputStage methods.</summary>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext.Rasterizer">
            <summary>Inner interface giving access to RasterizerStage methods.</summary>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext.HullShader">
            <summary>Inner interface giving access to HullShaderStage methods.</summary>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext.DomainShader">
            <summary>Inner interface giving access to DomainShaderStage methods.</summary>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext.ComputeShader">
            <summary>Inner interface giving access to ComputeShaderStage methods.</summary>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext.TypeInfo">
            <summary>
            <p>Gets the type of device context.</p>
            </summary>
            <msdn-id>ff476431</msdn-id>
            <unmanaged>GetType</unmanaged>
            <unmanaged-short>GetType</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext.ContextFlags">
            <summary>
            <p>Gets the initialization flags associated with the current deferred context.</p>
            </summary>
            <remarks>
            <p>The GetContextFlags method gets the flags that were supplied to the <em>ContextFlags</em> parameter of <strong>ID3D11Device::CreateDeferredContext</strong>; however, the context flag is reserved for future use.</p>
            </remarks>
            <msdn-id>ff476427</msdn-id>
            <unmanaged>GetContextFlags</unmanaged>
            <unmanaged-short>GetContextFlags</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.DrawIndexed(System.Int32,System.Int32,System.Int32)">
            <summary>
            <p>Draw indexed, non-instanced primitives.</p>
            </summary>
            <param name = "indexCount"><dd>  <p>Number of indices to draw.</p> </dd></param>
            <param name = "startIndexLocation"><dd>  <p>The location of the first index read by the GPU from the index buffer.</p> </dd></param>
            <param name = "baseVertexLocation"><dd>  <p>A value added to each index before reading a vertex from the vertex buffer.</p> </dd></param>
            <remarks>
            <p>A draw API submits work to the rendering pipeline.</p><p>If the sum of both indices is negative, the result of the function call is undefined.</p>
            </remarks>
            <msdn-id>ff476409</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DrawIndexed([In] unsigned int IndexCount,[In] unsigned int StartIndexLocation,[In] int BaseVertexLocation)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DrawIndexed</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.Draw(System.Int32,System.Int32)">
            <summary>
            <p>Draw non-indexed, non-instanced primitives.</p>
            </summary>
            <param name = "vertexCount"><dd>  <p>Number of vertices to draw.</p> </dd></param>
            <param name = "startVertexLocation"><dd>  <p>Index of the first vertex, which is usually an offset in a vertex buffer.</p> </dd></param>
            <remarks>
            <p><strong>Draw</strong> submits work to the rendering pipeline.</p><p>The vertex data for a draw call normally comes from a vertex buffer that is bound to the pipeline.</p><p>Even without any vertex buffer bound to the pipeline, you can generate your own vertex data in your vertex shader by using the <strong>SV_VertexID</strong> system-value semantic to determine the current vertex that the runtime is processing.</p>
            </remarks>
            <msdn-id>ff476407</msdn-id>
            <unmanaged>void ID3D11DeviceContext::Draw([In] unsigned int VertexCount,[In] unsigned int StartVertexLocation)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::Draw</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.MapSubresource(SharpDX.Direct3D11.Resource,System.Int32,SharpDX.Direct3D11.MapMode,SharpDX.Direct3D11.MapFlags,SharpDX.DataBox@)">
            <summary>
            <p> Gets a reference to the data contained in a subresource, and denies the GPU access to that subresource. </p>
            </summary>
            <param name = "resourceRef">No documentation.</param>
            <param name = "subresource">No documentation.</param>
            <param name = "mapType">No documentation.</param>
            <param name = "mapFlags">No documentation.</param>
            <param name = "mappedResourceRef">No documentation.</param>
            <returns><p> This method returns one of the Direct3D 11 Return Codes. </p><p> This method also returns <strong><see cref = "!:WasStillDrawing"/></strong> if <em>MapFlags</em> specifies <strong>D3D11_MAP_FLAG_DO_NOT_WAIT</strong> and the GPU is not yet finished with the resource. </p><p> This method also returns <strong><see cref = "!:DeviceRemoved"/></strong> if <em>MapType</em> allows any CPU read access and the video card has been removed. </p><p> For more information about these error codes, see DXGI_ERROR. </p></returns>
            <remarks>
            <p> If you call <strong>Map</strong> on a deferred context, you can only pass <strong>D3D11_MAP_WRITE_DISCARD</strong>, <strong>D3D11_MAP_WRITE_NO_OVERWRITE</strong>, or both to the <em>MapType</em> parameter. Other <strong><see cref = "T:SharpDX.Direct3D11.MapMode"/></strong>-typed values are not supported for a deferred context. </p><strong>Note</strong>?? The Direct3D 11.1 runtime, which is available starting with Windows?8, enables  mapping dynamic constant buffers and shader resource views (SRVs) of dynamic buffers with <strong>D3D11_MAP_WRITE_NO_OVERWRITE</strong>.  The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers. To determine if a Direct3D device supports these features, call <strong>ID3D11Device::CheckFeatureSupport</strong> with <strong>D3D11_FEATURE_D3D11_OPTIONS</strong>. <strong>CheckFeatureSupport</strong> fills members of a <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options"/></strong> structure with the device's features. The relevant members here are <strong>MapNoOverwriteOnDynamicConstantBuffer</strong> and <strong>MapNoOverwriteOnDynamicBufferSRV</strong>.?<p> For info about how to use <strong>Map</strong>, see How to: Use dynamic resources. </p>
            </remarks>
            <msdn-id>ff476457</msdn-id>
            <unmanaged>HRESULT ID3D11DeviceContext::Map([In] ID3D11Resource* pResource,[In] unsigned int Subresource,[In] D3D11_MAP MapType,[In] unsigned int MapFlags,[Out, Optional] D3D11_MAPPED_SUBRESOURCE* pMappedResource)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::Map</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.UnmapSubresource(SharpDX.Direct3D11.Resource,System.Int32)">
            <summary>
            <p>Invalidate the reference to a resource and reenable the GPU's access to that resource.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong> interface. </p> </dd></param>
            <param name = "subresource"><dd>  <p>A subresource to be unmapped.</p> </dd></param>
            <remarks>
            <p> For info about how to use <strong>Unmap</strong>, see How to: Use dynamic resources. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476485</msdn-id>
            <unmanaged>void ID3D11DeviceContext::Unmap([In] ID3D11Resource* pResource,[In] unsigned int Subresource)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::Unmap</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.DrawIndexedInstanced(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <p>Draw indexed, instanced primitives.</p>
            </summary>
            <param name = "indexCountPerInstance"><dd>  <p>Number of indices read from the index buffer for each instance.</p> </dd></param>
            <param name = "instanceCount"><dd>  <p>Number of instances to draw.</p> </dd></param>
            <param name = "startIndexLocation"><dd>  <p>The location of the first index read by the GPU from the index buffer.</p> </dd></param>
            <param name = "baseVertexLocation"><dd>  <p>A value added to each index before reading a vertex from the vertex buffer.</p> </dd></param>
            <param name = "startInstanceLocation"><dd>  <p>A value added to each index before reading per-instance data from a vertex buffer.</p> </dd></param>
            <remarks>
            <p>A draw API submits work to the rendering pipeline.</p><p>Instancing may extend performance by reusing the same geometry to draw multiple objects in a scene. One example of instancing could be  to draw the same object with different positions and colors. Instancing requires multiple vertex buffers: at least one for per-vertex data  and a second buffer for per-instance data.</p>
            </remarks>
            <msdn-id>ff476410</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DrawIndexedInstanced([In] unsigned int IndexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartIndexLocation,[In] int BaseVertexLocation,[In] unsigned int StartInstanceLocation)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DrawIndexedInstanced</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.DrawInstanced(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <p>Draw non-indexed, instanced primitives.</p>
            </summary>
            <param name = "vertexCountPerInstance"><dd>  <p>Number of vertices to draw.</p> </dd></param>
            <param name = "instanceCount"><dd>  <p>Number of instances to draw.</p> </dd></param>
            <param name = "startVertexLocation"><dd>  <p>Index of the first vertex.</p> </dd></param>
            <param name = "startInstanceLocation"><dd>  <p>A value added to each index before reading per-instance data from a vertex buffer.</p> </dd></param>
            <remarks>
            <p>A draw API submits work to the rendering pipeline.</p><p>Instancing may extend performance by reusing the same geometry to draw multiple objects in a scene. One example of instancing could be  to draw the same object with different positions and colors.</p><p>The vertex data for an instanced draw call normally comes from a vertex buffer that is bound to the pipeline.  However, you could also provide the vertex data from a shader that has instanced data identified with a system-value semantic (SV_InstanceID).</p>
            </remarks>
            <msdn-id>ff476412</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DrawInstanced([In] unsigned int VertexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartVertexLocation,[In] unsigned int StartInstanceLocation)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DrawInstanced</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)">
            <summary>
            <p>Mark the beginning of a series of commands.</p>
            </summary>
            <param name = "asyncRef"><dd>  <p>A reference to an <strong><see cref = "T:SharpDX.Direct3D11.Asynchronous"/></strong> interface.</p> </dd></param>
            <remarks>
            <p>Use <strong>ID3D11DeviceContext::End</strong> to mark the ending of the series of commands.</p>
            </remarks>
            <msdn-id>ff476386</msdn-id>
            <unmanaged>void ID3D11DeviceContext::Begin([In] ID3D11Asynchronous* pAsync)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::Begin</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)">
            <summary>
            <p>Mark the end of a series of commands.</p>
            </summary>
            <param name = "asyncRef"><dd>  <p>A reference to an <strong><see cref = "T:SharpDX.Direct3D11.Asynchronous"/></strong> interface.</p> </dd></param>
            <remarks>
            <p>Use <strong>ID3D11DeviceContext::Begin</strong> to mark the beginning of the series of commands.</p>
            </remarks>
            <msdn-id>ff476422</msdn-id>
            <unmanaged>void ID3D11DeviceContext::End([In] ID3D11Asynchronous* pAsync)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::End</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)">
            <summary>
            <p>Get data from the graphics processing unit (GPU) asynchronously.</p>
            </summary>
            <param name = "asyncRef"><dd>  <p>A reference to an <strong><see cref = "T:SharpDX.Direct3D11.Asynchronous"/></strong> interface for the object about which <strong>GetData</strong> retrieves data.</p> </dd></param>
            <param name = "dataRef"><dd>  <p>Address of memory that will receive the data. If <strong><c>null</c></strong>, <strong>GetData</strong> will be used only to check status. The type of data output depends on the type of asynchronous interface.</p> </dd></param>
            <param name = "dataSize"><dd>  <p>Size of the data to retrieve or 0. Must be 0 when <em>pData</em> is <strong><c>null</c></strong>.</p> </dd></param>
            <param name = "getDataFlags"><dd>  <p>Optional flags. Can be 0 or any combination of the flags enumerated by <strong><see cref = "T:SharpDX.Direct3D11.AsynchronousFlags"/></strong>.</p> </dd></param>
            <returns><p>This method returns one of the Direct3D 11 Return Codes. A return value of <see cref = "F:SharpDX.Result.Ok"/> indicates that the data at <em>pData</em> is available for the calling application to access. A return value of S_FALSE indicates that the data is not yet available. If the data is not yet available, the application must call <strong>GetData</strong> until the data is available.</p></returns>
            <remarks>
            <p>Queries in a deferred context are limited to predicated drawing. That is, you cannot call <strong>ID3D11DeviceContext::GetData</strong> on a deferred context to get data about a query; you can only call <strong>GetData</strong> on the immediate context to get data about a query. For predicated drawing, the results of a predication-type query are used by the GPU and not returned to an application. For more information about predication and predicated drawing, see <strong>D3D11DeviceContext::SetPredication</strong>.</p><p><strong>GetData</strong> retrieves the data that the runtime collected between calls to <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>.  Certain queries only require a call to <strong>ID3D11DeviceContext::End</strong> in which case the data returned by <strong>GetData</strong> is accurate up to the last call to <strong>ID3D11DeviceContext::End</strong>. For information about the queries that only require a call to <strong>ID3D11DeviceContext::End</strong> and about the type of data that <strong>GetData</strong> retrieves for each query, see <strong><see cref = "T:SharpDX.Direct3D11.QueryType"/></strong>.</p><p>If <em>DataSize</em> is 0, <strong>GetData</strong> is only used to check status.</p><p>An application gathers counter data by calling <strong>ID3D11DeviceContext::Begin</strong>, issuing some graphics commands, calling <strong>ID3D11DeviceContext::End</strong>, and then calling <strong>ID3D11DeviceContext::GetData</strong> to get data about what happened in between the <strong>Begin</strong> and <strong>End</strong> calls. For information about performance counter types, see <strong><see cref = "T:SharpDX.Direct3D11.CounterKind"/></strong>. </p>
            </remarks>
            <msdn-id>ff476428</msdn-id>
            <unmanaged>HRESULT ID3D11DeviceContext::GetData([In] ID3D11Asynchronous* pAsync,[Out, Buffer, Optional] void* pData,[In] unsigned int DataSize,[In] unsigned int GetDataFlags)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GetData</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.SetPredication(SharpDX.Direct3D11.Predicate,SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>Set a rendering predicate.</p>
            </summary>
            <param name = "predicateRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.Predicate"/></strong> interface that represents the rendering predicate. A <strong><c>null</c></strong> value indicates "no" predication; in this case, the value of <em>PredicateValue</em> is irrelevant but will be preserved for <strong>ID3D11DeviceContext::GetPredication</strong>.</p> </dd></param>
            <param name = "predicateValue"><dd>  <p>If <strong>TRUE</strong>, rendering will be affected by when the predicate's conditions are met. If <strong><see cref = "F:SharpDX.Result.False"/></strong>, rendering will be affected when the conditions are not met.</p> </dd></param>
            <remarks>
            <p>The predicate must be in the "issued" or "signaled" state to be used for predication. While the predicate is set for predication, calls to <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong> are invalid.</p><p>Use this method to denote that subsequent rendering and resource manipulation commands are not actually performed if the resulting predicate data of the predicate is equal to the <em>PredicateValue</em>. However, some predicates are only hints, so they may not actually prevent operations from being performed. </p><p>The primary usefulness of predication is to allow an application to issue rendering and resource manipulation commands without taking the performance hit of spinning, waiting for <strong>ID3D11DeviceContext::GetData</strong> to return. So, predication can occur while <strong>ID3D11DeviceContext::GetData</strong> returns <strong>S_FALSE</strong>. Another way to think of it: an application can also use predication as a fallback, if it is possible that <strong>ID3D11DeviceContext::GetData</strong> returns <strong>S_FALSE</strong>. If <strong>ID3D11DeviceContext::GetData</strong> returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>, the application can skip calling the rendering and resource manipulation commands manually with it's own application logic.</p><p>Rendering and resource manipulation commands for Direct3D?11 include these Draw, Dispatch, Copy, Update, Clear, Generate, and Resolve operations.</p><ul> <li> <strong>Draw</strong> </li> <li> <strong>DrawAuto</strong> </li> <li> <strong>DrawIndexed</strong> </li> <li> <strong>DrawIndexedInstanced</strong> </li> <li> <strong>DrawIndexedInstancedIndirect</strong> </li> <li> <strong>DrawInstanced</strong> </li> <li> <strong>DrawInstancedIndirect</strong> </li> <li> <strong>Dispatch</strong> </li> <li> <strong>DispatchIndirect</strong> </li> <li> <strong>CopyResource</strong> </li> <li> <strong>CopyStructureCount</strong> </li> <li> <strong>CopySubresourceRegion</strong> </li> <li> <strong>CopySubresourceRegion1</strong> </li> <li> <strong>CopyTiles</strong> </li> <li> <strong>CopyTileMappings</strong> </li> <li> <strong>UpdateSubresource</strong> </li> <li> <strong>UpdateSubresource1</strong> </li> <li> <strong>UpdateTiles</strong> </li> <li> <strong>UpdateTileMappings</strong> </li> <li> <strong>ClearRenderTargetView</strong> </li> <li> <strong>ClearUnorderedAccessViewFloat</strong> </li> <li> <strong>ClearUnorderedAccessViewUint</strong> </li> <li> <strong>ClearView</strong> </li> <li> <strong>ClearDepthStencilView</strong> </li> <li> <strong>GenerateMips</strong> </li> <li> <strong>ResolveSubresource</strong> </li> </ul><p>You can set a rendering predicate on an immediate or a deferred context. For info about immediate and deferred contexts, see Immediate and Deferred Rendering. </p>
            </remarks>
            <msdn-id>ff476481</msdn-id>
            <unmanaged>void ID3D11DeviceContext::SetPredication([In, Optional] ID3D11Predicate* pPredicate,[In] BOOL PredicateValue)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::SetPredication</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.DrawAuto">
            <summary>
            <p>Draw geometry of an unknown size.</p>
            </summary>
            <remarks>
            <p>A draw API submits work to the rendering pipeline. This API submits work of an unknown size that was processed by the input assembler, vertex shader, and stream-output stages;  the work may or may not have gone through the geometry-shader stage.</p><p>After data has been streamed out to stream-output stage buffers, those buffers can be again bound to the Input Assembler stage at input slot 0 and DrawAuto will draw them without the application needing to know the amount of data that was written to the buffers. A measurement of the amount of data written to the SO stage buffers is maintained internally when the data is streamed out. This means that the CPU does not need to fetch the measurement before re-binding the data that was streamed as input data. Although this amount is tracked internally, it is still the responsibility of applications to use input layouts to describe the format of the data in the SO stage buffers so that the layouts are available when the buffers are again bound to the input assembler.</p><p>The following diagram shows the DrawAuto process.</p><p></p><p>Calling DrawAuto does not change the state of the streaming-output buffers that were bound again as inputs.</p><p>DrawAuto only works when drawing with one input buffer bound as an input to the IA stage at slot 0. Applications must create the SO buffer resource with both binding flags, <strong>D3D11_BIND_VERTEX_BUFFER</strong> and <strong>D3D11_BIND_STREAM_OUTPUT</strong>.</p><p>This API does not support indexing or instancing.</p><p>If an application needs to retrieve the size of the streaming-output buffer, it can query for statistics on streaming output by using <strong>D3D11_QUERY_SO_STATISTICS</strong>.</p>
            </remarks>
            <msdn-id>ff476408</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DrawAuto()</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DrawAuto</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.DrawIndexedInstancedIndirect(SharpDX.Direct3D11.Buffer,System.Int32)">
            <summary>
            <p>Draw indexed, instanced, GPU-generated primitives.</p>
            </summary>
            <param name = "bufferForArgsRef"><dd>  <p> A reference to an <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>, which is a buffer containing the GPU generated primitives. </p> </dd></param>
            <param name = "alignedByteOffsetForArgs"><dd>  <p> Offset in <em>pBufferForArgs</em> to the start of the GPU generated primitives. </p> </dd></param>
            <remarks>
            <p> When an application creates a buffer that is associated with the <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> interface that  <em>pBufferForArgs</em> points to, the application must set the <strong>D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS</strong> flag in the <strong>MiscFlags</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.BufferDescription"/></strong> structure that describes the buffer. To create the buffer, the application calls the <strong>ID3D11Device::CreateBuffer</strong> method and in this call passes a reference to <strong><see cref = "T:SharpDX.Direct3D11.BufferDescription"/></strong> in the <em>pDesc</em> parameter. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476411</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DrawIndexedInstancedIndirect([In] ID3D11Buffer* pBufferForArgs,[In] unsigned int AlignedByteOffsetForArgs)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DrawIndexedInstancedIndirect</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.DrawInstancedIndirect(SharpDX.Direct3D11.Buffer,System.Int32)">
            <summary>
            <p>Draw instanced, GPU-generated primitives.</p>
            </summary>
            <param name = "bufferForArgsRef"><dd>  <p>A reference to an <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>, which is a buffer containing the GPU generated primitives.</p> </dd></param>
            <param name = "alignedByteOffsetForArgs"><dd>  <p>Offset in <em>pBufferForArgs</em> to the start of the GPU generated primitives.</p> </dd></param>
            <remarks>
            <p>When an application creates a buffer that is associated with the <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> interface that  <em>pBufferForArgs</em> points to, the application must set the <strong>D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS</strong> flag in the <strong>MiscFlags</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.BufferDescription"/></strong> structure that describes the buffer. To create the buffer, the application calls the <strong>ID3D11Device::CreateBuffer</strong> method and in this call passes a reference to <strong><see cref = "T:SharpDX.Direct3D11.BufferDescription"/></strong> in the <em>pDesc</em> parameter.</p>
            </remarks>
            <msdn-id>ff476413</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DrawInstancedIndirect([In] ID3D11Buffer* pBufferForArgs,[In] unsigned int AlignedByteOffsetForArgs)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DrawInstancedIndirect</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.Dispatch(System.Int32,System.Int32,System.Int32)">
            <summary>
            <p>Execute a command list from a thread group.</p>
            </summary>
            <param name = "threadGroupCountX"><dd>  <p>The number of groups dispatched in the x direction. <em>ThreadGroupCountX</em> must be less than or equal to <see cref = "!:DispatchMaximumThreadGroupsPerDimension"/> (65535).</p> </dd></param>
            <param name = "threadGroupCountY"><dd>  <p>The number of groups dispatched in the y direction. <em>ThreadGroupCountY</em> must be less than or equal to <see cref = "!:DispatchMaximumThreadGroupsPerDimension"/> (65535).</p> </dd></param>
            <param name = "threadGroupCountZ"><dd>  <p>The number of groups dispatched in the z direction.  <em>ThreadGroupCountZ</em> must be less than or equal to <see cref = "!:DispatchMaximumThreadGroupsPerDimension"/> (65535).  In feature level 10 the value for <em>ThreadGroupCountZ</em> must be 1.</p> </dd></param>
            <remarks>
            <p>You call the <strong>Dispatch</strong> method to execute commands in a compute shader. A compute shader can be run on many threads in parallel, within a thread group. Index a particular thread, within a thread group using a 3D vector  given by (x,y,z).</p><p>In the following illustration, assume a thread group with 50 threads where the size of the group is given by (5,5,2). A single thread is identified from a  thread group with 50 threads in it, using the vector (4,1,1).</p><p></p><p>The following illustration shows the relationship between the parameters passed to <strong>ID3D11DeviceContext::Dispatch</strong>, Dispatch(5,3,2), the values specified in the numthreads attribute, numthreads(10,8,3), and values that will passed to the compute shader for the thread-related system values 
            (SV_GroupIndex,SV_DispatchThreadID,SV_GroupThreadID,SV_GroupID).</p><p></p>
            </remarks>
            <msdn-id>ff476405</msdn-id>
            <unmanaged>void ID3D11DeviceContext::Dispatch([In] unsigned int ThreadGroupCountX,[In] unsigned int ThreadGroupCountY,[In] unsigned int ThreadGroupCountZ)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::Dispatch</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.DispatchIndirect(SharpDX.Direct3D11.Buffer,System.Int32)">
            <summary>
            <p>Execute a command list over one or more thread groups.</p>
            </summary>
            <param name = "bufferForArgsRef"><dd>  <p>A reference to an <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>, which must be loaded with data that matches the argument list for <strong>ID3D11DeviceContext::Dispatch</strong>.</p> </dd></param>
            <param name = "alignedByteOffsetForArgs"><dd>  <p>A byte-aligned offset between the start of the buffer and the arguments.</p> </dd></param>
            <remarks>
            <p>You call the <strong>DispatchIndirect</strong> method to execute commands in a compute shader.</p><p>When an application creates a buffer that is associated with the <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> interface that  <em>pBufferForArgs</em> points to, the application must set the <strong>D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS</strong> flag in the <strong>MiscFlags</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.BufferDescription"/></strong> structure that describes the buffer. To create the buffer, the application calls the <strong>ID3D11Device::CreateBuffer</strong> method and in this call passes a reference to <strong><see cref = "T:SharpDX.Direct3D11.BufferDescription"/></strong> in the <em>pDesc</em> parameter.</p>
            </remarks>
            <msdn-id>ff476406</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DispatchIndirect([In] ID3D11Buffer* pBufferForArgs,[In] unsigned int AlignedByteOffsetForArgs)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DispatchIndirect</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.CopySubresourceRegion_(SharpDX.Direct3D11.Resource,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.Resource,System.Int32,System.Nullable{SharpDX.Direct3D11.ResourceRegion})">
            <summary>
            <p>Copy a region from a source resource to a destination resource.</p>
            </summary>
            <param name = "dstResourceRef"><dd>  <p>A reference to the destination resource (see <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong>).</p> </dd></param>
            <param name = "dstSubresource"><dd>  <p>Destination subresource index.</p> </dd></param>
            <param name = "dstX"><dd>  <p>The x-coordinate of the upper left corner of the destination region.</p> </dd></param>
            <param name = "dstY"><dd>  <p>The y-coordinate of the upper left corner of the destination region. For a 1D subresource, this must be zero.</p> </dd></param>
            <param name = "dstZ"><dd>  <p>The z-coordinate of the upper left corner of the destination region. For a 1D or 2D subresource, this must be zero.</p> </dd></param>
            <param name = "srcResourceRef"><dd>  <p>A reference to the source resource (see <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong>).</p> </dd></param>
            <param name = "srcSubresource"><dd>  <p>Source subresource index.</p> </dd></param>
            <param name = "srcBoxRef"><dd>  <p>A reference to a 3D box (see <strong><see cref = "T:SharpDX.Direct3D11.ResourceRegion"/></strong>) that defines the source subresource that can be copied. If <strong><c>null</c></strong>, the entire source subresource is copied. The box must fit within the source resource.</p> <p>An empty box results in a no-op. A box is empty if the top value is greater than or equal to the bottom value, or the left value is greater than or equal to the right value, or the front value is greater than or equal to the back value. When the box is empty, <strong>CopySubresourceRegion</strong> doesn't perform a copy operation.</p> </dd></param>
            <remarks>
            <p>The source box must be within the size of the source resource. The destination offsets, (x, y, and z), allow the source box to be offset when writing into the destination resource; however, the dimensions of the source box and the offsets must be within the size of the resource. If you try and copy outside the destination resource or specify a source box that is larger than the source resource, the behavior of <strong>CopySubresourceRegion</strong> is undefined. If you created a device that supports the debug layer, the debug output reports an error on this invalid <strong>CopySubresourceRegion</strong> call. Invalid parameters to <strong>CopySubresourceRegion</strong> cause undefined behavior and might result in incorrect rendering, clipping, no copy, or even the removal of the rendering device.</p><p>If the resources are buffers, all coordinates are in bytes; if the resources are textures, all coordinates are in texels. <strong>D3D11CalcSubresource</strong> is a helper function for calculating subresource indexes.</p><p><strong>CopySubresourceRegion</strong> performs the copy on the GPU (similar to a memcpy by the CPU). As a consequence, the source and destination resources:</p><ul> <li>Must be different subresources (although they can be from the same resource).</li> <li>Must be the same type.</li> <li>Must have compatible DXGI formats (identical or from the same type group). For example, a DXGI_FORMAT_R32G32B32_FLOAT texture can be copied to an DXGI_FORMAT_R32G32B32_UINT texture since both of these formats are in the DXGI_FORMAT_R32G32B32_TYPELESS group. <strong>CopySubresourceRegion</strong> can copy between a few format types. For more info, see Format Conversion using Direct3D 10.1.</li> <li>May not be currently mapped.</li> </ul><p><strong>CopySubresourceRegion</strong> only supports copy; it does not support any stretch, color key, or blend. <strong>CopySubresourceRegion</strong> can reinterpret the resource data between a few format types. For more info, see Format Conversion using Direct3D 10.1.</p><p> If your app needs to copy an entire resource, we recommend to use <strong>ID3D11DeviceContext::CopyResource</strong> instead. </p><p><strong>CopySubresourceRegion</strong> is an asynchronous call, which may be added to the command-buffer queue, this attempts to remove pipeline stalls that may occur when copying data. For more information about pipeline stalls, see performance considerations.</p><strong>Note</strong>??<strong>Applies only to feature level 9_x hardware</strong> If you use <strong>ID3D11DeviceContext::UpdateSubresource</strong> or <strong>CopySubresourceRegion</strong> to copy from a staging resource to a default resource, you can corrupt the destination contents. This occurs if you pass a <strong><c>null</c></strong> source box and if the source resource has different dimensions from those of the destination resource or if you use destination offsets, (x, y, and z). In this situation, always pass a source box that is the full size of the source resource.?<strong>Note</strong>??<strong>Applies only to feature level 9_x hardware</strong> You can't use <strong>CopySubresourceRegion</strong> to copy mipmapped volume textures.?<strong>Note</strong>??<strong>Applies only to feature levels 9_x</strong> Subresources created with the D3D11_BIND_DEPTH_STENCIL flag can only be used as a source for <strong>CopySubresourceRegion</strong>.?<strong>Note</strong>??If you use <strong>CopySubresourceRegion</strong> with a depth-stencil buffer or a multisampled resource, you must copy the whole subresource. In this situation, you must pass 0 to the <em>DstX</em>, <em>DstY</em>, and <em>DstZ</em> parameters and <strong><c>null</c></strong> to the <em>pSrcBox</em> parameter. In addition, source and destination resources, which are represented by the <em>pSrcResource</em> and <em>pDstResource</em> parameters, should have identical sample count values.?
            </remarks>
            <msdn-id>ff476394</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CopySubresourceRegion([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In] unsigned int DstX,[In] unsigned int DstY,[In] unsigned int DstZ,[In] ID3D11Resource* pSrcResource,[In] unsigned int SrcSubresource,[In, Optional] const D3D11_BOX* pSrcBox)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CopySubresourceRegion</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.CopyResource_(SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.Resource)">
            <summary>
            <p>Copy the entire contents of the source resource to the destination resource using the GPU. </p>
            </summary>
            <param name = "dstResourceRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong> interface that represents the destination resource.</p> </dd></param>
            <param name = "srcResourceRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong> interface that represents the source resource.</p> </dd></param>
            <remarks>
            <p>This method is unusual in that it causes the GPU to perform the copy operation (similar to a memcpy by the CPU). As a result, it has a few restrictions designed for improving performance. For instance, the source and destination resources:</p><ul> <li>Must be different resources.</li> <li>Must be the same type.</li> <li>Must have identical dimensions (including width, height, depth, and size as appropriate).</li> <li>Must have compatible DXGI formats, which means the formats must be identical or at least from the same type group. For example, a DXGI_FORMAT_R32G32B32_FLOAT texture can be copied to an DXGI_FORMAT_R32G32B32_UINT texture since both of these formats are in the DXGI_FORMAT_R32G32B32_TYPELESS group. <strong>CopyResource</strong> can copy between a few format types. For more info, see Format Conversion using Direct3D 10.1.</li> <li>Can't be currently mapped.</li> </ul><p><strong>CopyResource</strong> only supports copy; it doesn't support any stretch, color key, or blend. <strong>CopyResource</strong> can reinterpret the resource data between a few format types. For more info, see Format Conversion using Direct3D 10.1.</p><p>You can't use an <strong>Immutable</strong> resource as a destination. You can use a   <strong>depth-stencil</strong> resource as either a source or a destination provided that the feature level is D3D_FEATURE_LEVEL_10_1 or greater. For feature levels 9_x, resources created with the D3D11_BIND_DEPTH_STENCIL flag can only be used as a source for <strong>CopyResource</strong>.  Resources created with multisampling capability (see <strong><see cref = "T:SharpDX.DXGI.SampleDescription"/></strong>) can be used as source and destination only if both source and destination have identical multisampled count and quality. If source and destination differ in multisampled count and quality or if one is multisampled and the other is not multisampled, the call to <strong>ID3D11DeviceContext::CopyResource</strong> fails. Use <strong>ID3D11DeviceContext::ResolveSubresource</strong> to resolve a multisampled resource to a resource that is not multisampled.</p><p>The method is an asynchronous call, which may be added to the command-buffer queue. This attempts to remove pipeline stalls that may occur when copying data. For more info, see performance considerations.</p><p>We recommend to use <strong>ID3D11DeviceContext::CopySubresourceRegion</strong> instead if you only need to copy a portion of the data in a resource.</p>
            </remarks>
            <msdn-id>ff476392</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CopyResource([In] ID3D11Resource* pDstResource,[In] ID3D11Resource* pSrcResource)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CopyResource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.UpdateSubresource(SharpDX.Direct3D11.Resource,System.Int32,System.Nullable{SharpDX.Direct3D11.ResourceRegion},System.IntPtr,System.Int32,System.Int32)">
            <summary>
            <p>The CPU copies data from memory to a subresource created in non-mappable memory.</p>
            </summary>
            <param name = "dstResourceRef"><dd>  <p>A reference to the destination resource (see <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong>).</p> </dd></param>
            <param name = "dstSubresource"><dd>  <p>A zero-based index, that identifies the destination subresource. See <strong>D3D11CalcSubresource</strong> for more details.</p> </dd></param>
            <param name = "dstBoxRef"><dd>  <p>A reference to a box that defines the portion of the destination subresource to copy the resource data into. Coordinates are in bytes for buffers and in texels for textures. If <strong><c>null</c></strong>, the data is written to the destination subresource with no offset. The dimensions of the source must fit the destination (see <strong><see cref = "T:SharpDX.Direct3D11.ResourceRegion"/></strong>).</p> <p>An empty box results in a no-op. A box is empty if the top value is greater than or equal to the bottom value, or the left value is greater than or equal to the right value, or the front value is greater than or equal to the back value. When the box is empty, <strong>UpdateSubresource</strong> doesn't perform an update operation.</p> </dd></param>
            <param name = "srcDataRef"><dd>  <p>A reference to the source data in memory.</p> </dd></param>
            <param name = "srcRowPitch"><dd>  <p>The size of one row of the source data.</p> </dd></param>
            <param name = "srcDepthPitch"><dd>  <p>The size of one depth slice of source data.</p> </dd></param>
            <remarks>
            <p>For a shader-constant buffer; set <em>pDstBox</em> to <strong><c>null</c></strong>. It is not possible to use this method to partially update a shader-constant buffer.</p><p>A resource cannot be used as a destination if:</p><ul> <li>the resource is created with <strong>immutable</strong> or <strong>dynamic</strong> usage.</li> <li>the resource is created as a depth-stencil resource.</li> <li>the resource is created with multisampling capability (see <strong><see cref = "T:SharpDX.DXGI.SampleDescription"/></strong>).</li> </ul><p>When <strong>UpdateSubresource</strong> returns, the application is free to change or even free the data pointed to by <em>pSrcData</em> because the method has already copied/snapped away the original contents.</p><p>The performance of <strong>UpdateSubresource</strong> depends on whether or not there is contention for the destination resource. For example, contention for a vertex buffer resource occurs when the application executes a <strong>Draw</strong> call and later calls <strong>UpdateSubresource</strong> on the same vertex buffer before the <strong>Draw</strong> call is actually executed by the GPU.</p><ul> <li>When there is contention for the resource, <strong>UpdateSubresource</strong> will perform 2 copies of the source data. First, the data is copied by the CPU to a temporary storage space accessible by the command buffer. This copy happens before the method returns.  A second copy is then performed by the GPU to copy the source data into non-mappable memory. This second copy happens asynchronously because it is executed by GPU when the command buffer is flushed.</li> <li>When there is no resource contention, the behavior of <strong>UpdateSubresource</strong> is dependent on which is faster (from the CPU's perspective): copying the data to the command buffer and then having a second copy execute when the command buffer is flushed, or having the CPU copy the data to the final resource location. This is dependent on the architecture of the underlying system.</li> </ul><strong>Note</strong>??<strong>Applies only to feature level 9_x hardware</strong> If you use <strong>UpdateSubresource</strong> or <strong>ID3D11DeviceContext::CopySubresourceRegion</strong> to copy from a staging resource to a default resource, you can corrupt the destination contents. This occurs if you pass a <strong><c>null</c></strong> source box and if the source resource has different dimensions from those of the destination resource or if you use destination offsets, (x, y, and z). In this situation, always pass a source box that is the full size of the source resource.?<p>To better understand the source row pitch and source depth pitch parameters, the following illustration shows a 3D volume texture.</p><p></p><p>Each block in this visual represents an element of data, and the size of each element is dependent on the resource's format. For example, if the resource format is DXGI_FORMAT_R32G32B32A32_FLOAT, the size of each element would be 128 bits, or 16 bytes. This 3D volume texture has a width of two, a height of three, and a depth of four.</p><p>To calculate the source row pitch and source depth pitch for a given resource, use the following formulas:</p><ul> <li>Source Row Pitch = [size of one element in bytes] * [number of elements in one row]</li> <li>Source Depth Pitch = [Source Row Pitch] * [number of rows (height)]</li> </ul><p>In the case of this example 3D volume texture where the size of each element is 16 bytes, the formulas are as follows:</p><ul> <li>Source Row Pitch = 16 * 2 = 32</li> <li>Source Depth Pitch = 16 * 2 * 3 = 96</li> </ul><p>The following illustration shows the resource as it is laid out in memory.</p><p></p><p>For example, the following code snippet shows how to specify a destination region in a 2D texture. Assume the destination texture is 512x512 and the operation will copy the data pointed to by <em>pData</em> to  [(120,100)..(200,220)] in the destination texture. Also assume that <em>rowPitch</em> has been initialized with the proper value (as explained above). <strong>front</strong> and <strong>back</strong> are set to 0 and 1 respectively, because by having <strong>front</strong> equal to <strong>back</strong>, the box is technically empty.</p><pre> <see cref = "T:SharpDX.Direct3D11.ResourceRegion"/> destRegion;
            destRegion.left = 120;
            destRegion.right = 200;
            destRegion.top = 100;
            destRegion.bottom = 220;
            destRegion.front = 0;
            destRegion.back = 1; pd3dDeviceContext-&gt;UpdateSubresource( pDestTexture, 0, &amp;destRegion, pData, rowPitch, 0 );
            </pre><p>The 1D case is similar. The following snippet shows how to specify a destination region in a 1D texture. Use the same assumptions as above, except that the texture is 512 in length.</p><pre> <see cref = "T:SharpDX.Direct3D11.ResourceRegion"/> destRegion;
            destRegion.left = 120;
            destRegion.right = 200;
            destRegion.top = 0;
            destRegion.bottom = 1;
            destRegion.front = 0;
            destRegion.back = 1; pd3dDeviceContext-&gt;UpdateSubresource( pDestTexture, 0, &amp;destRegion, pData, rowPitch, 0 );
            </pre><p>For info about various resource types and how <strong>UpdateSubresource</strong> might work with each resource type, see Introduction to a Resource in Direct3D 11. </p>
            </remarks>
            <msdn-id>ff476486</msdn-id>
            <unmanaged>void ID3D11DeviceContext::UpdateSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::UpdateSubresource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.CopyStructureCount(SharpDX.Direct3D11.Buffer,System.Int32,SharpDX.Direct3D11.UnorderedAccessView)">
            <summary>
            <p>Copies data from a buffer holding variable length data.</p>
            </summary>
            <param name = "dstBufferRef"><dd>  <p>Pointer to <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>.  This can be any buffer resource that other copy commands,  such as <strong>ID3D11DeviceContext::CopyResource</strong> or <strong>ID3D11DeviceContext::CopySubresourceRegion</strong>, are able to write to.</p> </dd></param>
            <param name = "dstAlignedByteOffset"><dd>  <p>Offset from the start of <em>pDstBuffer</em> to write 32-bit UINT structure (vertex) count from <em>pSrcView</em>.</p> </dd></param>
            <param name = "srcViewRef"><dd>  <p>Pointer to an <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessView"/></strong> of a Structured Buffer resource created with either  <strong>D3D11_BUFFER_UAV_FLAG_APPEND</strong> or <strong>D3D11_BUFFER_UAV_FLAG_COUNTER</strong> specified  when the UAV was created.   These types of resources have hidden counters tracking "how many" records have  been written.</p> </dd></param>
            <msdn-id>ff476393</msdn-id>
            <unmanaged>void ID3D11DeviceContext::CopyStructureCount([In] ID3D11Buffer* pDstBuffer,[In] unsigned int DstAlignedByteOffset,[In] ID3D11UnorderedAccessView* pSrcView)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::CopyStructureCount</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.ClearRenderTargetView(SharpDX.Direct3D11.RenderTargetView,SharpDX.Mathematics.Interop.RawColor4)">
            <summary>
            <p>Set all the elements in a render target to one value.</p>
            </summary>
            <param name = "renderTargetViewRef"><dd>  <p>Pointer to the render target.</p> </dd></param>
            <param name = "colorRGBA"><dd>  <p>A 4-component array that represents the color to fill the render target with.</p> </dd></param>
            <remarks>
            <p>Applications that wish to clear a render target to a specific integer value bit pattern should render a screen-aligned quad instead of using this method.  The reason for this is because this method accepts as input a floating point value, which may not have the same bit pattern as the original integer.</p><table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 11/10:</p> <p>Unlike Direct3D 9, the full extent of the resource view is always cleared. Viewport and scissor settings are not applied.</p> </td></tr> </table><p>?</p><p>When using <strong>D3D_FEATURE_LEVEL_9_x</strong>, <strong>ClearRenderTargetView</strong> only clears the first array slice in the render target view. This can impact (for example) cube map rendering scenarios. Applications should create a render target view for each face or array slice, then clear each view individually.</p>
            </remarks>
            <msdn-id>ff476388</msdn-id>
            <unmanaged>void ID3D11DeviceContext::ClearRenderTargetView([In] ID3D11RenderTargetView* pRenderTargetView,[In] const float* ColorRGBA)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::ClearRenderTargetView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.ClearUnorderedAccessView(SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Mathematics.Interop.RawInt4)">
            <summary>
            <p>Clears an unordered access resource with bit-precise values.</p>
            </summary>
            <param name = "unorderedAccessViewRef">No documentation.</param>
            <param name = "values">No documentation.</param>
            <remarks>
            <p>This API copies the lower ni bits from each array element i to the corresponding channel, where ni is the number of bits in  the ith channel of the resource format (for example, R8G8B8_FLOAT has 8 bits for the first 3 channels). This works on any UAV with no format conversion.  For a raw or structured buffer view, only the first array element value is used.</p>
            </remarks>
            <msdn-id>ff476391</msdn-id>
            <unmanaged>void ID3D11DeviceContext::ClearUnorderedAccessViewUint([In] ID3D11UnorderedAccessView* pUnorderedAccessView,[In] const unsigned int* Values)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::ClearUnorderedAccessViewUint</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.ClearUnorderedAccessView(SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Mathematics.Interop.RawVector4)">
            <summary>
            <p>Clears an unordered access resource with a float value.</p>
            </summary>
            <param name = "unorderedAccessViewRef">No documentation.</param>
            <param name = "values">No documentation.</param>
            <remarks>
            <p>This API works on FLOAT, UNORM, and SNORM unordered access views (UAVs), with format conversion from FLOAT to *NORM where appropriate. On other UAVs, the operation is invalid and the call will not reach the driver.</p>
            </remarks>
            <msdn-id>ff476390</msdn-id>
            <unmanaged>void ID3D11DeviceContext::ClearUnorderedAccessViewFloat([In] ID3D11UnorderedAccessView* pUnorderedAccessView,[In] const float* Values)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::ClearUnorderedAccessViewFloat</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.ClearDepthStencilView(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.DepthStencilClearFlags,System.Single,System.Byte)">
            <summary>
            <p>Clears the depth-stencil resource.</p>
            </summary>
            <param name = "depthStencilViewRef"><dd>  <p>Pointer to the depth stencil to be cleared.</p> </dd></param>
            <param name = "clearFlags"><dd>  <p>Identify the type of data to clear (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilClearFlags"/></strong>).</p> </dd></param>
            <param name = "depth"><dd>  <p>Clear the depth buffer with this value. This value will be clamped between 0 and 1.</p> </dd></param>
            <param name = "stencil"><dd>  <p>Clear the stencil buffer with this value.</p> </dd></param>
            <remarks>
            <table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 11/10:</p> <p>Unlike Direct3D 9, the full extent of the resource view is always cleared. Viewport and scissor settings are not applied.</p> </td></tr> </table><p>?</p>
            </remarks>
            <msdn-id>ff476387</msdn-id>
            <unmanaged>void ID3D11DeviceContext::ClearDepthStencilView([In] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int ClearFlags,[In] float Depth,[In] unsigned char Stencil)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::ClearDepthStencilView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.GenerateMips(SharpDX.Direct3D11.ShaderResourceView)">
            <summary>
            <p>Generates mipmaps for the given shader resource.</p>
            </summary>
            <param name = "shaderResourceViewRef"><dd>  <p>A reference to an <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceView"/></strong> interface that represents the shader resource.</p> </dd></param>
            <remarks>
            <p>You can call <strong>GenerateMips</strong> on any shader-resource view to generate the lower mipmap levels for the shader resource. <strong>GenerateMips</strong> uses the largest mipmap level of the view to recursively generate the lower levels of the mip and stops with the smallest level that is specified by the view. If the base resource wasn't created with <strong>D3D11_BIND_RENDER_TARGET</strong>, <strong>D3D11_BIND_SHADER_RESOURCE</strong>, and <strong>D3D11_RESOURCE_MISC_GENERATE_MIPS</strong>, the call to <strong>GenerateMips</strong> has no effect.</p><p>Feature levels 9.1, 9.2, and 9.3 can't support automatic generation of mipmaps for 3D (volume) textures.</p><p>Video adapters that support feature level 9.1 and higher support generating mipmaps if you use any of these formats:</p><pre> DXGI_FORMAT_R8G8B8A8_UNORM
            DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
            DXGI_FORMAT_B5G6R5_UNORM
            DXGI_FORMAT_B8G8R8A8_UNORM
            DXGI_FORMAT_B8G8R8A8_UNORM_SRGB
            DXGI_FORMAT_B8G8R8X8_UNORM
            DXGI_FORMAT_B8G8R8X8_UNORM_SRGB
            </pre><p>Video adapters that support feature level 9.2 and higher support generating mipmaps if you use any of these formats in addition to any of the formats for feature level 9.1:</p><pre> DXGI_FORMAT_R16G16B16A16_FLOAT
            DXGI_FORMAT_R16G16B16A16_UNORM
            DXGI_FORMAT_R16G16_FLOAT
            DXGI_FORMAT_R16G16_UNORM
            DXGI_FORMAT_R32_FLOAT
            </pre><p>Video adapters that support feature level 9.3 and higher support generating mipmaps if you use any of these formats in addition to any of the formats for feature levels 9.1 and 9.2:</p><pre> DXGI_FORMAT_R32G32B32A32_FLOAT
            DXGI_FORMAT_B4G4R4A4 (optional)
            </pre><p>Video adapters that support feature level 10 and higher support generating mipmaps if you use any of these formats in addition to any of the formats for feature levels 9.1, 9.2, and 9.3:</p><pre> DXGI_FORMAT_R32G32B32_FLOAT (optional)
            DXGI_FORMAT_R16G16B16A16_SNORM
            DXGI_FORMAT_R32G32_FLOAT
            DXGI_FORMAT_R10G10B10A2_UNORM
            DXGI_FORMAT_R11G11B10_FLOAT
            DXGI_FORMAT_R8G8B8A8_SNORM
            DXGI_FORMAT_R16G16_SNORM
            DXGI_FORMAT_R8G8_UNORM
            DXGI_FORMAT_R8G8_SNORM
            DXGI_FORMAT_R16_FLOAT
            DXGI_FORMAT_R16_UNORM
            DXGI_FORMAT_R16_SNORM
            DXGI_FORMAT_R8_UNORM
            DXGI_FORMAT_R8_SNORM
            DXGI_FORMAT_A8_UNORM
            DXGI_FORMAT_B5G5R5A1_UNORM (optional)
            </pre><p>For all other unsupported formats, <strong>GenerateMips</strong> will silently fail.</p>
            </remarks>
            <msdn-id>ff476426</msdn-id>
            <unmanaged>void ID3D11DeviceContext::GenerateMips([In] ID3D11ShaderResourceView* pShaderResourceView)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GenerateMips</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.SetMinimumLod(SharpDX.Direct3D11.Resource,System.Single)">
            <summary>
            <p>Sets the minimum level-of-detail (LOD) for a resource.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p>A reference to an <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong> that represents the resource.</p> </dd></param>
            <param name = "minLOD"><dd>  <p>The level-of-detail, which ranges between 0 and the maximum number of mipmap levels of the resource. For example, the maximum number of mipmap levels of a 1D texture is specified in the  <strong>MipLevels</strong> member of the  <strong><see cref = "T:SharpDX.Direct3D11.Texture1DDescription"/></strong> structure.</p> </dd></param>
            <remarks>
            <p>To use a resource with <strong>SetResourceMinLOD</strong>, you must set the <strong>D3D11_RESOURCE_MISC_RESOURCE_CLAMP</strong> flag when you create that resource.</p><p>For Direct3D 10 and Direct3D 10.1, when sampling from a texture resource in a shader, the sampler can define a minimum LOD clamp to force sampling from less detailed mip levels.  For Direct3D 11, this functionality is extended from the sampler to the entire resource. Therefore, the application can specify the highest-resolution mip level of a resource that is available for access. This restricts the set of mip levels that are required to be resident in GPU memory, thereby saving memory.</p><p>The set of mip levels resident per-resource in GPU memory can be specified by the user.</p><p>Minimum LOD affects all of the resident mip levels. Therefore, only the resident mip levels can be updated and read from.</p><p>All methods that access texture resources must adhere to minimum LOD clamps.</p><p>Empty-set accesses are handled as out-of-bounds cases.</p>
            </remarks>
            <msdn-id>ff476482</msdn-id>
            <unmanaged>void ID3D11DeviceContext::SetResourceMinLOD([In] ID3D11Resource* pResource,[In] float MinLOD)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::SetResourceMinLOD</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.GetMinimumLod(SharpDX.Direct3D11.Resource)">
            <summary>
            <p>Gets the minimum level-of-detail (LOD).</p>
            </summary>
            <param name = "resourceRef"><dd>  <p>A reference to an <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong> which represents the resource.</p> </dd></param>
            <returns><p>Returns the minimum LOD.</p></returns>
            <msdn-id>ff476430</msdn-id>
            <unmanaged>float ID3D11DeviceContext::GetResourceMinLOD([In] ID3D11Resource* pResource)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GetResourceMinLOD</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.ResolveSubresource_(SharpDX.Direct3D11.Resource,System.Int32,SharpDX.Direct3D11.Resource,System.Int32,SharpDX.DXGI.Format)">
            <summary>
            <p>Copy a multisampled resource into a non-multisampled resource.</p>
            </summary>
            <param name = "dstResourceRef"><dd>  <p>Destination resource. Must be a created with the <strong>D3D11_USAGE_DEFAULT</strong> flag and be single-sampled. See <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong>.</p> </dd></param>
            <param name = "dstSubresource"><dd>  <p>A zero-based index, that identifies the destination subresource. Use <strong>D3D11CalcSubresource</strong> to calculate the index.</p> </dd></param>
            <param name = "srcResourceRef"><dd>  <p>Source resource. Must be multisampled.</p> </dd></param>
            <param name = "srcSubresource"><dd>  <p>The source subresource of the source resource.</p> </dd></param>
            <param name = "format"><dd>  <p>A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> that indicates how the multisampled resource will be resolved to a single-sampled resource.  See remarks.</p> </dd></param>
            <remarks>
            <p>This API is most useful when re-using the resulting rendertarget of one render pass as an input to a second render pass.</p><p>The source and destination resources must be the same resource type and have the same dimensions. In addition, they must have compatible formats. There are three scenarios for this:</p><table> <tr><th>Scenario</th><th>Requirements</th></tr> <tr><td>Source and destination are prestructured and typed</td><td>Both the source and destination must have identical formats and that format must be specified in the Format parameter.</td></tr> <tr><td>One resource is prestructured and typed and the other is prestructured and typeless</td><td>The typed resource must have a format that is compatible with the typeless resource (i.e. the typed resource is DXGI_FORMAT_R32_FLOAT and the typeless resource is DXGI_FORMAT_R32_TYPELESS). The format of the typed resource must be specified in the Format parameter.</td></tr> <tr><td>Source and destination are prestructured and typeless</td><td>Both the source and desintation must have the same typeless format (i.e. both must have DXGI_FORMAT_R32_TYPELESS), and the Format parameter must specify a format that is compatible with the source and destination (i.e. if both are DXGI_FORMAT_R32_TYPELESS then DXGI_FORMAT_R32_FLOAT could be specified in the Format parameter). <p>For example, given the DXGI_FORMAT_R16G16B16A16_TYPELESS format:</p> <ul> <li>The source (or dest) format could be DXGI_FORMAT_R16G16B16A16_UNORM</li> <li>The dest (or source) format could be DXGI_FORMAT_R16G16B16A16_FLOAT</li> </ul> </td></tr> </table><p>?</p>
            </remarks>
            <msdn-id>ff476474</msdn-id>
            <unmanaged>void ID3D11DeviceContext::ResolveSubresource([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In] ID3D11Resource* pSrcResource,[In] unsigned int SrcSubresource,[In] DXGI_FORMAT Format)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::ResolveSubresource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.ExecuteCommandList(SharpDX.Direct3D11.CommandList,SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>Queues commands from a command list onto a device.</p>
            </summary>
            <param name = "commandListRef"><dd>  <p> A reference to an <strong><see cref = "T:SharpDX.Direct3D11.CommandList"/></strong> interface that encapsulates a command list. </p> </dd></param>
            <param name = "restoreContextState"><dd>  <p> A Boolean flag that determines whether the target context state is saved prior to and restored after the execution of a command list. Use <strong>TRUE</strong> to indicate that the runtime needs to save and restore the state. Use <strong><see cref = "F:SharpDX.Result.False"/></strong> to indicate that no state shall be saved or restored, which causes the target context to  return to its default state after the command list executes. Applications should typically use <strong><see cref = "F:SharpDX.Result.False"/></strong> unless they will restore the state to be nearly equivalent to the state that the runtime would restore if <strong>TRUE</strong> were passed. When applications use <strong><see cref = "F:SharpDX.Result.False"/></strong>, they can avoid unnecessary and inefficient state transitions. </p> </dd></param>
            <remarks>
            <p>Use this method to play back a command list that was recorded by a deferred context on any thread.</p><p> A call to <strong>ExecuteCommandList</strong> of a command list from a deferred context onto the immediate context is required for the recorded commands to be executed on the graphics processing unit (GPU). A call to <strong>ExecuteCommandList</strong> of a command list from a deferred context onto another deferred context can be used to merge recorded lists. But to run the commands from the merged deferred command list on the GPU, you need to execute them on the immediate context. </p><p> This method performs some runtime validation related to queries. Queries that are begun in a device context cannot be manipulated indirectly by executing a command list (that is, Begin or End was invoked against the same query by the deferred context which generated the command list). If such a condition occurs, the ExecuteCommandList method does not execute the command list. However, the state of the device context is still maintained, as would be expected (<strong>ID3D11DeviceContext::ClearState</strong> is performed, unless the application indicates to preserve the device context state). </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476423</msdn-id>
            <unmanaged>void ID3D11DeviceContext::ExecuteCommandList([In] ID3D11CommandList* pCommandList,[In] BOOL RestoreContextState)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::ExecuteCommandList</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.GetPredication(SharpDX.Mathematics.Interop.RawBool@)">
            <summary>
            <p>Get the rendering predicate state.</p>
            </summary>
            <param name = "predicateValueRef"><dd>  <p>Address of a boolean to fill with the predicate comparison value. <strong><see cref = "F:SharpDX.Result.False"/></strong> upon device creation.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476429</msdn-id>
            <unmanaged>void ID3D11DeviceContext::GetPredication([Out, Optional] ID3D11Predicate** ppPredicate,[Out, Optional] BOOL* pPredicateValue)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GetPredication</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.ClearState">
            <summary>
            <p>Restore all default settings.</p>
            </summary>
            <remarks>
            <p>This method resets any device context to the default settings. This sets all input/output resource slots, shaders, input layouts, predications, scissor rectangles, depth-stencil state, rasterizer state, blend state, sampler state, and viewports to <strong><c>null</c></strong>. The primitive topology is set to UNDEFINED.</p><p>For a scenario where you would like to clear a list of commands recorded so far, call <strong>ID3D11DeviceContext::FinishCommandList</strong> and throw away the resulting <strong><see cref = "T:SharpDX.Direct3D11.CommandList"/></strong>.</p>
            </remarks>
            <msdn-id>ff476389</msdn-id>
            <unmanaged>void ID3D11DeviceContext::ClearState()</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::ClearState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.Flush">
            <summary>
            <p>Sends queued-up commands in the command buffer to the graphics processing unit (GPU).</p>
            </summary>
            <remarks>
            <p>Most applications don't need to call this method. If an application calls this method when not necessary, it incurs a performance penalty.  Each call to <strong>Flush</strong> incurs a significant amount of overhead.</p><p>When Microsoft Direct3D state-setting, present, or draw commands are called by an application, those commands are queued into an internal command buffer.  <strong>Flush</strong> sends those commands to the GPU for processing. Typically, the Direct3D runtime sends these commands to the GPU automatically whenever the runtime determines that  they need to be sent, such as when the command buffer is full or when an application maps a resource. <strong>Flush</strong> sends the commands manually.</p><p>We recommend that you use <strong>Flush</strong> when the CPU waits for an arbitrary amount of time (such as when  you call the <strong>Sleep</strong> function).</p><p>Because <strong>Flush</strong> operates asynchronously,  it can return either before or after the GPU finishes executing the queued graphics commands. However, the graphics commands eventually always complete. You can call the <strong>ID3D11Device::CreateQuery</strong> method with the <strong>D3D11_QUERY_EVENT</strong> value to create an event query; you can then use that event query in a call to the <strong>ID3D11DeviceContext::GetData</strong> method to determine when the GPU is finished processing the graphics commands.
            </p><p>Microsoft Direct3D?11 defers the destruction of objects. Therefore, an application can't rely upon objects immediately being destroyed. By calling <strong>Flush</strong>, you destroy any  objects whose destruction was deferred.  If an application requires synchronous destruction of an object, we recommend that the application release all its references, call <strong>ID3D11DeviceContext::ClearState</strong>, and then call <strong>Flush</strong>.</p>
            </remarks>
            <msdn-id>ff476425</msdn-id>
            <unmanaged>void ID3D11DeviceContext::Flush()</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::Flush</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.GetTypeInfo">
            <summary>
            <p>Gets the type of device context.</p>
            </summary>
            <returns><p>A member of <strong><see cref = "T:SharpDX.Direct3D11.DeviceContextType"/></strong> that indicates the type of device context.</p></returns>
            <msdn-id>ff476431</msdn-id>
            <unmanaged>D3D11_DEVICE_CONTEXT_TYPE ID3D11DeviceContext::GetType()</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GetType</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.GetContextFlags">
            <summary>
            <p>Gets the initialization flags associated with the current deferred context.</p>
            </summary>
            <returns>No documentation.</returns>
            <remarks>
            <p>The GetContextFlags method gets the flags that were supplied to the <em>ContextFlags</em> parameter of <strong>ID3D11Device::CreateDeferredContext</strong>; however, the context flag is reserved for future use.</p>
            </remarks>
            <msdn-id>ff476427</msdn-id>
            <unmanaged>unsigned int ID3D11DeviceContext::GetContextFlags()</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GetContextFlags</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.FinishCommandListInternal(SharpDX.Mathematics.Interop.RawBool,SharpDX.Direct3D11.CommandList@)">
            <summary>
            <p>Create a command list and record graphics commands into it.</p>
            </summary>
            <param name = "restoreDeferredContextState"><dd>  <p> A Boolean flag that determines whether the runtime saves deferred context state before it executes  <strong>FinishCommandList</strong> and restores it afterwards. Use <strong>TRUE</strong> to indicate that the runtime needs to save and restore the state. Use <strong><see cref = "F:SharpDX.Result.False"/></strong> to indicate that the runtime will not save or restore any state. In this case, the deferred context will  return to its default state after the call to  <strong>FinishCommandList</strong> completes. For information about default state, see <strong>ID3D11DeviceContext::ClearState</strong>. Typically, use <strong><see cref = "F:SharpDX.Result.False"/></strong> unless you restore the state to be nearly equivalent to the state that the runtime would restore if you passed <strong>TRUE</strong>. When you use <strong><see cref = "F:SharpDX.Result.False"/></strong>, you can avoid unnecessary and inefficient state transitions. </p> <strong>Note</strong>?? This parameter does not affect the command list that the current call to <strong>FinishCommandList</strong> returns. However, this parameter affects the command list of the next call to <strong>FinishCommandList</strong> on the same deferred context.  ? </dd></param>
            <param name = "commandListOut"><dd>  <p> Upon completion of the method, the passed reference to an <strong><see cref = "T:SharpDX.Direct3D11.CommandList"/></strong> interface reference is initialized with the recorded command list information. The resulting <strong><see cref = "T:SharpDX.Direct3D11.CommandList"/></strong> object is immutable and can only be used with <strong>ID3D11DeviceContext::ExecuteCommandList</strong>. </p> </dd></param>
            <returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the following:</p><ul> <li>Returns <see cref = "!:DeviceRemoved"/> if the video card has been physically removed from the system, or a driver upgrade for the video card has occurred. If this error occurs, you should destroy and recreate the device.</li> <li> Returns <see cref = "!:InvalidCall"/> if <strong>FinishCommandList</strong> cannot be called from the current context. See remarks. </li> <li>Returns E_OUTOFMEMORY if the application has exhausted available memory.</li> </ul></returns>
            <remarks>
            <p> Create a command list from a deferred context and record commands into it by calling <strong>FinishCommandList</strong>. Play back a command list with an immediate context by calling <strong>ID3D11DeviceContext::ExecuteCommandList</strong>. </p><p> Immediate context state is cleared before and after a command list is executed. A command list has no concept of inheritance. Each call to <strong>FinishCommandList</strong> will record only the state set since any previous call to  <strong>FinishCommandList</strong>. </p><p> For example, the state of a device context is its render state or pipeline state. To retrieve device context state, an application can call  <strong>ID3D11DeviceContext::GetData</strong> or  <strong>ID3D11DeviceContext::GetPredication</strong>. </p><p> For more information about how to use <strong>FinishCommandList</strong>, see How to: Record a Command List. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476424</msdn-id>
            <unmanaged>HRESULT ID3D11DeviceContext::FinishCommandList([In] BOOL RestoreDeferredContextState,[Out, Optional] ID3D11CommandList** ppCommandList)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::FinishCommandList</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InputAssemblerStage.SetVertexBuffers(System.Int32,SharpDX.Direct3D11.VertexBufferBinding)">
            <summary>
            <p>Bind a single vertex buffer to the input-assembler stage.</p>	
            </summary>	
            <param name="slot"><dd>  <p>The first input slot for binding. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. The maximum of 16 or 32 input slots (ranges from 0 to <see cref="F:SharpDX.Direct3D11.InputAssemblerStage.VertexInputResourceSlotCount"/> - 1) are available; the maximum number of input slots depends on the feature level.</p> </dd></param>	
            <param name="vertexBufferBinding"><dd>  <p>A <see cref="T:SharpDX.Direct3D11.VertexBufferBinding"/>. The vertex buffer must have been created with the <strong><see cref="F:SharpDX.Direct3D11.BindFlags.VertexBuffer"/></strong> flag.</p> </dd></param>        /// <remarks>	
            <p>For information about creating vertex buffers, see Create a Vertex Buffer.</p><p>Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind <strong><c>null</c></strong> instead because a buffer cannot be bound as both an input and an output at the same time.</p><p>The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>	
            </remarks>	
            <msdn-id>ff476456</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void* ppVertexBuffers,[In, Buffer] const void* pStrides,[In, Buffer] const void* pOffsets)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::IASetVertexBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.InputAssemblerStage.SetVertexBuffers(System.Int32,SharpDX.Direct3D11.VertexBufferBinding[])">
            <summary>
            <p>Bind an array of vertex buffers to the input-assembler stage.</p>	
            </summary>	
            <param name="firstSlot"><dd>  <p>The first input slot for binding. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. The maximum of 16 or 32 input slots (ranges from 0 to <see cref="F:SharpDX.Direct3D11.InputAssemblerStage.VertexInputResourceSlotCount"/> - 1) are available; the maximum number of input slots depends on the feature level.</p> </dd></param>	
            <param name="vertexBufferBindings"><dd>  <p>A reference to an array of <see cref="T:SharpDX.Direct3D11.VertexBufferBinding"/>. The vertex buffers must have been created with the <strong><see cref="F:SharpDX.Direct3D11.BindFlags.VertexBuffer"/></strong> flag.</p> </dd></param>        /// <remarks>	
            <p>For information about creating vertex buffers, see Create a Vertex Buffer.</p><p>Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind <strong><c>null</c></strong> instead because a buffer cannot be bound as both an input and an output at the same time.</p><p>The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>	
            </remarks>	
            <msdn-id>ff476456</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void* ppVertexBuffers,[In, Buffer] const void* pStrides,[In, Buffer] const void* pOffsets)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::IASetVertexBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.InputAssemblerStage.SetVertexBuffers(System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p>Bind an array of vertex buffers to the input-assembler stage.</p>	
            </summary>	
            <param name="slot"><dd>  <p>The first input slot for binding. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. The maximum of 16 or 32 input slots (ranges from 0 to <see cref="F:SharpDX.Direct3D11.InputAssemblerStage.VertexInputResourceSlotCount"/> - 1) are available; the maximum number of input slots depends on the feature level.</p> </dd></param>	
            <param name="vertexBuffers"><dd>  <p>A reference to an array of vertex buffers (see <strong><see cref="T:SharpDX.Direct3D11.Buffer"/></strong>). The vertex buffers must have been created with the <strong><see cref="F:SharpDX.Direct3D11.BindFlags.VertexBuffer"/></strong> flag.</p> </dd></param>	
            <param name="stridesRef"><dd>  <p>Pointer to an array of stride values; one stride value for each buffer in the vertex-buffer array. Each stride is the size (in bytes) of the elements that are to be used from that vertex buffer.</p> </dd></param>	
            <param name="offsetsRef"><dd>  <p>Pointer to an array of offset values; one offset value for each buffer in the vertex-buffer array. Each offset is the number of bytes between the first element of a vertex buffer and the first element that will be used.</p> </dd></param>	
            <remarks>	
            <p>For information about creating vertex buffers, see Create a Vertex Buffer.</p><p>Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind <strong><c>null</c></strong> instead because a buffer cannot be bound as both an input and an output at the same time.</p><p>The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>	
            </remarks>	
            <msdn-id>ff476456</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void* ppVertexBuffers,[In, Buffer] const void* pStrides,[In, Buffer] const void* pOffsets)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::IASetVertexBuffers</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.InputAssemblerStage.DefaultIndexBufferOffsetInBytes">
            <summary>Constant DefaultIndexBufferOffsetInBytes</summary>
            <unmanaged>D3D11_IA_DEFAULT_INDEX_BUFFER_OFFSET_IN_BYTES</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.InputAssemblerStage.DefaultPrimitiveTopology">
            <summary>Constant DefaultPrimitiveTopology</summary>
            <unmanaged>D3D11_IA_DEFAULT_PRIMITIVE_TOPOLOGY</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.InputAssemblerStage.DefaultVertexBufferOffsetInBytes">
            <summary>Constant DefaultVertexBufferOffsetInBytes</summary>
            <unmanaged>D3D11_IA_DEFAULT_VERTEX_BUFFER_OFFSET_IN_BYTES</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.InputAssemblerStage.IndexInputResourceSlotCount">
            <summary>Constant IndexInputResourceSlotCount</summary>
            <unmanaged>D3D11_IA_INDEX_INPUT_RESOURCE_SLOT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.InputAssemblerStage.InstanceIdBitCount">
            <summary>Constant InstanceIdBitCount</summary>
            <unmanaged>D3D11_IA_INSTANCE_ID_BIT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.InputAssemblerStage.IntegerArithmeticBitCount">
            <summary>Constant IntegerArithmeticBitCount</summary>
            <unmanaged>D3D11_IA_INTEGER_ARITHMETIC_BIT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.InputAssemblerStage.PatchMaximumControlPointCount">
            <summary>Constant PatchMaximumControlPointCount</summary>
            <unmanaged>D3D11_IA_PATCH_MAX_CONTROL_POINT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.InputAssemblerStage.PrimitiveIdBitCount">
            <summary>Constant PrimitiveIdBitCount</summary>
            <unmanaged>D3D11_IA_PRIMITIVE_ID_BIT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.InputAssemblerStage.VertexIdBitCount">
            <summary>Constant VertexIdBitCount</summary>
            <unmanaged>D3D11_IA_VERTEX_ID_BIT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.InputAssemblerStage.VertexInputResourceSlotCount">
            <summary>Constant VertexInputResourceSlotCount</summary>
            <unmanaged>D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.InputAssemblerStage.VertexInputStructureElementsComponents">
            <summary>Constant VertexInputStructureElementsComponents</summary>
            <unmanaged>D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENTS_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.InputAssemblerStage.VertexInputStructureElementCount">
            <summary>Constant VertexInputStructureElementCount</summary>
            <unmanaged>D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.InputAssemblerStage.InputLayout">
            <summary>
            <p>Get or sets a reference to the input-layout object that is bound to the input-assembler stage.</p>
            </summary>
            <remarks>
            <p>For information about creating an input-layout object, see Creating the Input-Layout Object.</p><p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476450</msdn-id>
            <unmanaged>IAGetInputLayout / IASetInputLayout</unmanaged>
            <unmanaged-short>IAGetInputLayout</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.InputAssemblerStage.PrimitiveTopology">
            <summary>
            <p>Get or sets information about the primitive type, and data order that describes input data for the input assembler stage.</p>
            </summary>
            <msdn-id>ff476451</msdn-id>
            <unmanaged>IAGetPrimitiveTopology / IASetPrimitiveTopology</unmanaged>
            <unmanaged-short>IAGetPrimitiveTopology</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InputAssemblerStage.SetInputLayout(SharpDX.Direct3D11.InputLayout)">
            <summary>
            <p>Bind an input-layout object to the input-assembler stage.</p>
            </summary>
            <param name = "inputLayoutRef"><dd>  <p>A reference to the input-layout object (see <strong><see cref = "T:SharpDX.Direct3D11.InputLayout"/></strong>), which describes the input buffers that will be read by the IA stage.</p> </dd></param>
            <remarks>
            <p>Input-layout objects describe how vertex buffer data is streamed into the IA pipeline stage. To create an input-layout object, call <strong>ID3D11Device::CreateInputLayout</strong>.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476454</msdn-id>
            <unmanaged>void ID3D11DeviceContext::IASetInputLayout([In, Optional] ID3D11InputLayout* pInputLayout)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::IASetInputLayout</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InputAssemblerStage.SetVertexBuffers(System.Int32,System.Int32,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            <p> Bind an array of vertex buffers to the input-assembler stage. </p>
            </summary>
            <param name = "startSlot">No documentation.</param>
            <param name = "numBuffers">No documentation.</param>
            <param name = "vertexBuffersOut">No documentation.</param>
            <param name = "stridesRef">No documentation.</param>
            <param name = "offsetsRef">No documentation.</param>
            <remarks>
            <p> For info about creating vertex buffers, see How to: Create a Vertex Buffer. </p><p> Calling this method using a buffer that is currently bound for writing (that is, bound to the stream output pipeline stage) will effectively bind <strong><c>null</c></strong> instead because a buffer can't be bound as both an input and an output at the same time. </p><p>The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476456</msdn-id>
            <unmanaged>void ID3D11DeviceContext::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer* ppVertexBuffers,[In, Buffer, Optional] const unsigned int* pStrides,[In, Buffer, Optional] const unsigned int* pOffsets)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::IASetVertexBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InputAssemblerStage.SetIndexBuffer(SharpDX.Direct3D11.Buffer,SharpDX.DXGI.Format,System.Int32)">
            <summary>
            <p>Bind an index buffer to the input-assembler stage.</p>
            </summary>
            <param name = "indexBufferRef"><dd>  <p> A reference to an <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> object, that contains indices. The index buffer must have been created with the <strong>D3D11_BIND_INDEX_BUFFER</strong> flag. </p> </dd></param>
            <param name = "format"><dd>  <p> A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> that specifies the format of the data in the index buffer. The only formats allowed for index buffer data are 16-bit (DXGI_FORMAT_R16_UINT) and 32-bit (DXGI_FORMAT_R32_UINT) integers. </p> </dd></param>
            <param name = "offset"><dd>  <p>Offset (in bytes) from the start of the index buffer to the first index to use.</p> </dd></param>
            <remarks>
            <p> For information about creating index buffers, see How to: Create an Index Buffer. </p><p> Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind <strong><c>null</c></strong> instead because a buffer cannot be bound as both an input and an output at the same time. </p><p> The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime. </p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476453</msdn-id>
            <unmanaged>void ID3D11DeviceContext::IASetIndexBuffer([In, Optional] ID3D11Buffer* pIndexBuffer,[In] DXGI_FORMAT Format,[In] unsigned int Offset)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::IASetIndexBuffer</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InputAssemblerStage.SetPrimitiveTopology(SharpDX.Direct3D.PrimitiveTopology)">
            <summary>
            <p>Bind information about the primitive type, and data order that describes input data for the input assembler stage.</p>
            </summary>
            <param name = "topology"><dd>  <p> The type of primitive and ordering of the primitive data (see <strong>D3D11_PRIMITIVE_TOPOLOGY</strong>). </p> </dd></param>
            <remarks>
            <p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476455</msdn-id>
            <unmanaged>void ID3D11DeviceContext::IASetPrimitiveTopology([In] D3D_PRIMITIVE_TOPOLOGY Topology)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::IASetPrimitiveTopology</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InputAssemblerStage.GetInputLayout(SharpDX.Direct3D11.InputLayout@)">
            <summary>
            <p>Get a reference to the input-layout object that is bound to the input-assembler stage.</p>
            </summary>
            <param name = "inputLayoutOut"><dd>  <p>A reference to the input-layout object (see <strong><see cref = "T:SharpDX.Direct3D11.InputLayout"/></strong>), which describes the input buffers that will be read by the IA stage.</p> </dd></param>
            <remarks>
            <p>For information about creating an input-layout object, see Creating the Input-Layout Object.</p><p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476450</msdn-id>
            <unmanaged>void ID3D11DeviceContext::IAGetInputLayout([Out, Optional] ID3D11InputLayout** ppInputLayout)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::IAGetInputLayout</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InputAssemblerStage.GetVertexBuffers(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p>Get the vertex buffers bound to the input-assembler stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>The input slot of the first vertex buffer to get. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. The maximum of 16 or 32 input slots (ranges from 0 to <see cref = "F:SharpDX.Direct3D11.InputAssemblerStage.VertexInputResourceSlotCount"/> - 1) are available; the maximum number of input slots depends on the feature level.</p> </dd></param>
            <param name = "numBuffers"><dd>  <p>The number of vertex buffers to get starting at the offset. The number of buffers (plus the starting slot) cannot exceed the total number of IA-stage input slots.</p> </dd></param>
            <param name = "vertexBuffersOut"><dd>  <p>A reference to an array of vertex buffers returned by the method (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>).</p> </dd></param>
            <param name = "stridesRef"><dd>  <p>Pointer to an array of stride values returned by the method; one stride value for each buffer in the vertex-buffer array. Each stride value is the size (in bytes) of the elements that are to be used from that vertex buffer.</p> </dd></param>
            <param name = "offsetsRef"><dd>  <p>Pointer to an array of offset values returned by the method; one offset value for each buffer in the vertex-buffer array. Each offset is the number of bytes between the first element of a vertex buffer and the first element that will be used.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476452</msdn-id>
            <unmanaged>void ID3D11DeviceContext::IAGetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppVertexBuffers,[Out, Buffer, Optional] unsigned int* pStrides,[Out, Buffer, Optional] unsigned int* pOffsets)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::IAGetVertexBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InputAssemblerStage.GetIndexBuffer(SharpDX.Direct3D11.Buffer@,SharpDX.DXGI.Format@,System.Int32@)">
            <summary>
            <p>Get a reference to the index buffer that is bound to the input-assembler stage.</p>
            </summary>
            <param name = "indexBufferRef"><dd>  <p>A reference to an index buffer returned by the method (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>).</p> </dd></param>
            <param name = "format"><dd>  <p>Specifies format of the data in the index buffer (see <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>). These formats provide the size and type of  the data in the buffer. The only formats allowed for index buffer data are 16-bit (DXGI_FORMAT_R16_UINT) and 32-bit (DXGI_FORMAT_R32_UINT)  integers.</p> </dd></param>
            <param name = "offset"><dd>  <p>Offset (in bytes) from the start of the index buffer, to the first index to use.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces  when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476449</msdn-id>
            <unmanaged>void ID3D11DeviceContext::IAGetIndexBuffer([Out, Optional] ID3D11Buffer** pIndexBuffer,[Out, Optional] DXGI_FORMAT* Format,[Out, Optional] unsigned int* Offset)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::IAGetIndexBuffer</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InputAssemblerStage.GetPrimitiveTopology(SharpDX.Direct3D.PrimitiveTopology@)">
            <summary>
            <p>Get information about the primitive type, and data order that describes input data for the input assembler stage.</p>
            </summary>
            <param name = "topologyRef"><dd>  <p>A reference to the type of primitive, and ordering of the primitive data (see <strong>D3D11_PRIMITIVE_TOPOLOGY</strong>).</p> </dd></param>
            <msdn-id>ff476451</msdn-id>
            <unmanaged>void ID3D11DeviceContext::IAGetPrimitiveTopology([Out] D3D_PRIMITIVE_TOPOLOGY* pTopology)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::IAGetPrimitiveTopology</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.GetRenderTargets(SharpDX.Direct3D11.DepthStencilView@)">
            <summary>	
            Get references to the render targets that are available to the {{output-merger stage}}.	
            </summary>	
            <remarks>	
            Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. 	
            </remarks>	
            <returns>a depth-stencil view (see <see cref="T:SharpDX.Direct3D11.DepthStencilView"/>) to be filled with the depth-stencil information from the device.</returns>
            <unmanaged>void OMGetRenderTargets([In] int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.GetRenderTargets(System.Int32)">
            <summary>	
            Get references to the render targets that are available to the {{output-merger stage}}.	
            </summary>	
            <remarks>	
            Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. 	
            </remarks>	
            <param name="numViews">Number of render targets to retrieve. </param>
            <returns>an array of render targets views (see <see cref="T:SharpDX.Direct3D11.RenderTargetView"/>) to be filled with the render targets from the device.</returns>
            <unmanaged>void OMGetRenderTargets([In] int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.GetRenderTargets(System.Int32,SharpDX.Direct3D11.DepthStencilView@)">
            <summary>	
            Get references to the render targets and the depth-stencil buffer that are available to the {{output-merger stage}}.	
            </summary>	
            <remarks>	
            Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. 	
            </remarks>	
            <param name="numViews">Number of render targets to retrieve. </param>
            <param name="depthStencilViewRef">Pointer to a depth-stencil view (see <see cref="T:SharpDX.Direct3D11.DepthStencilView"/>) to be filled with the depth-stencil information from the device.</param>
            <returns>an array of render targets views (see <see cref="T:SharpDX.Direct3D11.RenderTargetView"/>) to be filled with the render targets from the device.</returns>
            <unmanaged>void OMGetRenderTargets([In] int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.GetBlendState(SharpDX.Mathematics.Interop.RawColor4@,System.Int32@)">
            <summary>	
            Get the {{blend state}} of the output-merger stage.	
            </summary>	
            <remarks>	
            The reference count of the returned interface will be incremented by one when the blend state is retrieved. Applications must release returned reference(s) when they are no longer needed, or else there will be a memory leak. 	
            </remarks>	
            <param name="blendFactor">Array of blend factors, one for each RGBA component. </param>
            <param name="sampleMaskRef">Pointer to a {{sample mask}}. </param>
            <returns>a reference to a blend-state interface (see <see cref="T:SharpDX.Direct3D11.BlendState"/>).</returns>
            <unmanaged>void OMGetBlendState([Out, Optional] ID3D10BlendState** ppBlendState,[Out, Optional] float BlendFactor[4],[Out, Optional] int* pSampleMask)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.GetDepthStencilState(System.Int32@)">
            <summary>	
            Gets the {{depth-stencil}} state of the output-merger stage.	
            </summary>	
            <remarks>	
            Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. 	
            </remarks>	
            <param name="stencilRefRef">Pointer to the stencil reference value used in the {{depth-stencil}} test. </param>
            <returns>a reference to a depth-stencil state interface (see <see cref="T:SharpDX.Direct3D11.DepthStencilState"/>) to be filled with information from the device.</returns>
            <unmanaged>void OMGetDepthStencilState([Out, Optional] ID3D10DepthStencilState** ppDepthStencilState,[Out, Optional] int* pStencilRef)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.GetUnorderedAccessViews(System.Int32,System.Int32)">
            <summary>	
            Gets an array of views for an unordered resource.	
            </summary>	
            <remarks>	
            Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks. 	
            </remarks>	
            <param name="startSlot">Index of the first element in the zero-based array to return (ranges from 0 to D3D11_PS_CS_UAV_REGISTER_COUNT - 1). </param>
            <param name="count">Number of views to get (ranges from 0 to D3D11_PS_CS_UAV_REGISTER_COUNT - StartSlot). </param>
            <unmanaged>void OMGetRenderTargetsAndUnorderedAccessViews([In] int NumRTVs,[Out, Buffer, Optional] ID3D11RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D11DepthStencilView** ppDepthStencilView,[In] int UAVStartSlot,[In] int NumUAVs,[Out, Buffer, Optional] ID3D11UnorderedAccessView** ppUnorderedAccessViews)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.ResetTargets">
            <summary>
              Unbinds all depth-stencil buffer and render targets from the output-merger stage.
            </summary>
            <msdn-id>ff476464</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(SharpDX.Direct3D11.RenderTargetView[])">
            <summary>	
            <p>Bind one or more render targets atomically and the depth-stencil buffer to the output-merger stage.</p>	
            </summary>	
            <param name = "renderTargetViews">A set of render target views to bind.</param>
            <remarks>	
            <p>The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called  D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots.  Any render targets not defined by this call are set to <strong><c>null</c></strong>.</p><p>If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline),  those bind points will be set to <strong><c>null</c></strong>, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>If the render-target views were created from an array resource type, then all of the render-target views must have the same array size.   This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.</p><p>The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.</p><p>Any combination of the eight slots for render targets can have a render target set or not set.</p><p>The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.</p>	
            </remarks>	
            <msdn-id>ff476464</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(SharpDX.Direct3D11.RenderTargetView)">
            <summary>	
              Binds a single render target to the output-merger stage.
            </summary>	
            <param name = "renderTargetView">A view of the render target to bind.</param>
            <remarks>	
            <p>The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called  D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots.  Any render targets not defined by this call are set to <strong><c>null</c></strong>.</p><p>If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline),  those bind points will be set to <strong><c>null</c></strong>, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>If the render-target views were created from an array resource type, then all of the render-target views must have the same array size.   This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.</p><p>The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.</p><p>Any combination of the eight slots for render targets can have a render target set or not set.</p><p>The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.</p>	
            </remarks>	
            <msdn-id>ff476464</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.RenderTargetView[])">
            <summary>
              Binds a depth-stencil buffer and a set of render targets to the output-merger stage.
            </summary>
            <param name = "depthStencilView">A view of the depth-stencil buffer to bind.</param>
            <param name = "renderTargetViews">A set of render target views to bind.</param>
            <remarks>	
            <p>The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called  D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots.  Any render targets not defined by this call are set to <strong><c>null</c></strong>.</p><p>If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline),  those bind points will be set to <strong><c>null</c></strong>, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>If the render-target views were created from an array resource type, then all of the render-target views must have the same array size.   This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.</p><p>The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.</p><p>Any combination of the eight slots for render targets can have a render target set or not set.</p><p>The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.</p>	
            </remarks>	
            <msdn-id>ff476464</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(SharpDX.Direct3D11.DepthStencilView,System.Int32,SharpDX.Direct3D11.RenderTargetView[])">
            <summary>
            Binds a depth-stencil buffer and a set of render targets to the output-merger stage.
            </summary>
            <param name="depthStencilView">A view of the depth-stencil buffer to bind.</param>
            <param name="renderTargetCount">The render target count.</param>
            <param name="renderTargetViews">A set of render target views to bind.</param>
            <msdn-id>ff476464</msdn-id>
              <unmanaged>void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)</unmanaged>
              <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargets</unmanaged-short>
            <remarks><p>The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called  D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots.  Any render targets not defined by this call are set to <strong><c>null</c></strong>.</p><p>If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline),  those bind points will be set to <strong><c>null</c></strong>, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>If the render-target views were created from an array resource type, then all of the render-target views must have the same array size.   This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.</p><p>The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.</p><p>Any combination of the eight slots for render targets can have a render target set or not set.</p><p>The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.</p></remarks>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.RenderTargetView)">
            <summary>
              Binds a depth-stencil buffer and a single render target to the output-merger stage.
            </summary>
            <param name = "depthStencilView">A view of the depth-stencil buffer to bind.</param>
            <param name = "renderTargetView">A view of the render target to bind.</param>
            <remarks>	
            <p>The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called  D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots.  Any render targets not defined by this call are set to <strong><c>null</c></strong>.</p><p>If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline),  those bind points will be set to <strong><c>null</c></strong>, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>If the render-target views were created from an array resource type, then all of the render-target views must have the same array size.   This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.</p><p>The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.</p><p>Any combination of the eight slots for render targets can have a render target set or not set.</p><p>The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.</p>	
            </remarks>	
            <msdn-id>ff476464</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(SharpDX.Direct3D11.DepthStencilView,SharpDX.ComArray{SharpDX.Direct3D11.RenderTargetView})">
            <summary>
              Binds a depth-stencil buffer and a set of render targets to the output-merger stage.
            </summary>
            <param name = "depthStencilView">A view of the depth-stencil buffer to bind.</param>
            <param name = "renderTargetViews">A set of render target views to bind.</param>
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)</unmanaged>	
            <remarks>	
            <p>The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called  D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots.  Any render targets not defined by this call are set to <strong><c>null</c></strong>.</p><p>If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline),  those bind points will be set to <strong><c>null</c></strong>, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>If the render-target views were created from an array resource type, then all of the render-target views must have the same array size.   This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.</p><p>The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.</p><p>Any combination of the eight slots for render targets can have a render target set or not set.</p><p>The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.</p>	
            </remarks>	
            <msdn-id>ff476464</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(SharpDX.ComArray{SharpDX.Direct3D11.RenderTargetView})">
            <summary>
              Binds a set of render targets to the output-merger stage and clear the depth stencil view.
            </summary>
            <param name = "renderTargetViews">A set of render target views to bind.</param>
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)</unmanaged>	
            <remarks>	
            <p>The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called  D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots.  Any render targets not defined by this call are set to <strong><c>null</c></strong>.</p><p>If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline),  those bind points will be set to <strong><c>null</c></strong>, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>If the render-target views were created from an array resource type, then all of the render-target views must have the same array size.   This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.</p><p>The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.</p><p>Any combination of the eight slots for render targets can have a render target set or not set.</p><p>The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.</p>	
            </remarks>	
            <msdn-id>ff476464</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(SharpDX.Direct3D11.RenderTargetView,System.Int32,SharpDX.Direct3D11.UnorderedAccessView[])">
            <summary>
              Binds a set of unordered access views and a single render target to the output-merger stage.
            </summary>
            <param name = "startSlot">Index into a zero-based array to begin setting unordered access views.</param>
            <param name = "unorderedAccessViews">A set of unordered access views to bind.</param>
            <param name = "renderTargetView">A view of the render target to bind.</param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(System.Int32,SharpDX.Direct3D11.UnorderedAccessView[],SharpDX.Direct3D11.RenderTargetView[])">
            <summary>
              Binds a set of unordered access views and a set of render targets to the output-merger stage.
            </summary>
            <param name = "startSlot">Index into a zero-based array to begin setting unordered access views.</param>
            <param name = "unorderedAccessViews">A set of unordered access views to bind.</param>
            <param name = "renderTargetViews">A set of render target views to bind.</param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.RenderTargetView,System.Int32,SharpDX.Direct3D11.UnorderedAccessView[])">
            <summary>
              Binds a depth-stencil buffer, a set of unordered access views, and a single render target to the output-merger stage.
            </summary>
            <param name = "depthStencilView">A view of the depth-stencil buffer to bind.</param>
            <param name = "startSlot">Index into a zero-based array to begin setting unordered access views.</param>
            <param name = "unorderedAccessViews">A set of unordered access views to bind.</param>
            <param name = "renderTargetView">A view of the render target to bind.</param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(SharpDX.Direct3D11.DepthStencilView,System.Int32,SharpDX.Direct3D11.UnorderedAccessView[],SharpDX.Direct3D11.RenderTargetView[])">
            <summary>
              Binds a depth-stencil buffer, a set of unordered access views, and a set of render targets to the output-merger stage.
            </summary>
            <param name = "depthStencilView">A view of the depth-stencil buffer to bind.</param>
            <param name = "startSlot">Index into a zero-based array to begin setting unordered access views.</param>
            <param name = "unorderedAccessViews">A set of unordered access views to bind.</param>
            <param name = "renderTargetViews">A set of render target views to bind.</param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(SharpDX.Direct3D11.RenderTargetView,System.Int32,SharpDX.Direct3D11.UnorderedAccessView[],System.Int32[])">
            <summary>
              Binds a set of unordered access views and a single render target to the output-merger stage.
            </summary>
            <param name = "startSlot">Index into a zero-based array to begin setting unordered access views.</param>
            <param name = "unorderedAccessViews">A set of unordered access views to bind.</param>
            <param name = "renderTargetView">A view of the render target to bind.</param>
            <param name = "initialLengths">An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumable UAV.</param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(System.Int32,SharpDX.Direct3D11.UnorderedAccessView[],System.Int32[],SharpDX.Direct3D11.RenderTargetView[])">
            <summary>
              Binds a set of unordered access views and a set of render targets to the output-merger stage.
            </summary>
            <param name = "startSlot">Index into a zero-based array to begin setting unordered access views.</param>
            <param name = "unorderedAccessViews">A set of unordered access views to bind.</param>
            <param name = "renderTargetViews">A set of render target views to bind.</param>
            <param name = "initialLengths">An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumable UAV.</param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.RenderTargetView,System.Int32,SharpDX.Direct3D11.UnorderedAccessView[],System.Int32[])">
            <summary>
              Binds a depth-stencil buffer, a set of unordered access views, and a single render target to the output-merger stage.
            </summary>
            <param name = "depthStencilView">A view of the depth-stencil buffer to bind.</param>
            <param name = "startSlot">Index into a zero-based array to begin setting unordered access views.</param>
            <param name = "unorderedAccessViews">A set of unordered access views to bind.</param>
            <param name = "renderTargetView">A view of the render target to bind.</param>
            <param name = "initialLengths">An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumable UAV.</param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetTargets(SharpDX.Direct3D11.DepthStencilView,System.Int32,SharpDX.Direct3D11.UnorderedAccessView[],System.Int32[],SharpDX.Direct3D11.RenderTargetView[])">
            <summary>
              Binds a depth-stencil buffer, a set of unordered access views, and a set of render targets to the output-merger stage.
            </summary>
            <param name = "depthStencilView">A view of the depth-stencil buffer to bind.</param>
            <param name = "startSlot">Index into a zero-based array to begin setting unordered access views.</param>
            <param name = "unorderedAccessViews">A set of unordered access views to bind.</param>
            <param name = "renderTargetViews">A set of render target views to bind.</param>
            <param name = "initialLengths">An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept. Any other values set the hidden counter for that Appendable/Consumable UAV.</param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargets(System.Int32,SharpDX.Direct3D11.RenderTargetView[],SharpDX.Direct3D11.DepthStencilView)">
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargets(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.RenderTargetView)">
            <summary>
              Binds a depth stencil view and a render target view to the output-merger stage keeping existing unordered access views bindings.
            </summary>
            <param name = "depthStencilView">A view of the depth-stencil buffer to bind.</param>
            <param name = "renderTargetView">A view to a render target to bind.</param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargets(SharpDX.Direct3D11.RenderTargetView)">
            <summary>
              Binds a render target view to the output-merger stage keeping existing unordered access views bindings.
            </summary>
            <param name = "renderTargetView">A view to a render target to bind.</param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargets(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.RenderTargetView[])">
            <summary>
              Binds a depth stencil view and a render target view to the output-merger stage keeping existing unordered access views bindings.
            </summary>
            <param name = "depthStencilView">A view of the depth-stencil buffer to bind.</param>
            <param name = "renderTargetViews">A set of render target views to bind.</param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetUnorderedAccessView(System.Int32,SharpDX.Direct3D11.UnorderedAccessView)">
            <summary>	
            Sets an array of views for an unordered resource keeping existing render targets bindings.
            </summary>	
            <remarks>	
            </remarks>	
            <param name="startSlot">Index of the first element in the zero-based array to begin setting. </param>
            <param name="unorderedAccessView">A reference to an <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> references to be set by the method. </param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetUnorderedAccessView(System.Int32,SharpDX.Direct3D11.UnorderedAccessView,System.Int32)">
            <summary>	
            Sets an array of views for an unordered resource keeping existing render targets bindings.
            </summary>	
            <remarks>	
            </remarks>	
            <param name="startSlot">Index of the first element in the zero-based array to begin setting. </param>
            <param name="unorderedAccessView">A reference to an <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> references to be set by the method. </param>
            <param name="uavInitialCount">An Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept.   Any other values set the hidden counter for that Appendable/Consumable UAV. uAVInitialCount is only relevant for UAVs which have the <see cref="T:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags"/> flag,  otherwise the argument is ignored. </param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetUnorderedAccessViews(System.Int32,SharpDX.Direct3D11.UnorderedAccessView[])">
            <summary>	
            Sets an array of views for an unordered resource keeping existing render targets bindings.
            </summary>	
            <remarks>	
            </remarks>	
            <param name="startSlot">Index of the first element in the zero-based array to begin setting. </param>
            <param name="unorderedAccessViews">A reference to an array of <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> references to be set by the method. </param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetUnorderedAccessViews(System.Int32,SharpDX.Direct3D11.UnorderedAccessView[],System.Int32[])">
            <summary>	
            Sets an array of views for an unordered resource  keeping existing render targets bindings.	
            </summary>	
            <remarks>	
            </remarks>	
            <param name="startSlot">Index of the first element in the zero-based array to begin setting. </param>
            <param name="unorderedAccessViews">A reference to an array of <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> references to be set by the method. </param>
            <param name="uavInitialCounts">An array of Append/Consume buffer offsets. A value of -1 indicates the current offset should be kept.   Any other values set the hidden counter for that Appendable/Consumable UAV.  pUAVInitialCounts is only relevant for UAVs which have the <see cref="T:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags"/> flag,  otherwise the argument is ignored. </param>
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargetsAndUnorderedAccessViews(System.Int32,SharpDX.Direct3D11.RenderTargetView[],SharpDX.Direct3D11.DepthStencilView,System.Int32,System.Int32,SharpDX.Direct3D11.UnorderedAccessView[],System.Int32[])">
            <summary>	
            <p>Binds resources to the output-merger stage.</p>	
            </summary>	
            <param name="numRTVs"><dd>  <p>Number of render-target views (<em>ppRenderTargetViews</em>) and depth-stencil view (<em>ppDepthStencilView</em>)  to bind. If you set <em>NumViews</em> to D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL (0xffffffff), this method does not modify the currently bound render-target views (RTVs) and also does not modify depth-stencil view (DSV).</p> </dd></param>	
            <param name="renderTargetViewsOut"><dd>  <p>Pointer to an array of <strong><see cref="T:SharpDX.Direct3D11.RenderTargetView"/></strong>s, which represent render-target views. Specify <strong><c>null</c></strong> to set none.</p> </dd></param>	
            <param name="depthStencilViewRef"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.Direct3D11.DepthStencilView"/></strong>, which represents a depth-stencil view. Specify <strong><c>null</c></strong> to set none.</p> </dd></param>	
            <param name="uAVStartSlot"><dd>  <p>Index into a zero-based array to begin setting unordered-access views (ranges from 0 to <see cref="F:SharpDX.Direct3D11.ComputeShaderStage.UnorderedAccessViewSlotCount"/> - 1).</p> <p> For the Direct3D 11.1 runtime, which is available starting with Windows Developer Preview, this value can range from 0 to D3D11_1_UAV_SLOT_COUNT - 1. D3D11_1_UAV_SLOT_COUNT is defined as 64.</p> <p>For pixel shaders, <em>UAVStartSlot</em> should be equal to the number of render-target views being bound. </p> </dd></param>	
            <param name="numUAVs"><dd>  <p>Number of unordered-access views (UAVs) in <em>ppUnorderedAccessView</em>. If you set <em>NumUAVs</em> to D3D11_KEEP_UNORDERED_ACCESS_VIEWS (0xffffffff), this method does not modify the currently bound unordered-access views.</p> <p>For the Direct3D 11.1 runtime, which is available starting with Windows Developer Preview, this value can range from 0 to D3D11_1_UAV_SLOT_COUNT - <em>UAVStartSlot</em>.</p> </dd></param>	
            <param name="unorderedAccessViewsOut"><dd>  <p>Pointer to an array of <strong><see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/></strong>s, which represent unordered-access views.</p> </dd></param>	
            <param name="uAVInitialCountsRef"><dd>  <p>An array of append and consume buffer offsets. A value of -1 indicates to keep the current offset. Any other values set the hidden counter  for that appendable and consumable UAV. <em>pUAVInitialCounts</em> is  relevant only for UAVs that were created with either  <strong><see cref="F:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.Append"/></strong> or <strong><see cref="F:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.Counter"/></strong> specified  when the UAV was created; otherwise, the argument is ignored.</p> </dd></param>	
            <remarks>	
            <p>For pixel shaders, the render targets and unordered-access views share the same resource slots when being written out. This means that UAVs must be  given an offset so that they are placed in the slots after the render target views that are being bound. </p><p><strong>Note</strong>??RTVs, DSV, and UAVs cannot be set independently; they all need to be set at the same time.</p><p>Two RTVs conflict if they share a subresource (and therefore share the same resource).</p><p>Two UAVs conflict if they share a subresource (and therefore share the same resource).</p><p>An RTV conflicts with a UAV if they share a subresource or share a bind point.</p><p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> operates properly in the following situations:</p><ol> <li> <p><em>NumViews</em> != D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL and <em>NumUAVs</em> != D3D11_KEEP_UNORDERED_ACCESS_VIEWS</p> <p>The following conditions must be true for <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> to succeed and for the runtime to pass the bind information to the driver:</p> <ul> <li><em>NumViews</em> &lt;= 8</li> <li><em>UAVStartSlot</em> &gt;= <em>NumViews</em></li> <li><em>UAVStartSlot</em> + <em>NumUAVs</em> &lt;= 8</li> <li>There must be no conflicts in the set of all <em>ppRenderTargetViews</em> and <em>ppUnorderedAccessView</em>.</li> <li><em>ppDepthStencilView</em> must match the render-target views. For more information about resource views, see Introduction to a Resource in Direct3D 11.</li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> performs the following tasks:</p> <ul> <li>Unbinds all currently bound conflicting resources (stream-output target resources (SOTargets), compute shader (CS) UAVs, shader-resource views (SRVs)).</li> <li>Binds <em>ppRenderTargetViews</em>, <em>ppDepthStencilView</em>, and <em>ppUnorderedAccessView</em>.</li> </ul> </li> <li> <p><em>NumViews</em> == D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL </p> <p>In this situation, <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> binds only UAVs. </p> <p>The following conditions must be true for <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> to succeed and for the runtime to pass the bind information to the driver:</p> <ul> <li><em>UAVStartSlot</em> + <em>NumUAVs</em> &lt;= 8</li> <li>There must be no conflicts in <em>ppUnorderedAccessView</em>.</li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> unbinds the following items:</p> <ul> <li>All RTVs in slots &gt;= <em>UAVStartSlot</em></li> <li>All RTVs that conflict with any UAVs in <em>ppUnorderedAccessView</em></li> <li>All currently bound resources (SOTargets, CS UAVs, SRVs) that conflict with <em>ppUnorderedAccessView</em></li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> binds <em>ppUnorderedAccessView</em>.</p> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> ignores <em>ppDepthStencilView</em>, and the current depth-stencil view remains bound.</p> </li> <li> <p><em>NumUAVs</em> == D3D11_KEEP_UNORDERED_ACCESS_VIEWS</p> <p>In this situation, <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> binds only RTVs and DSV. </p> <p>The following conditions must be true for <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> to succeed and for the runtime to pass the bind information to the driver:</p> <ul> <li><em>NumViews</em> &lt;= 8</li> <li>There must be no conflicts in <em>ppRenderTargetViews</em>.</li> <li><em>ppDepthStencilView</em> must match the render-target views. For more information about resource views, see Introduction to a Resource in Direct3D 11.</li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> unbinds the following items:</p> <ul> <li>All UAVs in slots &lt; <em>NumViews</em></li> <li>All UAVs that conflict with any RTVs in <em>ppRenderTargetViews</em></li> <li>All currently bound resources (SOTargets, CS UAVs, SRVs) that conflict with <em>ppRenderTargetViews</em></li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> binds <em>ppRenderTargetViews</em> and <em>ppDepthStencilView</em>.</p> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> ignores <em>UAVStartSlot</em>.</p> </li> </ol>	
            </remarks>	
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargetsAndUnorderedAccessViews(System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.RenderTargetView},SharpDX.Direct3D11.DepthStencilView,System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.UnorderedAccessView},System.Int32[])">
            <summary>	
            <p>Binds resources to the output-merger stage.</p>	
            </summary>	
            <param name="numRTVs"><dd>  <p>Number of render-target views (<em>ppRenderTargetViews</em>) and depth-stencil view (<em>ppDepthStencilView</em>)  to bind. If you set <em>NumViews</em> to D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL (0xffffffff), this method does not modify the currently bound render-target views (RTVs) and also does not modify depth-stencil view (DSV).</p> </dd></param>	
            <param name="renderTargetViewsOut"><dd>  <p>Pointer to an array of <strong><see cref="T:SharpDX.Direct3D11.RenderTargetView"/></strong>s, which represent render-target views. Specify <strong><c>null</c></strong> to set none.</p> </dd></param>	
            <param name="depthStencilViewRef"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.Direct3D11.DepthStencilView"/></strong>, which represents a depth-stencil view. Specify <strong><c>null</c></strong> to set none.</p> </dd></param>	
            <param name="uAVStartSlot"><dd>  <p>Index into a zero-based array to begin setting unordered-access views (ranges from 0 to <see cref="F:SharpDX.Direct3D11.ComputeShaderStage.UnorderedAccessViewSlotCount"/> - 1).</p> <p> For the Direct3D 11.1 runtime, which is available starting with Windows Developer Preview, this value can range from 0 to D3D11_1_UAV_SLOT_COUNT - 1. D3D11_1_UAV_SLOT_COUNT is defined as 64.</p> <p>For pixel shaders, <em>UAVStartSlot</em> should be equal to the number of render-target views being bound. </p> </dd></param>	
            <param name="numUAVs"><dd>  <p>Number of unordered-access views (UAVs) in <em>ppUnorderedAccessView</em>. If you set <em>NumUAVs</em> to D3D11_KEEP_UNORDERED_ACCESS_VIEWS (0xffffffff), this method does not modify the currently bound unordered-access views.</p> <p>For the Direct3D 11.1 runtime, which is available starting with Windows Developer Preview, this value can range from 0 to D3D11_1_UAV_SLOT_COUNT - <em>UAVStartSlot</em>.</p> </dd></param>	
            <param name="unorderedAccessViewsOut"><dd>  <p>Pointer to an array of <strong><see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/></strong>s, which represent unordered-access views.</p> </dd></param>	
            <param name="uAVInitialCountsRef"><dd>  <p>An array of append and consume buffer offsets. A value of -1 indicates to keep the current offset. Any other values set the hidden counter  for that appendable and consumable UAV. <em>pUAVInitialCounts</em> is  relevant only for UAVs that were created with either  <strong><see cref="F:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.Append"/></strong> or <strong><see cref="F:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.Counter"/></strong> specified  when the UAV was created; otherwise, the argument is ignored.</p> </dd></param>	
            <remarks>	
            <p>For pixel shaders, the render targets and unordered-access views share the same resource slots when being written out. This means that UAVs must be  given an offset so that they are placed in the slots after the render target views that are being bound. </p><p><strong>Note</strong>??RTVs, DSV, and UAVs cannot be set independently; they all need to be set at the same time.</p><p>Two RTVs conflict if they share a subresource (and therefore share the same resource).</p><p>Two UAVs conflict if they share a subresource (and therefore share the same resource).</p><p>An RTV conflicts with a UAV if they share a subresource or share a bind point.</p><p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> operates properly in the following situations:</p><ol> <li> <p><em>NumViews</em> != D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL and <em>NumUAVs</em> != D3D11_KEEP_UNORDERED_ACCESS_VIEWS</p> <p>The following conditions must be true for <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> to succeed and for the runtime to pass the bind information to the driver:</p> <ul> <li><em>NumViews</em> &lt;= 8</li> <li><em>UAVStartSlot</em> &gt;= <em>NumViews</em></li> <li><em>UAVStartSlot</em> + <em>NumUAVs</em> &lt;= 8</li> <li>There must be no conflicts in the set of all <em>ppRenderTargetViews</em> and <em>ppUnorderedAccessView</em>.</li> <li><em>ppDepthStencilView</em> must match the render-target views. For more information about resource views, see Introduction to a Resource in Direct3D 11.</li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> performs the following tasks:</p> <ul> <li>Unbinds all currently bound conflicting resources (stream-output target resources (SOTargets), compute shader (CS) UAVs, shader-resource views (SRVs)).</li> <li>Binds <em>ppRenderTargetViews</em>, <em>ppDepthStencilView</em>, and <em>ppUnorderedAccessView</em>.</li> </ul> </li> <li> <p><em>NumViews</em> == D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL </p> <p>In this situation, <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> binds only UAVs. </p> <p>The following conditions must be true for <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> to succeed and for the runtime to pass the bind information to the driver:</p> <ul> <li><em>UAVStartSlot</em> + <em>NumUAVs</em> &lt;= 8</li> <li>There must be no conflicts in <em>ppUnorderedAccessView</em>.</li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> unbinds the following items:</p> <ul> <li>All RTVs in slots &gt;= <em>UAVStartSlot</em></li> <li>All RTVs that conflict with any UAVs in <em>ppUnorderedAccessView</em></li> <li>All currently bound resources (SOTargets, CS UAVs, SRVs) that conflict with <em>ppUnorderedAccessView</em></li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> binds <em>ppUnorderedAccessView</em>.</p> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> ignores <em>ppDepthStencilView</em>, and the current depth-stencil view remains bound.</p> </li> <li> <p><em>NumUAVs</em> == D3D11_KEEP_UNORDERED_ACCESS_VIEWS</p> <p>In this situation, <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> binds only RTVs and DSV. </p> <p>The following conditions must be true for <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> to succeed and for the runtime to pass the bind information to the driver:</p> <ul> <li><em>NumViews</em> &lt;= 8</li> <li>There must be no conflicts in <em>ppRenderTargetViews</em>.</li> <li><em>ppDepthStencilView</em> must match the render-target views. For more information about resource views, see Introduction to a Resource in Direct3D 11.</li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> unbinds the following items:</p> <ul> <li>All UAVs in slots &lt; <em>NumViews</em></li> <li>All UAVs that conflict with any RTVs in <em>ppRenderTargetViews</em></li> <li>All currently bound resources (SOTargets, CS UAVs, SRVs) that conflict with <em>ppRenderTargetViews</em></li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> binds <em>ppRenderTargetViews</em> and <em>ppDepthStencilView</em>.</p> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> ignores <em>UAVStartSlot</em>.</p> </li> </ol>	
            </remarks>	
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetBlendState(SharpDX.Direct3D11.BlendState,System.Nullable{SharpDX.Mathematics.Interop.RawColor4},System.UInt32)">
            <summary>	
            Set the blend state of the output-merger stage.	
            </summary>	
            <param name="blendStateRef"><para>Pointer to a blend-state interface (see <see cref="T:SharpDX.Direct3D11.BlendState"/>). Passing in <c>null</c> implies a default blend state. See remarks for further details.</para></param>	
            <param name="blendFactor"><para>Array of blend factors, one for each RGBA component. This requires a blend state object that specifies the <see cref="F:SharpDX.Direct3D11.BlendOption.BlendFactor"/> option.</para></param>	
            <param name="sampleMask"><para>32-bit sample coverage. The default value is 0xffffffff. See remarks.</para></param>	
            <remarks>	
            Blend state is used by the output-merger stage to determine how to blend together two pixel values. The two values are commonly the current pixel value and the pixel value already in the output render target. Use the blend operation to control where the two pixel values come from and how they are mathematically combined.To create a blend-state interface, call <see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)"/>.Passing in <c>null</c> for the blend-state interface indicates to the runtime to set a default blending state.  The following table indicates the default blending parameters.StateDefault Value AlphaToCoverageEnableFALSE BlendEnableFALSE[8] SrcBlendD3D11_BLEND_ONE DstBlendD3D11_BLEND_ZERO BlendOpD3D11_BLEND_OP_ADD SrcBlendAlphaD3D11_BLEND_ONE DstBlendAlphaD3D11_BLEND_ZERO BlendOpAlphaD3D11_BLEND_OP_ADD RenderTargetWriteMask[8]<see cref="F:SharpDX.Direct3D11.ColorWriteMaskFlags.All"/>[8]?A sample mask determines which samples get updated in all the active render targets. The mapping of bits in a sample mask to samples in a multisample render target is the responsibility of an individual application. A sample mask is always applied; it is independent of whether multisampling is enabled, and does not depend on whether an application uses multisample render targets.The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.	
            </remarks>	
            <unmanaged>void ID3D11DeviceContext::OMSetBlendState([In, Optional] ID3D11BlendState* pBlendState,[In, Optional] const SHARPDX_COLOR4* BlendFactor,[In] unsigned int SampleMask)</unmanaged>	
        </member>
        <member name="P:SharpDX.Direct3D11.OutputMergerStage.BlendFactor">
            <summary>
            Gets or sets the blend factor.
            </summary>
            <value>The blend factor.</value>
        </member>
        <member name="P:SharpDX.Direct3D11.OutputMergerStage.BlendSampleMask">
            <summary>
            Gets or sets the blend sample mask.
            </summary>
            <value>The blend sample mask.</value>
        </member>
        <member name="P:SharpDX.Direct3D11.OutputMergerStage.BlendState">
            <summary>
            Gets or sets the state of the blend.
            </summary>
            <value>The state of the blend.</value>
        </member>
        <member name="P:SharpDX.Direct3D11.OutputMergerStage.DepthStencilReference">
            <summary>
            Gets or sets the depth stencil reference.
            </summary>
            <value>The depth stencil reference.</value>
        </member>
        <member name="P:SharpDX.Direct3D11.OutputMergerStage.DepthStencilState">
            <summary>
            Gets or sets the state of the depth stencil.
            </summary>
            <value>The state of the depth stencil.</value>
        </member>
        <member name="F:SharpDX.Direct3D11.OutputMergerStage.SimultaneousRenderTargetCount">
            <summary>Constant SimultaneousRenderTargetCount</summary>
            <unmanaged>D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargets(System.Int32,System.IntPtr,SharpDX.Direct3D11.DepthStencilView)">
            <summary>
            <p>Bind one or more render targets atomically and the depth-stencil buffer to the output-merger stage.</p>
            </summary>
            <param name = "numViews">No documentation.</param>
            <param name = "renderTargetViewsOut">No documentation.</param>
            <param name = "depthStencilViewRef">No documentation.</param>
            <remarks>
            <p>The maximum number of active render targets a device can have active at any given time is set by a #define in D3D11.h called  <strong><see cref = "F:SharpDX.Direct3D11.OutputMergerStage.SimultaneousRenderTargetCount"/></strong>. It is invalid to try to set the same subresource to multiple render target slots.  Any render targets not defined by this call are set to <strong><c>null</c></strong>.</p><p>If any subresources are also currently bound for reading in a different stage or writing (perhaps in a different part of the pipeline),  those bind points will be set to <strong><c>null</c></strong>, in order to prevent the same subresource from being read and written simultaneously in a single rendering operation.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>If the render-target views were created from an array resource type, all of the render-target views must have the same array size.   This restriction also applies to the depth-stencil view, its array size must match that of the render-target views being bound.</p><p>The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.</p><p>Any combination of the eight slots for render targets can have a render target set or not set.</p><p>The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.</p>
            </remarks>
            <msdn-id>ff476464</msdn-id>
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargets([In] unsigned int NumViews,[In] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargets</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargetsAndUnorderedAccessViews(System.Int32,System.IntPtr,SharpDX.Direct3D11.DepthStencilView,System.Int32,System.Int32,System.IntPtr,System.IntPtr)">
            <summary>
            <p>Binds resources to the output-merger stage.</p>
            </summary>
            <param name = "numRTVs"><dd>  <p> Number of render targets to bind (ranges between 0 and <strong><see cref = "F:SharpDX.Direct3D11.OutputMergerStage.SimultaneousRenderTargetCount"/></strong>). If this parameter is nonzero, the number of entries in the array to which <em>ppRenderTargetViews</em> points must equal the number in this parameter. If you set <em>NumRTVs</em> to D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL (0xffffffff), this method does not modify the currently bound render-target views (RTVs) and also does not modify depth-stencil view (DSV). </p> </dd></param>
            <param name = "renderTargetViewsOut"><dd>  <p> Pointer to an array of <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetView"/></strong>s that represent the render targets to bind to the device. If this parameter is <strong><c>null</c></strong> and <em>NumRTVs</em> is 0, no render targets are bound. </p> </dd></param>
            <param name = "depthStencilViewRef"><dd>  <p> Pointer to a <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilView"/></strong> that represents the depth-stencil view to bind to the device. If this parameter is <strong><c>null</c></strong>, the depth-stencil state is not bound. </p> </dd></param>
            <param name = "uAVStartSlot"><dd>  <p>Index into a zero-based array to begin setting unordered-access views (ranges from 0 to <see cref = "!:UnorderedAccessViewSlotCount"/> - 1).</p> <p> For the Direct3D 11.1 runtime, which is available starting with Windows?8, this value can range from 0 to D3D11_1_UAV_SLOT_COUNT - 1. D3D11_1_UAV_SLOT_COUNT is defined as 64. </p> <p> For pixel shaders, <em>UAVStartSlot</em> should be equal to the number of render-target views being bound. </p> </dd></param>
            <param name = "numUAVs"><dd>  <p> Number of unordered-access views (UAVs) in <em>ppUnorderedAccessViews</em>. If you set <em>NumUAVs</em> to D3D11_KEEP_UNORDERED_ACCESS_VIEWS (0xffffffff), this method does not modify the currently bound unordered-access views. </p> <p> For the Direct3D 11.1 runtime, which is available starting with Windows?8, this value can range from 0 to D3D11_1_UAV_SLOT_COUNT - <em>UAVStartSlot</em>. </p> </dd></param>
            <param name = "unorderedAccessViewsOut"><dd>  <p> Pointer to an array of <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessView"/></strong>s that represent the unordered-access views to bind to the device. If this parameter is <strong><c>null</c></strong> and <em>NumUAVs</em> is 0, no unordered-access views are bound. </p> </dd></param>
            <param name = "uAVInitialCountsRef"><dd>  <p> An array of append and consume buffer offsets. A value of -1 indicates to keep the current offset. Any other values set the hidden counter for that appendable and consumable UAV. <em>pUAVInitialCounts</em> is  relevant only for UAVs that were created with either <strong>D3D11_BUFFER_UAV_FLAG_APPEND</strong> or <strong>D3D11_BUFFER_UAV_FLAG_COUNTER</strong> specified when the UAV was created; otherwise, the argument is ignored. </p> </dd></param>
            <remarks>
            <p> For pixel shaders, the render targets and unordered-access views share the same resource slots when being written out. This means that UAVs must be given an offset so that they are placed in the slots after the render target views that are being bound. </p><strong>Note</strong>??RTVs, DSV, and UAVs cannot be set independently; they all need to be set at the same time.?<p>Two RTVs conflict if they share a subresource (and therefore share the same resource).</p><p>Two UAVs conflict if they share a subresource (and therefore share the same resource).</p><p>An RTV conflicts with a UAV if they share a subresource or share a bind point.</p><p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> operates properly in the following situations: </p><ol> <li> <p><em>NumRTVs</em> != D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL and <em>NumUAVs</em> != D3D11_KEEP_UNORDERED_ACCESS_VIEWS </p> <p> The following conditions must be true for <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> to succeed and for the runtime to pass the bind information to the driver: </p> <ul> <li><em>NumRTVs</em> &lt;= 8 </li> <li><em>UAVStartSlot</em> &gt;= <em>NumRTVs</em></li> <li><em>UAVStartSlot</em> + <em>NumUAVs</em> &lt;= 8 </li> <li> There must be no conflicts in the set of all <em>ppRenderTargetViews</em> and <em>ppUnorderedAccessViews</em>. </li> <li><em>ppDepthStencilView</em> must match the render-target views. For more information about resource views, see Introduction to a Resource in Direct3D 11. </li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> performs the following tasks: </p> <ul> <li>Unbinds all currently bound conflicting resources (stream-output target resources (SOTargets), compute shader (CS) UAVs, shader-resource views (SRVs)).</li> <li> Binds <em>ppRenderTargetViews</em>, <em>ppDepthStencilView</em>, and <em>ppUnorderedAccessViews</em>. </li> </ul> </li> <li> <p><em>NumRTVs</em> == D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL </p> <p> In this situation, <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> binds only UAVs. </p> <p> The following conditions must be true for <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> to succeed and for the runtime to pass the bind information to the driver: </p> <ul> <li><em>UAVStartSlot</em> + <em>NumUAVs</em> &lt;= 8 </li> <li> There must be no conflicts in <em>ppUnorderedAccessViews</em>. </li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> unbinds the following items: </p> <ul> <li> All RTVs in slots &gt;= <em>UAVStartSlot</em></li> <li> All RTVs that conflict with any UAVs in <em>ppUnorderedAccessViews</em></li> <li> All currently bound resources (SOTargets, CS UAVs, SRVs) that conflict with <em>ppUnorderedAccessViews</em></li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> binds <em>ppUnorderedAccessViews</em>. </p> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> ignores <em>ppDepthStencilView</em>, and the current depth-stencil view remains bound. </p> </li> <li> <p><em>NumUAVs</em> == D3D11_KEEP_UNORDERED_ACCESS_VIEWS </p> <p> In this situation, <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> binds only RTVs and DSV. </p> <p> The following conditions must be true for <strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> to succeed and for the runtime to pass the bind information to the driver: </p> <ul> <li><em>NumRTVs</em> &lt;= 8 </li> <li> There must be no conflicts in <em>ppRenderTargetViews</em>. </li> <li><em>ppDepthStencilView</em> must match the render-target views. For more information about resource views, see Introduction to a Resource in Direct3D 11. </li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> unbinds the following items: </p> <ul> <li> All UAVs in slots &lt; <em>NumRTVs</em></li> <li> All UAVs that conflict with any RTVs in <em>ppRenderTargetViews</em></li> <li> All currently bound resources (SOTargets, CS UAVs, SRVs) that conflict with <em>ppRenderTargetViews</em></li> </ul> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> binds <em>ppRenderTargetViews</em> and <em>ppDepthStencilView</em>. </p> <p><strong>OMSetRenderTargetsAndUnorderedAccessViews</strong> ignores <em>UAVStartSlot</em>. </p> </li> </ol><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476465</msdn-id>
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const ID3D11RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const ID3D11UnorderedAccessView** ppUnorderedAccessViews,[In, Buffer, Optional] const unsigned int* pUAVInitialCounts)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetBlendState(SharpDX.Direct3D11.BlendState,System.Nullable{SharpDX.Mathematics.Interop.RawColor4},System.Int32)">
            <summary>
            <p>Set the blend state of the output-merger stage.</p>
            </summary>
            <param name = "blendStateRef"><dd>  <p>Pointer to a blend-state interface (see <strong><see cref = "T:SharpDX.Direct3D11.BlendState"/></strong>). Pass <strong><c>null</c></strong> for a default blend state. For more info about default blend state, see Remarks.</p> </dd></param>
            <param name = "blendFactor"><dd>  <p>Array of blend factors, one for each RGBA component. The blend factors modulate values for the pixel shader, render target, or both. If you created  the blend-state object with <strong>D3D11_BLEND_BLEND_FACTOR</strong> or <strong>D3D11_BLEND_INV_BLEND_FACTOR</strong>, the blending stage uses the non-<c>null</c> array of blend factors. If you didn't create the blend-state object with <strong>D3D11_BLEND_BLEND_FACTOR</strong> or <strong>D3D11_BLEND_INV_BLEND_FACTOR</strong>, the blending stage does not use the non-<c>null</c> array of blend factors; the runtime stores the blend factors, and you can later call <strong>ID3D11DeviceContext::OMGetBlendState</strong> to retrieve the blend factors. If you pass <strong><c>null</c></strong>, the runtime uses or stores a blend factor equal to { 1, 1, 1, 1 }.</p> </dd></param>
            <param name = "sampleMask"><dd>  <p>32-bit sample coverage. The default value is 0xffffffff. See remarks.</p> </dd></param>
            <remarks>
            <p>Blend state is used by the output-merger stage to determine how to blend together two RGB pixel values and two alpha values. The two RGB pixel values and two alpha values are the RGB pixel value and alpha value that the pixel shader outputs and the RGB pixel value and alpha value already in the output render target. The <strong>blend option</strong> controls the data source that the blending stage uses to modulate values for the pixel shader, render target, or both. The <strong>blend operation</strong> controls how the blending stage mathematically combines these modulated values.</p><p>To create a blend-state interface, call <strong>ID3D11Device::CreateBlendState</strong>.</p><p>Passing in <strong><c>null</c></strong> for the blend-state interface indicates to the runtime to set a default blending state.  The following table indicates the default blending parameters.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>IndependentBlendEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].BlendEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].SrcBlend</td><td>D3D11_BLEND_ONE</td></tr> <tr><td>RenderTarget[0].DestBlend</td><td>D3D11_BLEND_ZERO</td></tr> <tr><td>RenderTarget[0].BlendOp</td><td>D3D11_BLEND_OP_ADD</td></tr> <tr><td>RenderTarget[0].SrcBlendAlpha</td><td>D3D11_BLEND_ONE</td></tr> <tr><td>RenderTarget[0].DestBlendAlpha</td><td>D3D11_BLEND_ZERO</td></tr> <tr><td>RenderTarget[0].BlendOpAlpha</td><td>D3D11_BLEND_OP_ADD</td></tr> <tr><td>RenderTarget[0].RenderTargetWriteMask</td><td>D3D11_COLOR_WRITE_ENABLE_ALL</td></tr> </table><p>?</p><p>A sample mask determines which samples get updated in all the active render targets. The mapping of bits in a sample mask to samples in a multisample render target is the responsibility of an individual application. A sample mask is always applied; it is independent of whether multisampling is enabled, and does not depend on whether an application uses multisample render targets.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476462</msdn-id>
            <unmanaged>void ID3D11DeviceContext::OMSetBlendState([In, Optional] ID3D11BlendState* pBlendState,[In, Optional] const float* BlendFactor,[In] unsigned int SampleMask)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::OMSetBlendState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetDepthStencilState(SharpDX.Direct3D11.DepthStencilState,System.Int32)">
            <summary>
            <p>Sets the depth-stencil state of the output-merger stage.</p>
            </summary>
            <param name = "depthStencilStateRef"><dd>  <p>Pointer to a depth-stencil state interface (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilState"/></strong>) to bind to the device. Set this to <strong><c>null</c></strong> to use the default state listed in <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilStateDescription"/></strong>.</p> </dd></param>
            <param name = "stencilRef"><dd>  <p>Reference value to perform against when doing a depth-stencil test. See remarks.</p> </dd></param>
            <remarks>
            <p>To create a depth-stencil state interface, call <strong>ID3D11Device::CreateDepthStencilState</strong>.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476463</msdn-id>
            <unmanaged>void ID3D11DeviceContext::OMSetDepthStencilState([In, Optional] ID3D11DepthStencilState* pDepthStencilState,[In] unsigned int StencilRef)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::OMSetDepthStencilState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.GetRenderTargets(System.Int32,SharpDX.Direct3D11.RenderTargetView[],SharpDX.Direct3D11.DepthStencilView@)">
            <summary>
            <p>Get references to the resources bound to the output-merger stage.</p>
            </summary>
            <param name = "numViews"><dd>  <p>Number of render targets to retrieve.</p> </dd></param>
            <param name = "renderTargetViewsOut"><dd>  <p>Pointer to an array of <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetView"/></strong>s which represent render target views. Specify <strong><c>null</c></strong> for this parameter when retrieval of a render target is not needed. </p> </dd></param>
            <param name = "depthStencilViewOut"><dd>  <p>Pointer to a <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilView"/></strong>, which represents a depth-stencil view. Specify <strong><c>null</c></strong> for this parameter when retrieval of the depth-stencil view is not needed.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476460</msdn-id>
            <unmanaged>void ID3D11DeviceContext::OMGetRenderTargets([In] unsigned int NumViews,[Out, Buffer, Optional] ID3D11RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D11DepthStencilView** ppDepthStencilView)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::OMGetRenderTargets</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.GetRenderTargetsAndUnorderedAccessViews(System.Int32,SharpDX.Direct3D11.RenderTargetView[],SharpDX.Direct3D11.DepthStencilView@,System.Int32,System.Int32,SharpDX.Direct3D11.UnorderedAccessView[])">
            <summary>
            <p>Get references to the resources bound to the output-merger stage.</p>
            </summary>
            <param name = "numRTVs"><dd>  <p>The number of render-target views to retrieve.</p> </dd></param>
            <param name = "renderTargetViewsOut"><dd>  <p> Pointer to an array of <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetView"/></strong>s, which represent render-target views. Specify <strong><c>null</c></strong> for this parameter when retrieval of render-target views is not required. </p> </dd></param>
            <param name = "depthStencilViewOut"><dd>  <p> Pointer to a <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilView"/></strong>, which represents a depth-stencil view. Specify <strong><c>null</c></strong> for this parameter when retrieval of the depth-stencil view is not required. </p> </dd></param>
            <param name = "uAVStartSlot"><dd>  <p> Index into a zero-based array to begin retrieving unordered-access views (ranges from 0 to <see cref = "!:UnorderedAccessViewSlotCount"/> - 1). For pixel shaders <em>UAVStartSlot</em> should be equal to the number of render-target views that are bound. </p> </dd></param>
            <param name = "numUAVs"><dd>  <p> Number of unordered-access views to return in <em>ppUnorderedAccessViews</em>. This number ranges from 0 to <see cref = "!:UnorderedAccessViewSlotCount"/> - <em>UAVStartSlot</em>. </p> </dd></param>
            <param name = "unorderedAccessViewsOut"><dd>  <p> Pointer to an array of <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessView"/></strong>s, which represent unordered-access views that are retrieved. Specify <strong><c>null</c></strong> for this parameter when retrieval of unordered-access views is not required. </p> </dd></param>
            <remarks>
            <p> Any returned interfaces will have their reference count incremented by one. Applications should call <strong>IUnknown::Release</strong> on the returned interfaces when they are no longer needed to avoid memory leaks. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476461</msdn-id>
            <unmanaged>void ID3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[Out, Buffer, Optional] ID3D11RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D11DepthStencilView** ppDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[Out, Buffer, Optional] ID3D11UnorderedAccessView** ppUnorderedAccessViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.GetBlendState(SharpDX.Direct3D11.BlendState@,SharpDX.Mathematics.Interop.RawColor4@,System.Int32@)">
            <summary>
            <p>Set the blend state of the output-merger stage.</p>
            </summary>
            <param name = "blendStateOut"><dd>  <p>Pointer to a blend-state interface (see <strong><see cref = "T:SharpDX.Direct3D11.BlendState"/></strong>). Pass <strong><c>null</c></strong> for a default blend state. For more info about default blend state, see Remarks.</p> </dd></param>
            <param name = "blendFactor"><dd>  <p>Array of blend factors, one for each RGBA component. The blend factors modulate values for the pixel shader, render target, or both. If you created  the blend-state object with <strong>D3D11_BLEND_BLEND_FACTOR</strong> or <strong>D3D11_BLEND_INV_BLEND_FACTOR</strong>, the blending stage uses the non-<c>null</c> array of blend factors. If you didn't create the blend-state object with <strong>D3D11_BLEND_BLEND_FACTOR</strong> or <strong>D3D11_BLEND_INV_BLEND_FACTOR</strong>, the blending stage does not use the non-<c>null</c> array of blend factors; the runtime stores the blend factors, and you can later call <strong>ID3D11DeviceContext::OMGetBlendState</strong> to retrieve the blend factors. If you pass <strong><c>null</c></strong>, the runtime uses or stores a blend factor equal to { 1, 1, 1, 1 }.</p> </dd></param>
            <param name = "sampleMaskRef"><dd>  <p>32-bit sample coverage. The default value is 0xffffffff. See remarks.</p> </dd></param>
            <remarks>
            <p>Blend state is used by the output-merger stage to determine how to blend together two RGB pixel values and two alpha values. The two RGB pixel values and two alpha values are the RGB pixel value and alpha value that the pixel shader outputs and the RGB pixel value and alpha value already in the output render target. The <strong>blend option</strong> controls the data source that the blending stage uses to modulate values for the pixel shader, render target, or both. The <strong>blend operation</strong> controls how the blending stage mathematically combines these modulated values.</p><p>To create a blend-state interface, call <strong>ID3D11Device::CreateBlendState</strong>.</p><p>Passing in <strong><c>null</c></strong> for the blend-state interface indicates to the runtime to set a default blending state.  The following table indicates the default blending parameters.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>IndependentBlendEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].BlendEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].SrcBlend</td><td>D3D11_BLEND_ONE</td></tr> <tr><td>RenderTarget[0].DestBlend</td><td>D3D11_BLEND_ZERO</td></tr> <tr><td>RenderTarget[0].BlendOp</td><td>D3D11_BLEND_OP_ADD</td></tr> <tr><td>RenderTarget[0].SrcBlendAlpha</td><td>D3D11_BLEND_ONE</td></tr> <tr><td>RenderTarget[0].DestBlendAlpha</td><td>D3D11_BLEND_ZERO</td></tr> <tr><td>RenderTarget[0].BlendOpAlpha</td><td>D3D11_BLEND_OP_ADD</td></tr> <tr><td>RenderTarget[0].RenderTargetWriteMask</td><td>D3D11_COLOR_WRITE_ENABLE_ALL</td></tr> </table><p>?</p><p>A sample mask determines which samples get updated in all the active render targets. The mapping of bits in a sample mask to samples in a multisample render target is the responsibility of an individual application. A sample mask is always applied; it is independent of whether multisampling is enabled, and does not depend on whether an application uses multisample render targets.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476462</msdn-id>
            <unmanaged>void ID3D11DeviceContext::OMGetBlendState([Out, Optional] ID3D11BlendState** ppBlendState,[Out, Optional] float* BlendFactor,[Out, Optional] unsigned int* pSampleMask)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::OMGetBlendState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.GetDepthStencilState(SharpDX.Direct3D11.DepthStencilState@,System.Int32@)">
            <summary>
            <p>Gets the depth-stencil state of the output-merger stage.</p>
            </summary>
            <param name = "depthStencilStateOut"><dd>  <p> Address of a reference to a depth-stencil state interface (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilState"/></strong>) to be filled with information from the device. </p> </dd></param>
            <param name = "stencilRefRef"><dd>  <p>Pointer to the stencil reference value used in the depth-stencil test.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476459</msdn-id>
            <unmanaged>void ID3D11DeviceContext::OMGetDepthStencilState([Out, Optional] ID3D11DepthStencilState** ppDepthStencilState,[Out, Optional] unsigned int* pStencilRef)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::OMGetDepthStencilState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.GetViewports``1">
            <summary>	
            Get the array of {{viewports}} bound  to the {{rasterizer stage}} 	
            </summary>	
            <returns>An array of viewports (see <see cref="T:SharpDX.Mathematics.Interop.RawViewportF"/>).</returns>
            <unmanaged>void RSGetViewports([InOut] int* NumViewports,[Out, Buffer, Optional] D3D10_VIEWPORT* pViewports)</unmanaged>
            <msdn-id>ff476477</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::RSGetViewports([InOut] unsigned int* pNumViewports,[Out, Buffer, Optional] D3D11_VIEWPORT* pViewports)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::RSGetViewports</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.GetViewports``1(``0[])">
            <summary>	
            Get the array of {{viewports}} bound  to the {{rasterizer stage}} 	
            </summary>	
            <returns>An array of viewports (see <see cref="T:SharpDX.Mathematics.Interop.RawViewportF"/>).</returns>
            <unmanaged>void RSGetViewports([InOut] int* NumViewports,[Out, Buffer, Optional] D3D10_VIEWPORT* pViewports)</unmanaged>
            <msdn-id>ff476477</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::RSGetViewports([InOut] unsigned int* pNumViewports,[Out, Buffer, Optional] D3D11_VIEWPORT* pViewports)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::RSGetViewports</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.GetScissorRectangles``1">
            <summary>	
            Get the array of {{scissor rectangles}} bound to the {{rasterizer stage}}.	
            </summary>	
            <returns>An array of scissor rectangles (see <see cref="T:SharpDX.Mathematics.Interop.RawRectangle"/>).</returns>
            <unmanaged>void RSGetScissorRects([InOut] int* NumRects,[Out, Buffer, Optional] D3D10_RECT* pRects)</unmanaged>
            <msdn-id>ff476475</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::RSGetScissorRects([InOut] unsigned int* pNumRects,[Out, Buffer, Optional] RECT* pRects)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::RSGetScissorRects</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.GetScissorRectangles``1(``0[])">
            <summary>	
            Get the array of {{scissor rectangles}} bound to the {{rasterizer stage}}.	
            </summary>	
            <returns>An array of scissor rectangles (see <see cref="T:SharpDX.Mathematics.Interop.RawRectangle"/>).</returns>
            <unmanaged>void RSGetScissorRects([InOut] int* NumRects,[Out, Buffer, Optional] D3D10_RECT* pRects)</unmanaged>
            <msdn-id>ff476475</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::RSGetScissorRects([InOut] unsigned int* pNumRects,[Out, Buffer, Optional] RECT* pRects)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::RSGetScissorRects</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.SetScissorRectangle(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Binds a single scissor rectangle to the rasterizer stage.
            </summary>
            <param name="left">The left.</param>
            <param name="top">The top.</param>
            <param name="right">The right.</param>
            <param name="bottom">The bottom.</param>
            <remarks>	
            <p>All scissor rects must be set atomically as one operation. Any scissor rects not defined by the call are disabled.</p><p>The scissor rectangles will only be used if ScissorEnable is set to true in the rasterizer state (see <strong><see cref="T:SharpDX.Direct3D11.RasterizerStateDescription"/></strong>).</p><p>Which scissor rectangle to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first scissor rectangle in the array.</p><p>Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see <strong><see cref="M:SharpDX.Direct3D11.RasterizerStage.SetViewports(SharpDX.Mathematics.Interop.RawViewportF[],System.Int32)"/></strong>).</p>	
            </remarks>	
            <msdn-id>ff476478</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer, Optional] const void* pRects)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::RSSetScissorRects</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.SetScissorRectangles``1(``0[])">
            <summary>
              Binds a set of scissor rectangles to the rasterizer stage.
            </summary>
            <param name = "scissorRectangles">The set of scissor rectangles to bind.</param>
            <remarks>	
            <p>All scissor rects must be set atomically as one operation. Any scissor rects not defined by the call are disabled.</p><p>The scissor rectangles will only be used if ScissorEnable is set to true in the rasterizer state (see <strong><see cref="T:SharpDX.Direct3D11.RasterizerStateDescription"/></strong>).</p><p>Which scissor rectangle to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first scissor rectangle in the array.</p><p>Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see <strong><see cref="M:SharpDX.Direct3D11.RasterizerStage.SetViewports(SharpDX.Mathematics.Interop.RawViewportF[],System.Int32)"/></strong>).</p>	
            </remarks>	
            <msdn-id>ff476478</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer, Optional] const void* pRects)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::RSSetScissorRects</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.SetViewport(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Binds a single viewport to the rasterizer stage.
            </summary>
            <param name="x">The x coordinate of the viewport.</param>
            <param name="y">The y coordinate of the viewport.</param>
            <param name="width">The width.</param>
            <param name="height">The height.</param>
            <param name="minZ">The min Z.</param>
            <param name="maxZ">The max Z.</param>
            <remarks>	
            <p></p><p>All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.</p><p>Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.</p>	
            </remarks>	
            <msdn-id>ff476480</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::RSSetViewports([In] unsigned int NumViewports,[In, Buffer, Optional] const void* pViewports)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::RSSetViewports</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.SetViewport(SharpDX.Mathematics.Interop.RawViewportF)">
            <summary>
            Binds a single viewport to the rasterizer stage.
            </summary>
            <param name="viewport">The viewport.</param>
            <remarks>	
            <p></p><p>All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.</p><p>Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.</p>	
            </remarks>	
            <msdn-id>ff476480</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::RSSetViewports([In] unsigned int NumViewports,[In, Buffer, Optional] const void* pViewports)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::RSSetViewports</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.SetViewports(SharpDX.Mathematics.Interop.RawViewportF[],System.Int32)">
            <summary>
            Binds a set of viewports to the rasterizer stage.
            </summary>
            <param name="viewports">The set of viewports to bind.</param>
            <param name="count">The number of viewport to set.</param>
            <msdn-id>ff476480</msdn-id>
              <unmanaged>void ID3D11DeviceContext::RSSetViewports([In] unsigned int NumViewports,[In, Buffer, Optional] const void* pViewports)</unmanaged>
              <unmanaged-short>ID3D11DeviceContext::RSSetViewports</unmanaged-short>
            <remarks><p></p><p>All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.</p><p>Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.</p></remarks>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.SetViewports(SharpDX.Mathematics.Interop.RawViewportF*,System.Int32)">
            <summary>
            Binds a set of viewports to the rasterizer stage.
            </summary>
            <param name="viewports">The set of viewports to bind.</param>
            <param name="count">The number of viewport to set.</param>
            <msdn-id>ff476480</msdn-id>
              <unmanaged>void ID3D11DeviceContext::RSSetViewports([In] unsigned int NumViewports,[In, Buffer, Optional] const void* pViewports)</unmanaged>
              <unmanaged-short>ID3D11DeviceContext::RSSetViewports</unmanaged-short>
            <remarks><p></p><p>All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.</p><p>Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.</p></remarks>
        </member>
        <member name="P:SharpDX.Direct3D11.RasterizerStage.State">
            <summary>
            <p>Gets or sets a reference to the data contained in a subresource, and denies the GPU access to that subresource. </p>
            </summary>
            <remarks>
            <p> If you call <strong>Map</strong> on a deferred context, you can only pass <strong>D3D11_MAP_WRITE_DISCARD</strong>, <strong>D3D11_MAP_WRITE_NO_OVERWRITE</strong>, or both to the <em>MapType</em> parameter. Other <strong><see cref = "T:SharpDX.Direct3D11.MapMode"/></strong>-typed values are not supported for a deferred context. </p><strong>Note</strong>?? The Direct3D 11.1 runtime, which is available starting with Windows?8, enables  mapping dynamic constant buffers and shader resource views (SRVs) of dynamic buffers with <strong>D3D11_MAP_WRITE_NO_OVERWRITE</strong>.  The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers. To determine if a Direct3D device supports these features, call <strong>ID3D11Device::CheckFeatureSupport</strong> with <strong>D3D11_FEATURE_D3D11_OPTIONS</strong>. <strong>CheckFeatureSupport</strong> fills members of a <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options"/></strong> structure with the device's features. The relevant members here are <strong>MapNoOverwriteOnDynamicConstantBuffer</strong> and <strong>MapNoOverwriteOnDynamicBufferSRV</strong>.?<p> For info about how to use <strong>Map</strong>, see How to: Use dynamic resources. </p>
            </remarks>
            <msdn-id>ff476457</msdn-id>
            <unmanaged>RSGetState / RSSetState</unmanaged>
            <unmanaged-short>RSGetState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.SetState(SharpDX.Direct3D11.RasterizerState)">
            <summary>
            <p>Set the <strong>rasterizer state</strong> for the rasterizer stage of the pipeline.</p>
            </summary>
            <param name = "rasterizerStateRef">No documentation.</param>
            <remarks>
            <p>To create a rasterizer state interface, call <strong>ID3D11Device::CreateRasterizerState</strong>.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476479</msdn-id>
            <unmanaged>void ID3D11DeviceContext::RSSetState([In, Optional] ID3D11RasterizerState* pRasterizerState)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::RSSetState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.SetViewports(System.Int32,System.IntPtr)">
            <summary>
            <p>Bind an array of viewports to the rasterizer stage of the pipeline.</p>
            </summary>
            <param name = "numViewports"><dd>  <p>Number of viewports to bind.</p> </dd></param>
            <param name = "viewportsRef"><dd>  <p>An array of <strong><see cref = "T:SharpDX.Mathematics.Interop.RawViewportF"/></strong> structures to bind to the device. See the structure page for details about how the viewport size is dependent on the device feature level which has changed between Direct3D 11 and Direct3D 10.</p> </dd></param>
            <remarks>
            <p>All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.</p><p>Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array.</p><strong>Note</strong>??Even though you specify float values to the members of the <strong><see cref = "T:SharpDX.Mathematics.Interop.RawViewportF"/></strong> structure for the <em>pViewports</em> array in a call to  <strong>ID3D11DeviceContext::RSSetViewports</strong> for feature levels 9_x, <strong>RSSetViewports</strong> uses DWORDs internally. Because of this behavior, when you use a negative top left corner for the viewport, the call to  <strong>RSSetViewports</strong> for feature levels 9_x fails. This failure occurs because <strong>RSSetViewports</strong> for 9_x casts the floating point values into unsigned integers without validation, which results in integer overflow.?
            </remarks>
            <msdn-id>ff476480</msdn-id>
            <unmanaged>void ID3D11DeviceContext::RSSetViewports([In] unsigned int NumViewports,[In, Buffer, Optional] const D3D11_VIEWPORT* pViewports)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::RSSetViewports</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.SetScissorRects(System.Int32,System.IntPtr)">
            <summary>
            <p>Bind an array of scissor rectangles to the rasterizer stage.</p>
            </summary>
            <param name = "numRects"><dd>  <p>Number of scissor rectangles to bind.</p> </dd></param>
            <param name = "rectsRef"><dd>  <p> An array of scissor rectangles (see <strong>D3D11_RECT</strong>). </p> </dd></param>
            <remarks>
            <p>All scissor rects must be set atomically as one operation. Any scissor rects not defined by the call are disabled.</p><p> The scissor rectangles will only be used if ScissorEnable is set to true in the rasterizer state (see <strong><see cref = "T:SharpDX.Direct3D11.RasterizerStateDescription"/></strong>). </p><p>Which scissor rectangle to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first scissor rectangle in the array.</p><p> Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see <strong>ID3D11DeviceContext::RSSetViewports</strong>). </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476478</msdn-id>
            <unmanaged>void ID3D11DeviceContext::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer, Optional] const RECT* pRects)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::RSSetScissorRects</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.GetState(SharpDX.Direct3D11.RasterizerState@)">
            <summary>
            <p> Gets a reference to the data contained in a subresource, and denies the GPU access to that subresource. </p>
            </summary>
            <param name = "rasterizerStateOut">No documentation.</param>
            <remarks>
            <p> If you call <strong>Map</strong> on a deferred context, you can only pass <strong>D3D11_MAP_WRITE_DISCARD</strong>, <strong>D3D11_MAP_WRITE_NO_OVERWRITE</strong>, or both to the <em>MapType</em> parameter. Other <strong><see cref = "T:SharpDX.Direct3D11.MapMode"/></strong>-typed values are not supported for a deferred context. </p><strong>Note</strong>?? The Direct3D 11.1 runtime, which is available starting with Windows?8, enables  mapping dynamic constant buffers and shader resource views (SRVs) of dynamic buffers with <strong>D3D11_MAP_WRITE_NO_OVERWRITE</strong>.  The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers. To determine if a Direct3D device supports these features, call <strong>ID3D11Device::CheckFeatureSupport</strong> with <strong>D3D11_FEATURE_D3D11_OPTIONS</strong>. <strong>CheckFeatureSupport</strong> fills members of a <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options"/></strong> structure with the device's features. The relevant members here are <strong>MapNoOverwriteOnDynamicConstantBuffer</strong> and <strong>MapNoOverwriteOnDynamicBufferSRV</strong>.?<p> For info about how to use <strong>Map</strong>, see How to: Use dynamic resources. </p>
            </remarks>
            <msdn-id>ff476457</msdn-id>
            <unmanaged>void ID3D11DeviceContext::RSGetState([Out, Optional] ID3D11RasterizerState** ppRasterizerState)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::RSGetState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.GetViewports(System.Int32@,System.IntPtr)">
            <summary>
            <p>Gets the array of viewports bound to the rasterizer stage.</p>
            </summary>
            <param name = "numViewportsRef"><dd>  <p> A reference to a variable that, on input, specifies the number of viewports (ranges from 0 to <strong>D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE</strong>) in the <em>pViewports</em> array; on output, the variable contains the actual number of viewports that are bound to the rasterizer stage. If <em>pViewports</em> is <strong><c>null</c></strong>, <strong>RSGetViewports</strong> fills the variable with the number of viewports currently bound.</p> <strong>Note</strong>?? In some versions of the Windows SDK, a debug device will raise an exception if the input value in the variable to which <em>pNumViewports</em> points is greater than <strong>D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE</strong> even if <em>pViewports</em> is <strong><c>null</c></strong>.  The regular runtime ignores the value in the variable to which <em>pNumViewports</em> points when <em>pViewports</em> is <strong><c>null</c></strong>.  This behavior of a debug device might be corrected in a future release of the Windows SDK.  ? </dd></param>
            <param name = "viewportsRef"><dd>  <p> An array of <strong><see cref = "T:SharpDX.Mathematics.Interop.RawViewportF"/></strong> structures for the viewports that are bound to the rasterizer stage. If the number of viewports (in the variable to which <em>pNumViewports</em> points) is greater than the actual number of viewports currently bound, unused elements of the array contain 0. For info about how the viewport size depends on the device feature level, which has changed between Direct3D 11 and Direct3D 10, see <strong><see cref = "T:SharpDX.Mathematics.Interop.RawViewportF"/></strong>. </p> </dd></param>
            <remarks>
            <p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476477</msdn-id>
            <unmanaged>void ID3D11DeviceContext::RSGetViewports([InOut] unsigned int* pNumViewports,[Out, Buffer, Optional] D3D11_VIEWPORT* pViewports)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::RSGetViewports</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.GetScissorRects(System.Int32@,System.IntPtr)">
            <summary>
            <p>Get the array of scissor rectangles bound to the rasterizer stage.</p>
            </summary>
            <param name = "numRectsRef"><dd>  <p>The number of scissor rectangles (ranges between 0 and D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE) bound; set <em>pRects</em> to <strong><c>null</c></strong> to use <em>pNumRects</em> to see how many rectangles would be returned.</p> </dd></param>
            <param name = "rectsRef"><dd>  <p>An array of scissor rectangles (see <strong>D3D11_RECT</strong>). If NumRects is greater than the number of scissor rects currently bound, then unused members of the array will contain 0.</p> </dd></param>
            <msdn-id>ff476475</msdn-id>
            <unmanaged>void ID3D11DeviceContext::RSGetScissorRects([InOut] unsigned int* pNumRects,[Out, Buffer, Optional] RECT* pRects)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::RSGetScissorRects</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.StreamOutputStage.SetTargets(System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[])">
            <summary>	
            <p>Set the target output buffers for the stream-output stage of the pipeline.</p>	
            </summary>	
            <param name="numBuffers"><dd>  <p>The number of buffer to bind to the device. A maximum of four output buffers can be set. If less than four are defined by the call, the remaining buffer slots are set to <strong><c>null</c></strong>. See Remarks.</p> </dd></param>	
            <param name="sOTargetsOut"><dd>  <p>The array of output buffers (see <strong><see cref="T:SharpDX.Direct3D11.Buffer"/></strong>) to bind to the device. The buffers must have been created with the <strong><see cref="F:SharpDX.Direct3D11.BindFlags.StreamOutput"/></strong> flag.</p> </dd></param>	
            <param name="offsetsRef"><dd>  <p>Array of offsets to the output buffers from <em>ppSOTargets</em>, one offset for each buffer. The offset values must be in bytes.</p> </dd></param>	
            <remarks>	
            <p>An offset of -1 will cause the stream output buffer to be appended, continuing after the last location written to the buffer in a previous stream output pass.</p><p>Calling this method using a buffer that is currently bound for writing will effectively bind <strong><c>null</c></strong> instead because a buffer cannot be bound as both an input and an output at the same time.</p><p>The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>	
            </remarks>	
            <msdn-id>ff476484</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::SOSetTargets([In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppSOTargets,[In, Buffer, Optional] const unsigned int* pOffsets)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::SOSetTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.StreamOutputStage.SetTarget(SharpDX.Direct3D11.Buffer,System.Int32)">
            <summary>
            Sets the stream output targets bound to the StreamOutput stage.
            </summary>
            <param name="buffer">The buffer to bind on the first stream output slot.</param>
            <param name="offsets">An offset of -1 will cause the stream output buffer to be appended, continuing after the last location written to the buffer in a previous stream output pass.</param>
            <msdn-id>ff476484</msdn-id>
            <unmanaged>void ID3D11DeviceContext::SOSetTargets([In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppSOTargets,[In, Buffer, Optional] const unsigned int* pOffsets)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::SOSetTargets</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.StreamOutputStage.SetTargets(SharpDX.Direct3D11.StreamOutputBufferBinding[])">
            <summary>	
            Set the target output {{buffers}} for the {{StreamOutput}} stage, which enables/disables the pipeline to stream-out data.	
            </summary>	
            <remarks>	
            Call ID3D10Device::SOSetTargets (before any draw calls) to stream data out; call SOSetTargets with NULL to stop streaming data out. For an example, see Exercise 01 from the GDC 2007 workshop, which sets the stream output render targets before calling draw methods in the RenderInstanceToStream function. An offset of -1 will cause the stream output buffer to be appended, continuing after the last location written to the buffer in a previous stream output pass. Calling this method using a buffer that is currently bound for writing will effectively bind NULL instead because a buffer cannot be bound as both an input and an output at the same time. The {{DeviceDebug Layer}} will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime. The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device. 	
            </remarks>	
            <param name="bufferBindings">an array of output buffers (see <see cref="T:SharpDX.Direct3D11.StreamOutputBufferBinding"/>) to bind to the device. The buffers must have been created with the <see cref="F:SharpDX.Direct3D11.BindFlags.StreamOutput"/> flag. </param>
            <unmanaged>void SOSetTargets([In] int NumBuffers,[In, Buffer, Optional] const ID3D10Buffer** ppSOTargets,[In, Buffer, Optional] const int* pOffsets)</unmanaged>
            <msdn-id>ff476484</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::SOSetTargets([In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppSOTargets,[In, Buffer, Optional] const unsigned int* pOffsets)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::SOSetTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.StreamOutputStage.GetTargets(System.Int32)">
            <summary>	
            Get the target output {{buffers}} for the {{StreamOutput}} stage of the pipeline.	
            </summary>	
            <remarks>	
            Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. 	
            </remarks>	
            <param name="numBuffers">Number of buffers to get. A maximum of four output buffers can be retrieved. </param>
            <returns>an array of output buffers (see <see cref="T:SharpDX.Direct3D11.Buffer"/>) to bind to the device.</returns>
            <unmanaged>void SOGetTargets([In] int NumBuffers,[Out, Buffer, Optional] ID3D10Buffer** ppSOTargets,[Out, Buffer, Optional] int* pOffsets)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.StreamOutputStage.SetTargets(System.Int32,System.IntPtr,System.IntPtr)">
            <summary>
            <p>Set the target output buffers for the stream-output stage of the pipeline.</p>
            </summary>
            <param name = "numBuffers"><dd>  <p> The number of buffer to bind to the device. A maximum of four output buffers can be set. If less than four are defined by the call, the remaining buffer slots are set to <strong><c>null</c></strong>. See Remarks. </p> </dd></param>
            <param name = "sOTargetsOut"><dd>  <p> The array of output buffers (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) to bind to the device. The buffers must have been created with the <strong>D3D11_BIND_STREAM_OUTPUT</strong> flag. </p> </dd></param>
            <param name = "offsetsRef"><dd>  <p> Array of offsets to the output buffers from <em>ppSOTargets</em>, one offset for each buffer. The offset values must be in bytes. </p> </dd></param>
            <remarks>
            <p>An offset of -1 will cause the stream output buffer to be appended, continuing after the last location written to the buffer in a previous stream output pass.</p><p> Calling this method using a buffer that is currently bound for writing will effectively bind <strong><c>null</c></strong> instead because a buffer cannot be bound as both an input and an output at the same time. </p><p>The debug layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476484</msdn-id>
            <unmanaged>void ID3D11DeviceContext::SOSetTargets([In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppSOTargets,[In, Buffer, Optional] const unsigned int* pOffsets)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::SOSetTargets</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.StreamOutputStage.GetTargets(System.Int32,SharpDX.Direct3D11.Buffer[])">
            <summary>
            <p>Get the target output buffers for the stream-output stage of the pipeline.</p>
            </summary>
            <param name = "numBuffers"><dd>  <p>Number of buffers to get.</p> </dd></param>
            <param name = "sOTargetsOut"><dd>  <p> An array of output buffers (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) to be retrieved from the device. </p> </dd></param>
            <remarks>
            <p>A maximum of four output buffers can be retrieved.</p><p> The offsets to the output buffers pointed to in the returned <em>ppSOTargets</em> array may be assumed to be -1 (append), as defined for use in <strong>ID3D11DeviceContext::SOSetTargets</strong>. </p><p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476483</msdn-id>
            <unmanaged>void ID3D11DeviceContext::SOGetTargets([In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppSOTargets)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::SOGetTargets</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.#ctor(SharpDX.Direct3D11.Device1)">
            <summary>
            Initializes a new deferred context instance of <see cref="T:SharpDX.Direct3D11.DeviceContext1"/> class.
            </summary>
            <param name="device"></param>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.ClearView(SharpDX.Direct3D11.ResourceView,SharpDX.Mathematics.Interop.RawColor4,SharpDX.Mathematics.Interop.RawRectangle[])">
            <summary>
            Partially clears a view using an array of rectangles
            </summary>
            <param name="viewRef">View to clear</param>
            <param name="color">Clear color</param>
            <param name="rectangles">Rectangle areas</param>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.CopySubresourceRegion1(SharpDX.Direct3D11.Resource,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.Resource,System.Int32,System.Nullable{SharpDX.Direct3D11.ResourceRegion},System.Int32)">
            <summary>
            <p>Copies a region from a source resource to a destination resource.</p>
            </summary>
            <param name = "dstResourceRef"><dd>  <p>A reference to the destination resource.</p> </dd></param>
            <param name = "dstSubresource"><dd>  <p>Destination subresource index.</p> </dd></param>
            <param name = "dstX"><dd>  <p>The x-coordinate of the upper-left corner of the destination region.</p> </dd></param>
            <param name = "dstY"><dd>  <p>The y-coordinate of the upper-left corner of the destination region. For a 1D subresource, this must be zero.</p> </dd></param>
            <param name = "dstZ"><dd>  <p>The z-coordinate of the upper-left corner of the destination region. For a 1D or 2D subresource, this must be zero.</p> </dd></param>
            <param name = "srcResourceRef"><dd>  <p>A reference to the source resource.</p> </dd></param>
            <param name = "srcSubresource"><dd>  <p>Source subresource index.</p> </dd></param>
            <param name = "srcBoxRef"><dd>  <p>A reference to a 3D box that defines the region of the source subresource that <strong>CopySubresourceRegion1</strong> can copy. If <strong><c>null</c></strong>, <strong>CopySubresourceRegion1</strong> copies the entire source subresource. The box must fit within the source resource.</p> <p>An empty box results in a no-op. A box is empty if the top value is greater than or equal to the bottom value, or the left value is greater than or equal to the right value, or the front value is greater than or equal to the back value. When the box is empty, <strong>CopySubresourceRegion1</strong> doesn't perform a copy operation.</p> </dd></param>
            <param name = "copyFlags"><dd>  <p>A <strong><see cref = "T:SharpDX.Direct3D11.CopyFlags"/></strong>-typed value that specifies how to perform the copy operation. If you specify zero for no copy option, <strong>CopySubresourceRegion1</strong> behaves like <strong>ID3D11DeviceContext::CopySubresourceRegion</strong>. For existing display drivers that can't process these flags, the runtime doesn't use them. </p> </dd></param>
            <remarks>
            <p>If the display driver supports overlapping, the source and destination subresources can be identical, and the source and destination regions can overlap each other.  For existing display drivers that don?t support overlapping, the runtime drops calls with identical source and destination subresources, regardless of whether the regions overlap.  To determine whether the display driver supports overlapping, check the <strong>CopyWithOverlap</strong> member of <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options"/></strong>. This overlapping support enables additional scroll functionality in a call to <strong>IDXGISwapChain::Present</strong>.</p><strong>Note</strong>??<strong>Applies only to feature level 9_x hardware</strong> If you use <strong>ID3D11DeviceContext1::UpdateSubresource1</strong> or <strong>CopySubresourceRegion1</strong> to copy from a staging resource to a default resource, you can corrupt the destination contents. This occurs if you pass a <strong><c>null</c></strong> source box and if the source resource has different dimensions from those of the destination resource or if you use destination offsets, (x, y, and z). In this situation, always pass a source box that is the full size of the source resource.?
            </remarks>
            <msdn-id>hh404604</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::CopySubresourceRegion1([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In] unsigned int DstX,[In] unsigned int DstY,[In] unsigned int DstZ,[In] ID3D11Resource* pSrcResource,[In] unsigned int SrcSubresource,[In, Optional] const D3D11_BOX* pSrcBox,[In] unsigned int CopyFlags)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::CopySubresourceRegion1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.UpdateSubresource1(SharpDX.Direct3D11.Resource,System.Int32,System.Nullable{SharpDX.Direct3D11.ResourceRegion},System.IntPtr,System.Int32,System.Int32,System.Int32)">
            <summary>
            <p>The CPU copies data from memory to a subresource created in non-mappable memory.</p>
            </summary>
            <param name = "dstResourceRef"><dd>  <p>A reference to the destination resource.</p> </dd></param>
            <param name = "dstSubresource"><dd>  <p>A zero-based index that identifies the destination subresource. See <strong>D3D11CalcSubresource</strong> for more details.</p> </dd></param>
            <param name = "dstBoxRef"><dd>  <p>A reference to a box that defines the portion of the destination subresource to copy the resource data into. Coordinates are in bytes for buffers and in texels for textures. If <strong><c>null</c></strong>, <strong>UpdateSubresource1</strong> writes the data to the destination subresource with no offset. The dimensions of the source must fit the destination.</p> <p>An empty box results in a no-op. A box is empty if the top value is greater than or equal to the bottom value, or the left value is greater than or equal to the right value, or the front value is greater than or equal to the back value. When the box is empty, <strong>UpdateSubresource1</strong> doesn't perform an update operation.</p> </dd></param>
            <param name = "srcDataRef"><dd>  <p>A reference to the source data in memory.</p> </dd></param>
            <param name = "srcRowPitch"><dd>  <p>The size of one row of the source data.</p> </dd></param>
            <param name = "srcDepthPitch"><dd>  <p>The size of one depth slice of source data.</p> </dd></param>
            <param name = "copyFlags"><dd>  <p>A <strong><see cref = "T:SharpDX.Direct3D11.CopyFlags"/></strong>-typed value that specifies how to perform the update operation. If you specify zero for no update option, <strong>UpdateSubresource1</strong> behaves like <strong>ID3D11DeviceContext::UpdateSubresource</strong>. For existing display drivers that can't process these flags, the runtime doesn't use them.</p> </dd></param>
            <remarks>
            <p>If you call <strong>UpdateSubresource1</strong> to update a constant buffer, pass any region, and the driver has not been implemented to Windows?8, the runtime drops the call (except feature level 9.1, 9.2, and 9.3 where the runtime emulates support).  The runtime also drops the call if you update a constant buffer with a partial region whose extent is not aligned to 16-byte granularity (16 bytes being a full constant). When the runtime drops the call, the runtime doesn't call the corresponding device driver interface (DDI).</p><p>When you record a call to <strong>UpdateSubresource</strong> with an offset <em>pDstBox</em> in a software command list, the offset in <em>pDstBox</em> is incorrectly applied to <em>pSrcData</em> when you play back the command list.  The new-for-Windows?8<strong>UpdateSubresource1</strong> fixes this issue. In a call to <strong>UpdateSubresource1</strong>, <em>pDstBox</em> does not affect <em>pSrcData</em>.</p><p>For info about various resource types and how <strong>UpdateSubresource1</strong> might work with each resource type, see Introduction to a Resource in Direct3D 11. </p><strong>Note</strong>??<strong>Applies only to feature level 9_x hardware</strong> If you use <strong>UpdateSubresource1</strong> or <strong>ID3D11DeviceContext1::CopySubresourceRegion1</strong> to copy from a staging resource to a default resource, you can corrupt the destination contents. This occurs if you pass a <strong><c>null</c></strong> source box and if the source resource has different dimensions from those of the destination resource or if you use destination offsets, (x, y, and z). In this situation, always pass a source box that is the full size of the source resource.?
            </remarks>
            <msdn-id>hh446790</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::UpdateSubresource1([In] ID3D11Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D11_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch,[In] unsigned int CopyFlags)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::UpdateSubresource1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.DiscardResource(SharpDX.Direct3D11.Resource)">
            <summary>
            <p>Discards a resource from the device context.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong> interface for the resource to discard. The resource must have been created with usage <strong>D3D11_USAGE_DEFAULT</strong> or <strong>D3D11_USAGE_DYNAMIC</strong>, otherwise the runtime drops the call to <strong>DiscardResource</strong>; if the debug layer is enabled, the runtime returns an error message.</p> </dd></param>
            <remarks>
            <p><strong>DiscardResource</strong> informs the graphics processing unit (GPU) that the existing content in the resource that <em>pResource</em> points to is no longer needed.</p>
            </remarks>
            <msdn-id>hh404613</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::DiscardResource([In] ID3D11Resource* pResource)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::DiscardResource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.DiscardView(SharpDX.Direct3D11.ResourceView)">
            <summary>
            <p>Discards a resource view from the device context.</p>
            </summary>
            <param name = "resourceViewRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.ResourceView"/></strong> interface for the resource view to discard. The resource that underlies the view must have been created with usage <strong>D3D11_USAGE_DEFAULT</strong> or <strong>D3D11_USAGE_DYNAMIC</strong>, otherwise the runtime drops the call to <strong>DiscardView</strong>; if the debug layer is enabled, the runtime returns an error message.</p> </dd></param>
            <remarks>
            <p><strong>DiscardView</strong> informs the graphics processing unit (GPU) that the existing content in the resource view that <em>pResourceView</em> points to is no longer needed.  The view can be an SRV, RTV, UAV, or DSV.  <strong>DiscardView</strong> is a variation on the <strong>DiscardResource</strong> method.  <strong>DiscardView</strong> allows you to discard a subset of a resource that is in a view (such as a single miplevel).  More importantly, <strong>DiscardView</strong> provides a convenience because often views are what are being bound and unbound at the pipeline.  Some pipeline bindings do not have views, such as stream output.  In that situation, <strong>DiscardResource</strong> can do the job for any resource.</p>
            </remarks>
            <msdn-id>hh404616</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::DiscardView([In] ID3D11View* pResourceView)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::DiscardView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.VSSetConstantBuffers1(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p>Sets the constant buffers that the vertex shader pipeline stage uses.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd>  <p>Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p>Array of constant buffers being given to the device.</p> </dd></param>
            <param name = "firstConstantRef"><dd>  <p>An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.</p> </dd></param>
            <param name = "numConstantsRef"><dd>  <p>An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p>The runtime drops the call to <strong>VSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>VSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>VSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh446795</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::VSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::VSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.VSSetConstantBuffers1(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.Buffer},System.Int32[],System.Int32[])">
            <summary>
            <p>Sets the constant buffers that the vertex shader pipeline stage uses.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd>  <p>Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p>Array of constant buffers being given to the device.</p> </dd></param>
            <param name = "firstConstantRef"><dd>  <p>An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.</p> </dd></param>
            <param name = "numConstantsRef"><dd>  <p>An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p>The runtime drops the call to <strong>VSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>VSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>VSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh446795</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::VSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::VSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.VSSetConstantBuffers1(System.Int32,System.Int32,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            <p>Sets the constant buffers that the vertex shader pipeline stage uses.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd>  <p>Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p>Array of constant buffers being given to the device.</p> </dd></param>
            <param name = "firstConstantRef"><dd>  <p>An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.</p> </dd></param>
            <param name = "numConstantsRef"><dd>  <p>An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p>The runtime drops the call to <strong>VSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>VSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>VSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh446795</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::VSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::VSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.HSSetConstantBuffers1(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p>Sets the constant buffers that the hull-shader stage of the pipeline uses.</p>
            </summary>
            <param name = "startSlot">No documentation.</param>
            <param name = "numBuffers">No documentation.</param>
            <param name = "constantBuffersOut">No documentation.</param>
            <param name = "firstConstantRef">No documentation.</param>
            <param name = "numConstantsRef">No documentation.</param>
            <remarks>
            <p>The runtime drops the call to <strong>HSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>HSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If the <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>HSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh404642</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::HSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::HSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.HSSetConstantBuffers1(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.Buffer},System.Int32[],System.Int32[])">
            <summary>
            <p>Sets the constant buffers that the hull-shader stage of the pipeline uses.</p>
            </summary>
            <param name = "startSlot">No documentation.</param>
            <param name = "numBuffers">No documentation.</param>
            <param name = "constantBuffersOut">No documentation.</param>
            <param name = "firstConstantRef">No documentation.</param>
            <param name = "numConstantsRef">No documentation.</param>
            <remarks>
            <p>The runtime drops the call to <strong>HSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>HSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If the <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>HSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh404642</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::HSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::HSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.HSSetConstantBuffers1(System.Int32,System.Int32,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            <p>Sets the constant buffers that the hull-shader stage of the pipeline uses.</p>
            </summary>
            <param name = "startSlot">No documentation.</param>
            <param name = "numBuffers">No documentation.</param>
            <param name = "constantBuffersOut">No documentation.</param>
            <param name = "firstConstantRef">No documentation.</param>
            <param name = "numConstantsRef">No documentation.</param>
            <remarks>
            <p>The runtime drops the call to <strong>HSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>HSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If the <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>HSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh404642</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::HSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::HSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.DSSetConstantBuffers1(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p>Sets the constant buffers that the domain-shader stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffers being given to the device.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p>The runtime drops the call to <strong>DSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>DSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>DSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh404632</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::DSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::DSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.DSSetConstantBuffers1(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.Buffer},System.Int32[],System.Int32[])">
            <summary>
            <p>Sets the constant buffers that the domain-shader stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffers being given to the device.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p>The runtime drops the call to <strong>DSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>DSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>DSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh404632</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::DSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::DSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.DSSetConstantBuffers1(System.Int32,System.Int32,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            <p>Sets the constant buffers that the domain-shader stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffers being given to the device.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p>The runtime drops the call to <strong>DSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>DSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>DSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh404632</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::DSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::DSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.GSSetConstantBuffers1(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p>Sets the constant buffers that the geometry shader pipeline stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffers (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) being given to the device.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p>The runtime drops the call to <strong>GSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>GSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>GSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh404638</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::GSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::GSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.GSSetConstantBuffers1(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.Buffer},System.Int32[],System.Int32[])">
            <summary>
            <p>Sets the constant buffers that the geometry shader pipeline stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffers (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) being given to the device.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p>The runtime drops the call to <strong>GSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>GSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>GSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh404638</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::GSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::GSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.GSSetConstantBuffers1(System.Int32,System.Int32,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            <p>Sets the constant buffers that the geometry shader pipeline stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffers (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) being given to the device.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p>The runtime drops the call to <strong>GSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>GSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>GSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh404638</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::GSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::GSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.PSSetConstantBuffers1(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p> Sets the constant buffers that the pixel shader pipeline stage uses, and enables the shader to access other parts of the buffer. </p>
            </summary>
            <param name = "startSlot"><dd>  <p> Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1). </p> </dd></param>
            <param name = "numBuffers"><dd>  <p> Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>). </p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p> Array of constant buffers being given to the device. </p> </dd></param>
            <param name = "firstConstantRef"><dd>  <p> An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants. </p> </dd></param>
            <param name = "numConstantsRef"><dd>  <p> An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p> To enable the shader to access other parts of the buffer, call <strong>PSSetConstantBuffers1</strong> instead of <strong>PSSetConstantBuffers</strong>. <strong>PSSetConstantBuffers1</strong> has additional parameters <em>pFirstConstant</em> and <em>pNumConstants</em>. </p><p> The runtime drops the call to <strong>PSSetConstantBuffers1</strong> if the numbers of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders. The maximum constant buffer size that is supported by shaders holds 4096 constants, where each constant has four 32-bit components. </p><p> The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the following window (range): </p><p> [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>] </p><p> That is, the window is the range is from (value in an element of <em>pFirstConstant</em>) to (value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>). </p><p> The runtime also drops the call to <strong>PSSetConstantBuffers1</strong> on existing drivers that do not support this offsetting. </p><p> The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3. This feature is always available on new drivers for feature level 10 and higher. </p><p> From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>. </p><p> Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p> If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the <strong>PSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants. </p><p> If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>. </p>
            </remarks>
            <msdn-id>hh404649</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::PSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::PSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.PSSetConstantBuffers1(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.Buffer},System.Int32[],System.Int32[])">
            <summary>
            <p> Sets the constant buffers that the pixel shader pipeline stage uses, and enables the shader to access other parts of the buffer. </p>
            </summary>
            <param name = "startSlot"><dd>  <p> Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1). </p> </dd></param>
            <param name = "numBuffers"><dd>  <p> Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>). </p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p> Array of constant buffers being given to the device. </p> </dd></param>
            <param name = "firstConstantRef"><dd>  <p> An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants. </p> </dd></param>
            <param name = "numConstantsRef"><dd>  <p> An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p> To enable the shader to access other parts of the buffer, call <strong>PSSetConstantBuffers1</strong> instead of <strong>PSSetConstantBuffers</strong>. <strong>PSSetConstantBuffers1</strong> has additional parameters <em>pFirstConstant</em> and <em>pNumConstants</em>. </p><p> The runtime drops the call to <strong>PSSetConstantBuffers1</strong> if the numbers of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders. The maximum constant buffer size that is supported by shaders holds 4096 constants, where each constant has four 32-bit components. </p><p> The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the following window (range): </p><p> [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>] </p><p> That is, the window is the range is from (value in an element of <em>pFirstConstant</em>) to (value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>). </p><p> The runtime also drops the call to <strong>PSSetConstantBuffers1</strong> on existing drivers that do not support this offsetting. </p><p> The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3. This feature is always available on new drivers for feature level 10 and higher. </p><p> From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>. </p><p> Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p> If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the <strong>PSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants. </p><p> If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>. </p>
            </remarks>
            <msdn-id>hh404649</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::PSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::PSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.PSSetConstantBuffers1(System.Int32,System.Int32,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            <p> Sets the constant buffers that the pixel shader pipeline stage uses, and enables the shader to access other parts of the buffer. </p>
            </summary>
            <param name = "startSlot"><dd>  <p> Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1). </p> </dd></param>
            <param name = "numBuffers"><dd>  <p> Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>). </p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p> Array of constant buffers being given to the device. </p> </dd></param>
            <param name = "firstConstantRef"><dd>  <p> An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts. Each offset is measured in shader constants, which are 16 bytes (4*32-bit components). Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants. </p> </dd></param>
            <param name = "numConstantsRef"><dd>  <p> An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p> To enable the shader to access other parts of the buffer, call <strong>PSSetConstantBuffers1</strong> instead of <strong>PSSetConstantBuffers</strong>. <strong>PSSetConstantBuffers1</strong> has additional parameters <em>pFirstConstant</em> and <em>pNumConstants</em>. </p><p> The runtime drops the call to <strong>PSSetConstantBuffers1</strong> if the numbers of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders. The maximum constant buffer size that is supported by shaders holds 4096 constants, where each constant has four 32-bit components. </p><p> The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the following window (range): </p><p> [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>] </p><p> That is, the window is the range is from (value in an element of <em>pFirstConstant</em>) to (value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>). </p><p> The runtime also drops the call to <strong>PSSetConstantBuffers1</strong> on existing drivers that do not support this offsetting. </p><p> The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3. This feature is always available on new drivers for feature level 10 and higher. </p><p> From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>. </p><p> Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p> If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view. You get this same result if you call the <strong>PSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants. </p><p> If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>. </p>
            </remarks>
            <msdn-id>hh404649</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::PSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::PSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.CSSetConstantBuffers1(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p>Sets the constant buffers that the compute-shader stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffers (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) being given to the device.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p>The runtime drops the call to <strong>CSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>CSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>CSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh404610</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::CSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::CSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.CSSetConstantBuffers1(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.Buffer},System.Int32[],System.Int32[])">
            <summary>
            <p>Sets the constant buffers that the compute-shader stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffers (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) being given to the device.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p>The runtime drops the call to <strong>CSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>CSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>CSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh404610</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::CSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::CSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.CSSetConstantBuffers1(System.Int32,System.Int32,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            <p>Sets the constant buffers that the compute-shader stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the zero-based array to begin setting constant buffers to (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to set (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffers (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) being given to the device.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>An array that holds the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 16 indicates that the start of the associated constant buffer is 256 bytes into the constant buffer. Each offset must be a multiple of 16 constants.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>An array that holds the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. Each number of constants must be a multiple of 16 constants, in the range [0..4096]. </p> </dd></param>
            <remarks>
            <p>The runtime drops the call to <strong>CSSetConstantBuffers1</strong> if the number of constants to which <em>pNumConstants</em> points is larger than the maximum constant buffer size that is supported by shaders (4096 constants).  The values in the elements of the <em>pFirstConstant</em> and <em>pFirstConstant</em> + <em>pNumConstants</em> arrays can exceed the length of each buffer; from the shader's point of view, the constant buffer is the intersection of the actual memory allocation for the buffer and the window [value in an element of <em>pFirstConstant</em>, value in an element of <em>pFirstConstant</em> + value in an element of <em>pNumConstants</em>]. The runtime also drops the call to <strong>CSSetConstantBuffers1</strong> on existing drivers that don't support this offsetting.</p><p>The runtime will emulate this feature for feature level 9.1, 9.2, and 9.3; therefore, this feature is supported for feature level 9.1, 9.2, and 9.3.  This feature is always available on new drivers for feature level 10 and higher.</p><p>From the shader?s point of view, element [0] in the constant buffers array is the constant at <em>pFirstConstant</em>.</p><p>Out of bounds access to the constant buffers from the shader to the range that is defined by <em>pFirstConstant</em> and <em>pNumConstants</em> returns 0. </p><p>If <em>pFirstConstant</em> and <em>pNumConstants</em> arrays are <strong><c>null</c></strong>, you get the same result as if you were binding the entire buffer into view.  You get this same result if you call the <strong>CSSetConstantBuffers</strong> method. If the buffer is larger than the maximum constant buffer size that is supported by shaders (4096 elements), the shader can access only the first 4096 constants.</p><p>If either <em>pFirstConstant</em> or <em>pNumConstants</em> is <strong><c>null</c></strong>, the other parameter must also be <strong><c>null</c></strong>.</p>
            </remarks>
            <msdn-id>hh404610</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::CSSetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers,[In, Buffer, Optional] const unsigned int* pFirstConstant,[In, Buffer, Optional] const unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::CSSetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.VSGetConstantBuffers1(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p>Gets the constant buffers that the vertex shader pipeline stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to retrieve (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffer interface references to be returned by the method.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>A reference to an array that receives the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 2 indicates that the start of the associated constant buffer is 32 bytes into the constant buffer. The runtime sets <em>pFirstConstant</em> to <strong><c>null</c></strong> if the buffers do not have offsets.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>A reference to an array that receives the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. The runtime sets <em>pNumConstants</em> to <strong><c>null</c></strong> if it doesn't specify the numbers of constants in each buffer.</p> </dd></param>
            <remarks>
            <p>If no buffer is bound at a slot, <em>pFirstConstant</em> and <em>pNumConstants</em> are <strong><c>null</c></strong> for that slot.</p>
            </remarks>
            <msdn-id>hh446793</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::VSGetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers,[Out, Buffer, Optional] unsigned int* pFirstConstant,[Out, Buffer, Optional] unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::VSGetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.HSGetConstantBuffers1(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p>Gets the constant buffers that the hull-shader stage uses.</p>
            </summary>
            <param name = "startSlot">No documentation.</param>
            <param name = "numBuffers">No documentation.</param>
            <param name = "constantBuffersOut">No documentation.</param>
            <param name = "firstConstantRef">No documentation.</param>
            <param name = "numConstantsRef">No documentation.</param>
            <remarks>
            <p>If no buffer is bound at a slot, <em>pFirstConstant</em> and <em>pNumConstants</em> are <strong><c>null</c></strong> for that slot.</p>
            </remarks>
            <msdn-id>hh404641</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::HSGetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers,[Out, Buffer, Optional] unsigned int* pFirstConstant,[Out, Buffer, Optional] unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::HSGetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.DSGetConstantBuffers1(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p>Gets the constant buffers that the domain-shader stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to retrieve (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffer interface references to be returned by the method.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>A reference to an array that receives the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 2 indicates that the start of the associated constant buffer is 32 bytes into the constant buffer. The runtime sets <em>pFirstConstant</em> to <strong><c>null</c></strong> if the buffers do not have offsets.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>A reference to an array that receives the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. The runtime sets <em>pNumConstants</em> to <strong><c>null</c></strong> if it doesn't specify the numbers of constants in each buffer.</p> </dd></param>
            <remarks>
            <p>If no buffer is bound at a slot, <em>pFirstConstant</em> and <em>pNumConstants</em> are <strong><c>null</c></strong> for that slot.</p>
            </remarks>
            <msdn-id>hh404630</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::DSGetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers,[Out, Buffer, Optional] unsigned int* pFirstConstant,[Out, Buffer, Optional] unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::DSGetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.GSGetConstantBuffers1(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p>Gets the constant buffers that the geometry shader pipeline stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to retrieve (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffer interface references to be returned by the method.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>A reference to an array that receives the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 2 indicates that the start of the associated constant buffer is 32 bytes into the constant buffer. The runtime sets <em>pFirstConstant</em> to <strong><c>null</c></strong> if the buffers do not have offsets.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>A reference to an array that receives the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. The runtime sets <em>pNumConstants</em> to <strong><c>null</c></strong> if it doesn't specify the numbers of constants in each buffer.</p> </dd></param>
            <remarks>
            <p>If no buffer is bound at a slot, <em>pFirstConstant</em> and <em>pNumConstants</em> are <strong><c>null</c></strong> for that slot.</p>
            </remarks>
            <msdn-id>hh404635</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::GSGetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers,[Out, Buffer, Optional] unsigned int* pFirstConstant,[Out, Buffer, Optional] unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::GSGetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.PSGetConstantBuffers1(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p>Gets the constant buffers that the pixel shader pipeline stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to retrieve (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffer interface references to be returned by the method.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>A reference to an array that receives the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 2 indicates that the start of the associated constant buffer is 32 bytes into the constant buffer. The runtime sets <em>pFirstConstant</em> to <strong><c>null</c></strong> if the buffers do not have offsets.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>A reference to an array that receives the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. The runtime sets <em>pNumConstants</em> to <strong><c>null</c></strong> if it doesn't specify the numbers of constants in each buffer.</p> </dd></param>
            <remarks>
            <p>If no buffer is bound at a slot, <em>pFirstConstant</em> and <em>pNumConstants</em> are <strong><c>null</c></strong> for that slot.</p>
            </remarks>
            <msdn-id>hh404645</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::PSGetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers,[Out, Buffer, Optional] unsigned int* pFirstConstant,[Out, Buffer, Optional] unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::PSGetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.CSGetConstantBuffers1(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[],System.Int32[])">
            <summary>
            <p>Gets the constant buffers that the compute-shader stage uses.</p>
            </summary>
            <param name = "startSlot"><dd> <p>Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd> <p>Number of buffers to retrieve (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd> <p>Array of constant buffer interface references to be returned by the method.</p> </dd></param>
            <param name = "firstConstantRef"><dd> <p>A reference to an array that receives the offsets into the buffers that  <em>ppConstantBuffers</em> specifies. Each offset specifies where, from the shader's point of view, each constant buffer starts.  Each offset is measured in shader constants, which are 16 bytes (4*32-bit components).  Therefore, an offset of 2 indicates that the start of the associated constant buffer is 32 bytes into the constant buffer. The runtime sets <em>pFirstConstant</em> to <strong><c>null</c></strong> if the buffers do not have offsets.</p> </dd></param>
            <param name = "numConstantsRef"><dd> <p>A reference to an array that receives the numbers of constants in the buffers that  <em>ppConstantBuffers</em> specifies. Each number specifies the number of constants that are contained in the constant buffer that the shader uses. Each number of constants starts from its respective offset that is specified in the <em>pFirstConstant</em> array. The runtime sets <em>pNumConstants</em> to <strong><c>null</c></strong> if it doesn't specify the numbers of constants in each buffer.</p> </dd></param>
            <remarks>
            <p>If no buffer is bound at a slot, <em>pFirstConstant</em> and <em>pNumConstants</em> are <strong><c>null</c></strong> for that slot.</p>
            </remarks>
            <msdn-id>hh404607</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::CSGetConstantBuffers1([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers,[Out, Buffer, Optional] unsigned int* pFirstConstant,[Out, Buffer, Optional] unsigned int* pNumConstants)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::CSGetConstantBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.SwapDeviceContextState(SharpDX.Direct3D11.DeviceContextState,SharpDX.Direct3D11.DeviceContextState@)">
            <summary>
            <p>Activates the given context state object and changes the current device behavior to Direct3D?11, Direct3D?10.1, or Direct3D?10.</p>
            </summary>
            <param name = "stateRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.DeviceContextState"/></strong> interface for the context state object that was previously created through the <strong>ID3D11Device1::CreateDeviceContextState</strong> method. If <strong>SwapDeviceContextState</strong> is called with <em>pState</em> set to <strong><c>null</c></strong>, the call has no effect.</p> </dd></param>
            <param name = "previousStateOut"><dd> <p>A reference to a variable that receives a reference to the <strong><see cref = "T:SharpDX.Direct3D11.DeviceContextState"/></strong> interface for the previously-activated context state object.</p> </dd></param>
            <remarks>
            <p><strong>SwapDeviceContextState</strong> changes device behavior. This device behavior depends on the emulated interface that you passed to the <em>EmulatedInterface</em> parameter of the  <strong>ID3D11Device1::CreateDeviceContextState</strong> method when you created the context state object. </p><p><strong>SwapDeviceContextState</strong> is not supported on a deferred context.</p><p><strong>SwapDeviceContextState</strong> disables the incompatible device interfaces <strong>ID3D10Device</strong>, <strong>ID3D10Device1</strong>, <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong>, and <strong><see cref = "T:SharpDX.Direct3D11.Device1"/></strong>. When a context state object is active, the runtime disables certain methods on the device and context interfaces. A context state object that is created with <code>__uuidof(<see cref = "T:SharpDX.Direct3D11.Device1"/>)</code> or <code>__uuidof(<see cref = "T:SharpDX.Direct3D11.Device"/>)</code> turns off most of the Direct3D?10 device interfaces. A context state object that is created with <code>__uuidof(ID3D10Device1)</code> or <code>__uuidof(ID3D10Device)</code> turns off most of the <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong> methods.
            For more information about this behavior, see <strong>ID3D11Device1::CreateDeviceContextState</strong>.</p><p><strong>SwapDeviceContextState</strong> activates the context state object specified by <em>pState</em>. This means that the device behaviors that are associated with the context state object's feature level and compatible interface are activated on the Direct3D device until the next call to <strong>SwapDeviceContextState</strong>. In addition, any state that was saved when this context state object was last active is now reactivated, so that the previous state is replaced.</p><p><strong>SwapDeviceContextState</strong> sets <em>ppPreviousState</em> to the most recently activated context state object. The object allows the caller to save and then later restore the previous device state. This behavior is useful in a plug-in architecture such as Direct2D that shares a Direct3D device with its plug-ins. A Direct2D interface can use context state objects to save and restore the application's state.</p><p>If the caller did not previously call the <strong>ID3D11Device1::CreateDeviceContextState</strong> method to create a previous context state object, <strong>SwapDeviceContextState</strong> sets <em>ppPreviousState</em> to the default context state object. In either case, usage of <strong>SwapDeviceContextState</strong> is the same.</p><p>The feature level that is specified by the application, and that is chosen by the context state object from the acceptable list that the application supplies to <strong>ID3D11Device1::CreateDeviceContextState</strong>, controls the feature level of the immediate context whenever the context state object is active. Because the Direct3D?11 device is free-threaded, the device methods cannot query the current immediate context feature level. Instead, the device runs at a feature level that is the maximum of all previously created context state objects' feature levels. This means that the device's feature level can increase dynamically.</p><p>The feature level of the context state object controls the functionality available from the immediate context. However, to maintain the free-threaded contract of the Direct3D?11 device methods?the resource-creation methods in particular?the upper-bound feature level of all created context state objects controls the set of resources that the device creates.</p><p>Because the context state object interface is published by the immediate context, the interface requires the same threading model as the immediate context. Specifically, <strong>SwapDeviceContextState</strong> is single-threaded with respect to the other immediate context methods and with respect to the equivalent methods of <strong>ID3D10Device</strong>.</p><p>Crucially, because only one of the Direct3D?10 or Direct3D?11 ref-count behaviors can be available at a time, one of the Direct3D?10 and Direct3D?11 interfaces must break its ref-count contract. To avoid this situation, the activation of a context state object turns off the incompatible version interface. Also, if you call a method of an incompatible version interface, the call silently fails if the method has  return type <strong>void</strong>, returns an <strong><see cref = "T:SharpDX.Result"/></strong> value of <strong>E_INVALIDARG</strong>, or sets any out parameter to <strong><c>null</c></strong>.</p><p>When you switch from Direct3D?11 mode to either Direct3D?10 mode or Direct3D?10.1 mode, the binding behavior of the device changes. Specifically, the final release of a resource induces unbind in Direct3D?10 mode or Direct3D?10.1 mode. During final release an application releases all of the resource's references, including indirect references such as the linkage from view to resource, and the linkage from context state object to any of the context state object's bound resources. Any bound resource to which the application has no reference is unbound and destroyed, in order to maintain the Direct3D?10 behavior.</p><p><strong>SwapDeviceContextState</strong> does not affect any state that <strong><see cref = "T:SharpDX.Direct3D11.VideoContext"/></strong> sets. </p><p>Command lists that are generated by deferred contexts do not hold a reference to context state objects and are not affected by future updates to context state objects.</p><p>No asynchronous objects are affected by <strong>SwapDeviceContextState</strong>. For example, if a query is active before a call to <strong>SwapDeviceContextState</strong>, it is still active after the call.</p>
            </remarks>
            <msdn-id>hh446787</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::SwapDeviceContextState([In] ID3DDeviceContextState* pState,[Out, Optional] ID3DDeviceContextState** ppPreviousState)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::SwapDeviceContextState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.ClearView(SharpDX.Direct3D11.ResourceView,SharpDX.Mathematics.Interop.RawColor4,SharpDX.Mathematics.Interop.RawRectangle[],System.Int32)">
            <summary>
            <p>Sets all the elements in a resource view to one value.</p>
            </summary>
            <param name = "viewRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.ResourceView"/></strong> interface that represents the resource view to clear.</p> </dd></param>
            <param name = "color"><dd> <p>A 4-component array that represents the color to use to clear the resource view.</p> </dd></param>
            <param name = "rectRef"><dd> <p>An array of <strong>D3D11_RECT</strong> structures for the rectangles in the resource view to clear. If <strong><c>null</c></strong>, <strong>ClearView</strong> clears the entire surface.</p> </dd></param>
            <param name = "numRects"><dd> <p>Number of rectangles in the array that the  <em>pRect</em> parameter specifies.</p> </dd></param>
            <remarks>
            <p><strong>ClearView</strong> works only on render-target views (RTVs), depth/stencil views (DSVs) on depth-only resources (resources with no stencil component), unordered-access views (UAVs), or any video view of a <strong>Texture2D</strong> surface. The runtime drops invalid calls. Empty rectangles in the <em>pRect</em> array are a no-op. A rectangle is empty if the top value equals the bottom value or the left value equals the right value.</p><p><strong>ClearView</strong> doesn?t support 3D textures.</p><p><strong>ClearView</strong> applies the same color value to all array slices in a view; all rectangles in the <em>pRect</em> array correspond to each array slice.  The <em>pRect</em> array of rectangles is a set of areas to clear on a single surface.  If the view is an array, <strong>ClearView</strong> clears all the rectangles on each array slice individually.</p><p>When you apply rectangles to buffers, set the top value to 0 and the bottom value to 1 and set the left value and right value to describe the extent within the buffer. When the top value equals the bottom value or the left value equals the right value, the rectangle is empty and a no-op is achieved.</p><p>The driver converts and clamps color values to the destination format as appropriate per Direct3D conversion rules.  For example, if the format of the view is <strong>DXGI_FORMAT_R8G8B8A8_UNORM</strong>, the driver clamps inputs to 0.0f to 1.0f (+INF -&gt; 1.0f (0XFF)/NaN -&gt; 0.0f).</p><p>If the format is integer, such as <strong>DXGI_FORMAT_R8G8B8A8_UINT</strong>, the runtime interprets inputs as integral floats. Therefore, 235.0f maps to 235 (rounds to zero, out of range/INF values clamp to target range, and NaN to 0).</p><p>Here are the color mappings:</p><ul> <li>Color[0]: R (or Y for video)</li> <li>Color[1]: G (or U/Cb for video)</li> <li>Color[2]: B (or V/Cr for video)</li> <li>Color[3]: A</li> </ul><p>For video views with YUV or YCbBr formats, <strong>ClearView</strong> doesn't convert color values. In situations where the format name doesn?t indicate _UNORM,  _UINT, and so on, <strong>ClearView</strong> assumes _UINT. Therefore, 235.0f maps to 235 (rounds to zero, out of range/INF values clamp to target range, and NaN to 0).</p>
            </remarks>
            <msdn-id>hh404601</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::ClearView([In] ID3D11View* pView,[In] const SHARPDX_COLOR4* Color,[In, Buffer, Optional] const RECT* pRect,[In] unsigned int NumRects)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::ClearView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext1.DiscardView1(SharpDX.Direct3D11.ResourceView,SharpDX.Mathematics.Interop.RawRectangle[],System.Int32)">
            <summary>
            <p>Discards the specified elements in a resource view from the device context.</p>
            </summary>
            <param name = "resourceViewRef"><dd>  <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D11.ResourceView"/></strong> interface for the resource view to discard. The resource that underlies the view must have been created with usage <strong>D3D11_USAGE_DEFAULT</strong> or <strong>D3D11_USAGE_DYNAMIC</strong>, otherwise the runtime drops the call to <strong>DiscardView1</strong>; if the debug layer is enabled, the runtime returns an error message. </p> </dd></param>
            <param name = "rectsRef"><dd>  <p> An array of <strong>D3D11_RECT</strong> structures for the rectangles in the resource view to discard. If <strong><c>null</c></strong>, <strong>DiscardView1</strong> discards the entire view and behaves the same as <strong>DiscardView</strong>. </p> </dd></param>
            <param name = "numRects"><dd>  <p> Number of rectangles in the array that the  <em>pRects</em> parameter specifies. </p> </dd></param>
            <remarks>
            <p><strong>DiscardView1</strong> informs the graphics processing unit (GPU) that the existing content in the specified elements in the resource view that <em>pResourceView</em> points to is no longer needed.  The view can be an SRV, RTV, UAV, or DSV.  <strong>DiscardView1</strong> is a variation on the <strong>DiscardResource</strong> method.  <strong>DiscardView1</strong> allows you to discard elements of a subset of a resource that is in a view (such as elements of a single miplevel).  More importantly, <strong>DiscardView1</strong> provides a convenience because often views are what are being bound and unbound at the pipeline.  Some pipeline bindings do not have views, such as stream output.  In that situation, <strong>DiscardResource</strong> can do the job for any resource. </p>
            </remarks>
            <msdn-id>jj247573</msdn-id>
            <unmanaged>void ID3D11DeviceContext1::DiscardView1([In] ID3D11View* pResourceView,[In, Buffer, Optional] const RECT* pRects,[In] unsigned int NumRects)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext1::DiscardView1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext2.#ctor(SharpDX.Direct3D11.Device2)">
            <summary>
            Initializes a new deferred context instance of <see cref="T:SharpDX.Direct3D11.DeviceContext2"/> class.
            </summary>
            <param name="device"></param>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext2.IsAnnotationEnabled">
            <summary>
            <p> Allows apps to determine when either a capture or profiling request is enabled.</p>
            </summary>
            <remarks>
            <p>Returns <strong>TRUE</strong> if the capture tool is present and capturing or the app is being profiled such that <strong>SetMarkerInt</strong> or <strong>BeginEventInt</strong> will be logged to <strong>ETW</strong>. Otherwise, it returns <strong><see cref = "F:SharpDX.Result.False"/></strong>. Apps can use this to turn off self-throttling mechanisms in order to accurately capture what is currently being seen as app output. Apps can also avoid generating event markers and the associated overhead it may entail when there is no benefit to do so. </p><p>If apps detect that capture is being performed, they can prevent the Direct3D debugging tools, such as Microsoft Visual Studio?2013, from capturing them. The purpose of the <strong>D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY</strong> flag prior to Windows?8.1 was to allow the Direct3D runtime to prevent debugging tools from capturing apps.</p>
            </remarks>
            <msdn-id>dn280504</msdn-id>
            <unmanaged>IsAnnotationEnabled</unmanaged>
            <unmanaged-short>IsAnnotationEnabled</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext2.UpdateTileMappings(SharpDX.Direct3D11.Resource,System.Int32,SharpDX.Direct3D11.TiledResourceCoordinate[],SharpDX.Direct3D11.TileRegionSize[],SharpDX.Direct3D11.Buffer,System.Int32,SharpDX.Direct3D11.TileRangeFlags[],System.Int32[],System.Int32[],SharpDX.Direct3D11.TileMappingFlags)">
            <summary>
            <p>Updates mappings of tile locations in tiled resources to memory locations in a tile pool.</p>
            </summary>
            <param name = "tiledResourceRef"><dd>  <p>A reference to the tiled resource.</p> </dd></param>
            <param name = "numTiledResourceRegions"><dd>  <p>The number of tiled resource regions.</p> </dd></param>
            <param name = "tiledResourceRegionStartCoordinatesRef"><dd>  <p> An array of <strong><see cref = "T:SharpDX.Direct3D11.TiledResourceCoordinate"/></strong> structures that describe the starting coordinates of the tiled resource regions. The <em>NumTiledResourceRegions</em> parameter specifies the number of <strong><see cref = "T:SharpDX.Direct3D11.TiledResourceCoordinate"/></strong> structures in the array. </p> </dd></param>
            <param name = "tiledResourceRegionSizesRef"><dd>  <p> An array of <strong><see cref = "T:SharpDX.Direct3D11.TileRegionSize"/></strong> structures that describe the sizes of the tiled resource regions. The <em>NumTiledResourceRegions</em> parameter specifies the number of <strong><see cref = "T:SharpDX.Direct3D11.TileRegionSize"/></strong> structures in the array. </p> </dd></param>
            <param name = "tilePoolRef"><dd>  <p>A reference to the tile pool.</p> </dd></param>
            <param name = "numRanges"><dd>  <p>The number of tile-pool ranges.</p> </dd></param>
            <param name = "rangeFlagsRef"><dd>  <p> An array of <strong><see cref = "T:SharpDX.Direct3D11.TileRangeFlags"/></strong> values that describe each tile-pool range. The <em>NumRanges</em> parameter specifies the number of values in the array. </p> </dd></param>
            <param name = "tilePoolStartOffsetsRef"><dd>  <p>An array of offsets into the tile pool. These are 0-based tile offsets, counting in tiles (not bytes).</p> </dd></param>
            <param name = "rangeTileCountsRef"><dd>  <p>An array of tiles. </p> <p> An array of values that specify the number of tiles in each tile-pool range. The <em>NumRanges</em> parameter specifies the number of values in the array. </p> </dd></param>
            <param name = "flags"><dd>  <p> A combination of <strong>D3D11_TILE_MAPPING_FLAGS</strong> values that are combined by using a bitwise OR operation. </p> </dd></param>
            <returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the following:</p><ul> <li> Returns <strong>E_INVALIDARG</strong> if various conditions such as invalid flags result in the call being dropped.<p>The debug layer will emit an error.</p> </li> <li> Returns <strong>E_OUTOFMEMORY</strong> if the call results in the driver having to allocate space for new page table mappings but running out of memory.<p>If out of memory occurs when this is called in a commandlist and the commandlist is being executed, the device will be removed. Apps can avoid this situation by only doing update calls that change existing mappings from tiled resources within commandlists (so drivers will not have to allocate page table memory, only change the mapping).</p> </li> <li> Returns <strong><see cref = "!:DeviceRemoved"/></strong> if the video card has been physically removed from the system, or a driver upgrade for the video card has occurred. </li> </ul></returns>
            <remarks>
            <p>In a single call to <strong>UpdateTileMappings</strong>, you can map one or more ranges of resource tiles to one or more ranges of tile-pool tiles. </p><p>You can organize the parameters of  <strong>UpdateTileMappings</strong> in these ways to perform an update:</p><ul> <li><strong>Tiled resource whose mappings are updated.</strong> This is a resource that was created with the <strong>D3D11_RESOURCE_MISC_TILED</strong> flag. Mappings start off all <c>null</c> when a resource is initially created.</li> <li><strong>Set of tile regions on the tiled resource whose mappings are updated.</strong> You can make one <strong>UpdateTileMappings</strong> call to update many mappings or multiple calls with a bit more API call overhead as well if that is more convenient. <em>NumTiledResourceRegions</em> specifies how many regions there are, <em>pTiledResourceRegionStartCoordinates</em> and <em>pTiledResourceRegionSizes</em> are each arrays that identify the start location and extend of each region. If <em>NumTiledResourceRegions</em> is 1, for convenience either or both of the arrays that describe the regions can be <c>null</c>.  <c>null</c> for <em>pTiledResourceRegionStartCoordinates</em> means the start coordinate is all 0s, and <c>null</c> for <em>pTiledResourceRegionSizes</em> identifies a default region that is the full set of tiles for the entire tiled resource, including all mipmaps, array slices, or both.  <p>If <em>pTiledResourceRegionStartCoordinates</em> isn't <c>null</c> and <em>pTiledResourceRegionSizes</em> is <c>null</c>, the region size defaults to 1 tile for all regions.  This makes it easy to define mappings for a set of individual tiles each at disparate locations by providing an array of locations in <em>pTiledResourceRegionStartCoordinates</em> without having to send an array of <em>pTiledResourceRegionSizes</em> all set to 1.</p> <p>The updates are applied from first region to last; so, if regions overlap in a single call, the updates later in the list overwrite the areas that overlap with previous updates.</p> </li> <li><strong>Tile pool that provides memory where tile mappings can go.</strong> A tiled resource can point to a single tile pool at a time.  If a new tile pool is specified (for the first time or different from the last time a tile pool was specified), all existing tile mappings for the tiled resource are cleared and the new set of mappings in the current <strong>UpdateTileMappings</strong> call are applied for the new tile pool. If no tile pool is specified (<c>null</c>) or the same tile pool as a previous <strong>UpdateTileMappings</strong> call is provided, the <strong>UpdateTileMappings</strong> call just adds the new mappings to existing ones (overwriting on overlap). If <strong>UpdateTileMappings</strong> only defines <c>null</c> mappings, you don't need to specify a tile pool because it is irrelevant. But if you specify a tile pool anyway, it takes the same behavior as previously described when providing a tile pool. </li> <li><strong>Set of tile ranges where mappings are going.</strong> Each given tile range can specify one of a few types of ranges: a range of tiles in a tile pool (default), a count of tiles in the tiled resource to map to a single tile in a tile pool (sharing the tile), a count of tile mappings in the tiled resource to skip and leave as they are, or a count of tiles in the tile pool to map to <c>null</c>.<p><em>NumRanges</em> specifies the number of tile ranges, where the total tiles identified across all ranges must match the total number of tiles in the tile regions from the previously described tiled resource.  Mappings are defined by iterating through the tiles in the tile regions in sequential order - x then y then z order for box regions - while walking through the set of tile ranges in sequential order.  The breakdown of tile regions doesn't have to line up with the breakdown of tile ranges, but the total number of tiles on both sides must be equal so that each tiled resource tile specified has a mapping specified.</p> <p><em>pRangeFlags</em>, <em>pTilePoolStartOffsets</em>, and <em>pRangeTileCounts</em> are all arrays, of size <em>NumRanges</em>, that describe the tile ranges.  If <em>pRangeFlags</em> is <c>null</c>, all ranges are sequential tiles in the tile pool; otherwise, for each range i, pRangeFlags[i] identifies how the mappings in that range of tiles work:</p> <ul> <li>If pRangeFlags[i] is 0, that range defines sequential tiles in the tile pool, with the number of tiles being pRangeTileCounts[i] and the starting location pTilePoolStartOffsets[i].  If <em>NumRanges</em> is 1, <em>pRangeTileCounts</em> can be <c>null</c> and defaults to the total number of tiles specified by all the tile regions.</li> <li>If pRangeFlags[i] is <strong>D3D11_TILE_RANGE_REUSE_SINGLE_TILE</strong>, pTilePoolStartOffsets[i] identifies the single tile in the tile pool to map to, and pRangeTileCounts[i] specifies how many tiles from the tile regions to map to that tile pool location.  If <em>NumRanges</em> is 1, <em>pRangeTileCounts</em> can be <c>null</c> and defaults to the total number of tiles specified by all the tile regions.</li> <li>If pRangeFlags[i] is <strong>D3D11_TILE_RANGE_NULL</strong>, pRangeTileCounts[i] specifies how many tiles from the tile regions to map to <c>null</c>.  If <em>NumRanges</em> is 1, <em>pRangeTileCounts</em> can be <c>null</c> and defaults to the total number of tiles specified by all the tile regions. pTilePoolStartOffsets[i] is ignored for <c>null</c> mappings. </li> <li>If pRangeFlags[i] is <strong>D3D11_TILE_RANGE_SKIP</strong>, pRangeTileCounts[i] specifies how many tiles from the tile regions to skip over and leave existing mappings unchanged for.  This can be useful if a tile region conveniently bounds an area of tile mappings to update except with some exceptions that need to be left the same as whatever they were mapped to before. pTilePoolStartOffsets[i] is ignored for SKIP mappings.</li> </ul> </li> <li><strong>Flags parameter for overall options.</strong> <strong>D3D11_TILE_MAPPING_NO_OVERWRITE</strong> means the caller promises that previously submitted commands to the device that may still be executing do not reference any of the tile region being updated. This allows the device to avoid having to flush previously submitted work in order to do the tile mapping  update.  If the app violates this promise by updating tile mappings for locations in tiled resources still being referenced by outstanding commands, undefined rendering behavior results, which includes the potential for significant slowdowns on some architectures.  This is like the "no overwrite" concept that exists elsewhere in the Direct3D API, except applied to tile mapping data structure itself, which in hardware is a page table. The absence of this flag requires that tile mapping updates specified by this <strong>UpdateTileMappings</strong> call must be completed before any subsequent Direct3D command can proceed.</li> </ul><p>If tile mappings have changed on a tiled resource that the app will render via <strong>RenderTargetView</strong> or <strong>DepthStencilView</strong>, the app must clear, by using the fixed function <strong>Clear</strong> APIs, the tiles that have changed within the area being rendered (mapped or not). If an app doesn't clear in these situations, the app receives undefined values when it reads from the tiled resource.  
            </p><strong>Note</strong>??In Direct3D 11.2, hardware can now support <strong>ClearView</strong> on depth-only formats. For more info, see <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong>.?<p>If an app needs to preserve existing memory contents of areas in a tiled resource where mappings have changed, the app can first save the contents where tile mappings have changed, by copying them to a temporary surface, for example using <strong>CopyTiles</strong>, issuing the required <strong>Clear</strong>, and then copying the contents back.
            </p><p>Suppose a tile is mapped into multiple tiled resources at the same time and tile contents are manipulated by any means (render, copy, and so on) via one of the tiled resources. Then, if the same tile is to be rendered via any other tiled resource, the tile must be cleared first as previously described.
            </p><p>For more info about tiled resources, see Tiled resources.</p><p>Here are some examples of common <strong>UpdateTileMappings</strong> cases:</p>
            </remarks>
            <msdn-id>dn280508</msdn-id>
            <unmanaged>HRESULT ID3D11DeviceContext2::UpdateTileMappings([In] ID3D11Resource* pTiledResource,[In] unsigned int NumTiledResourceRegions,[In, Buffer, Optional] const D3D11_TILED_RESOURCE_COORDINATE* pTiledResourceRegionStartCoordinates,[In, Buffer, Optional] const D3D11_TILE_REGION_SIZE* pTiledResourceRegionSizes,[In, Optional] ID3D11Buffer* pTilePool,[In] unsigned int NumRanges,[In, Buffer, Optional] const unsigned int* pRangeFlags,[In, Buffer, Optional] const unsigned int* pTilePoolStartOffsets,[In, Buffer, Optional] const unsigned int* pRangeTileCounts,[In] unsigned int Flags)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext2::UpdateTileMappings</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext2.CopyTileMappings(SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.TiledResourceCoordinate,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.TiledResourceCoordinate,SharpDX.Direct3D11.TileRegionSize,SharpDX.Direct3D11.TileMappingFlags)">
            <summary>
            <p>Copies mappings from a source tiled resource to a destination tiled resource.</p>
            </summary>
            <param name = "destTiledResourceRef"><dd>  <p>A reference to the destination tiled resource.</p> </dd></param>
            <param name = "destRegionStartCoordinateRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D11.TiledResourceCoordinate"/></strong> structure that describes the starting coordinates of the destination tiled resource. </p> </dd></param>
            <param name = "sourceTiledResourceRef"><dd>  <p>A reference to the source tiled resource.</p> </dd></param>
            <param name = "sourceRegionStartCoordinateRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D11.TiledResourceCoordinate"/></strong> structure that describes the starting coordinates of the source tiled resource. </p> </dd></param>
            <param name = "tileRegionSizeRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D11.TileRegionSize"/></strong> structure that describes the size of the tiled region. </p> </dd></param>
            <param name = "flags"><dd>  <p> A combination of <strong>D3D11_TILE_MAPPING_FLAGS</strong> values that are combined by using a bitwise OR operation. The only valid value is <strong>D3D11_TILE_MAPPING_NO_OVERWRITE</strong>, which indicates that previously submitted commands to the device that may still be executing do not reference any of the tile region being updated. The device can then avoid having to flush previously submitted work to perform the tile mapping update.  If the app violates this promise by updating tile mappings for locations in tiled resources that are still being referenced by outstanding commands, undefined rendering behavior results, including the potential for significant slowdowns on some architectures.  This is like the "no overwrite" concept that exists elsewhere in the Direct3D API, except applied to the tile mapping data structure itself (which in hardware is a page table). The absence of the <strong>D3D11_TILE_MAPPING_NO_OVERWRITE</strong> value requires that tile mapping updates that <strong>CopyTileMappings</strong> specifies must be completed before any subsequent Direct3D command can proceed. </p> </dd></param>
            <returns><p> Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the following: </p><ul> <li> Returns <strong>E_INVALIDARG</strong> if various conditions such as invalid flags or passing in non Tiled Resources result in the call being dropped. <p> The dest and the source regions must each entirely fit in their resource or behavior is undefined (debug layer will emit an error). </p> </li> <li> Returns <strong>E_OUTOFMEMORY</strong> if the call results in the driver having to allocate space for new page table mappings but running out of memory. <p> If out of memory occurs when this is called in a commandlist and the commandlist is being executed, the device will be removed. Applications can avoid this situation by only doing update calls that change existing mappings from Tiled Resources within commandlists (so drivers will not have to allocate page table memory, only change the mapping). </p> </li> </ul></returns>
            <remarks>
            <p><strong>CopyTileMappings</strong> helps with tasks such as shifting mappings around within and across tiled resources, for example, scrolling tiles. The source and destination regions can overlap; the result of the copy in this situation is as if the source was saved to a temp location and then from there written to the destination.</p><p>For more info about tiled resources, see Tiled resources.</p>
            </remarks>
            <msdn-id>dn280500</msdn-id>
            <unmanaged>HRESULT ID3D11DeviceContext2::CopyTileMappings([In] ID3D11Resource* pDestTiledResource,[In] const D3D11_TILED_RESOURCE_COORDINATE* pDestRegionStartCoordinate,[In] ID3D11Resource* pSourceTiledResource,[In] const D3D11_TILED_RESOURCE_COORDINATE* pSourceRegionStartCoordinate,[In] const D3D11_TILE_REGION_SIZE* pTileRegionSize,[In] unsigned int Flags)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext2::CopyTileMappings</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext2.CopyTiles(SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.TiledResourceCoordinate,SharpDX.Direct3D11.TileRegionSize,SharpDX.Direct3D11.Buffer,System.Int64,SharpDX.Direct3D11.TileMappingFlags)">
            <summary>
            <p>Copies tiles from buffer to tiled resource or vice versa. </p>
            </summary>
            <param name = "tiledResourceRef"><dd>  <p>A reference to a tiled resource.</p> </dd></param>
            <param name = "tileRegionStartCoordinateRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D11.TiledResourceCoordinate"/></strong> structure that describes the starting coordinates of the tiled resource. </p> </dd></param>
            <param name = "tileRegionSizeRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D11.TileRegionSize"/></strong> structure that describes the size of the tiled region. </p> </dd></param>
            <param name = "bufferRef"><dd>  <p> A reference to an <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> that represents a default, dynamic, or staging buffer. </p> </dd></param>
            <param name = "bufferStartOffsetInBytes"><dd>  <p> The offset in bytes into the buffer at <em>pBuffer</em> to start the operation. </p> </dd></param>
            <param name = "flags"><dd>  <p> A combination of <strong><see cref = "T:SharpDX.Direct3D11.TileCopyFlags"/></strong>-typed values that are combined by using a bitwise OR operation and that identifies how to copy tiles. </p> </dd></param>
            <remarks>
            <p><strong>CopyTiles</strong> drops write operations to unmapped areas and handles read operations from unmapped areas (except on <strong>Tier_1</strong> tiled resources, where reading and writing unmapped areas is invalid). </p><p>If a copy operation involves writing to the same memory location multiple times because multiple locations in the destination resource are mapped to the same tile memory, the resulting write operations to multi-mapped tiles are non-deterministic and non-repeatable; that is, accesses to the tile memory happen in whatever order the hardware happens to execute the copy operation.</p><p> The tiles involved in the copy operation can't include tiles that contain packed mipmaps or results of the copy operation are undefined. To transfer data to and from mipmaps that the hardware packs into one tile, you must use the standard (that is, non-tile specific) copy and update APIs (like <strong>ID3D11DeviceContext1::CopySubresourceRegion1</strong> and <strong>ID3D11DeviceContext1::UpdateSubresource1</strong>) or <strong>ID3D11DeviceContext::GenerateMips</strong> for the whole mipmap chain. </p><p> The memory layout of the tiles in the non-tiled buffer resource side of the copy operation is linear in memory within 64 KB tiles, which the hardware and driver swizzle and deswizzle per tile as appropriate when they transfer to and from a tiled resource. For multisample antialiasing (MSAA) surfaces, the hardware and driver traverse each pixel's samples in sample-index order before they move to the next pixel. For tiles that are partially filled on the right side (for a surface that has a width not a multiple of tile width in pixels), the pitch and stride to move down a row is the full size in bytes of the number pixels that would fit across the tile if the tile was full. So, there can be a gap between each row of pixels in memory. Mipmaps that are smaller than a tile are not packed together in the linear layout, which might seem to be a waste of memory space, but as mentioned you can't use <strong>CopyTiles</strong> or <strong>ID3D11DeviceContext2::UpdateTiles</strong> to copy to mipmaps that the hardware packs together. You can just use generic copy and update APIs (like <strong>ID3D11DeviceContext1::CopySubresourceRegion1</strong> and <strong>ID3D11DeviceContext1::UpdateSubresource1</strong>) to copy small mipmaps individually. Although in the case of a generic copy API (like <strong>ID3D11DeviceContext1::CopySubresourceRegion1</strong>), the linear memory must be the same dimension as the tiled resource; <strong>ID3D11DeviceContext1::CopySubresourceRegion1</strong> can't copy from a buffer resource to a Texture2D for instance. </p><p> For more info about tiled resources, see Tiled resources. </p>
            </remarks>
            <msdn-id>dn280501</msdn-id>
            <unmanaged>void ID3D11DeviceContext2::CopyTiles([In] ID3D11Resource* pTiledResource,[In] const D3D11_TILED_RESOURCE_COORDINATE* pTileRegionStartCoordinate,[In] const D3D11_TILE_REGION_SIZE* pTileRegionSize,[In] ID3D11Buffer* pBuffer,[In] unsigned longlong BufferStartOffsetInBytes,[In] unsigned int Flags)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext2::CopyTiles</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext2.UpdateTiles(SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.TiledResourceCoordinate,SharpDX.Direct3D11.TileRegionSize,System.IntPtr,SharpDX.Direct3D11.TileMappingFlags)">
            <summary>
            <p>Updates tiles by copying from app memory to the tiled resource. </p>
            </summary>
            <param name = "destTiledResourceRef"><dd>  <p>A reference to a tiled resource to update.</p> </dd></param>
            <param name = "destTileRegionStartCoordinateRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.TiledResourceCoordinate"/></strong> structure that describes the starting coordinates of the tiled resource.</p> </dd></param>
            <param name = "destTileRegionSizeRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.TileRegionSize"/></strong> structure that describes the size of the tiled region.</p> </dd></param>
            <param name = "sourceTileDataRef"><dd>  <p>A reference to memory that contains the source tile data that <strong>UpdateTiles</strong> uses to update the tiled resource.</p> </dd></param>
            <param name = "flags"><dd>  <p>A combination of <strong><see cref = "T:SharpDX.Direct3D11.TileCopyFlags"/></strong>-typed values that are combined by using a bitwise OR operation. The only valid value is <strong>D3D11_TILE_COPY_NO_OVERWRITE</strong>. The other values aren't meaningful here, thoughby definition the <strong>D3D11_TILE_COPY_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE</strong> value is basically what <strong>UpdateTiles</strong> does, but sources from app memory.</p> </dd></param>
            <remarks>
            <p><strong>UpdateTiles</strong> drops write operations to unmapped areas (except on <strong>Tier_1</strong> tiled resources, where writing to unmapped areas is invalid).  </p><p>If a copy operation involves writing to the same memory location multiple times because multiple locations in the destination resource are mapped to the same tile memory, the resulting write operations to multi-mapped tiles are non-deterministic and non-repeatable; that is, accesses to the tile memory happen in whatever order the hardware happens to execute the copy operation.</p><p>The tiles involved in the copy operation can't include tiles that contain packed mipmaps or results of the copy operation are undefined. To transfer data to and from mipmaps that the hardware packs into one tile, you must use the standard (that is, non-tile specific) copy and update APIs (like <strong>ID3D11DeviceContext1::CopySubresourceRegion1</strong> and <strong>ID3D11DeviceContext1::UpdateSubresource1</strong>) or <strong>ID3D11DeviceContext::GenerateMips</strong> for the whole mipmap chain.</p><p>The memory layout of the data on the source side of the copy operation is linear in memory within 64 KB tiles, which the hardware and driver swizzle and deswizzle per tile as appropriate when they transfer to and from a tiled resource. For multisample antialiasing (MSAA) surfaces, the hardware and driver traverse each pixel's samples in sample-index order before they move to the next pixel. For tiles that are partially filled on the right side (for a surface that has a width not a multiple of tile width in pixels), the pitch and stride to move down a row is the full size in bytes of the number pixels that would fit across the tile if the tile was full. So, there can be a gap between each row of pixels in memory. Mipmaps that are smaller than a tile are not packed together in the linear layout, which might seem to be a waste of memory space, but as mentioned you can't use <strong>ID3D11DeviceContext2::CopyTiles</strong> or <strong>UpdateTiles</strong> to copy to mipmaps that the hardware packs together. You can just use generic copy and update APIs (like <strong>ID3D11DeviceContext1::CopySubresourceRegion1</strong> and <strong>ID3D11DeviceContext1::UpdateSubresource1</strong>) to copy small mipmaps individually. Although in the case of a generic copy API (like <strong>ID3D11DeviceContext1::CopySubresourceRegion1</strong>), the linear memory must be the same dimension as the tiled resource; <strong>ID3D11DeviceContext1::CopySubresourceRegion1</strong> can't copy from a buffer resource to a Texture2D for instance.</p><p>For more info about tiled resources, see Tiled resources.</p>
            </remarks>
            <msdn-id>dn280509</msdn-id>
            <unmanaged>void ID3D11DeviceContext2::UpdateTiles([In] ID3D11Resource* pDestTiledResource,[In] const D3D11_TILED_RESOURCE_COORDINATE* pDestTileRegionStartCoordinate,[In] const D3D11_TILE_REGION_SIZE* pDestTileRegionSize,[In] const void* pSourceTileData,[In] unsigned int Flags)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext2::UpdateTiles</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext2.ResizeTilePool(SharpDX.Direct3D11.Buffer,System.Int64)">
            <summary>
            <p>Resizes a tile pool.</p>
            </summary>
            <param name = "tilePoolRef"><dd>  <p>A reference to an <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> for the tile pool to resize.</p> </dd></param>
            <param name = "newSizeInBytes"><dd>  <p>The new size in bytes of the tile pool. The size must be a multiple of 64 KB or 0.</p> </dd></param>
            <returns><p>Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the following:</p><ul> <li>Returns <strong>E_INVALIDARG</strong> if the new tile pool size isn't a multiple of 64 KB or 0.</li> <li>Returns <strong>E_OUTOFMEMORY</strong> if the call results in the driver having to allocate space for new page table mappings but running out of memory.</li> <li>Returns <strong><see cref = "!:DeviceRemoved"/></strong> if the video card has been physically removed from the system, or a driver upgrade for the video card has occurred.</li> </ul><p>For <strong>E_INVALIDARG</strong> or <strong>E_OUTOFMEMORY</strong>, the existing tile pool remains unchanged, which includes existing mappings.  </p></returns>
            <remarks>
            <p><strong>ResizeTilePool</strong> increases or decreases the size of the tile pool depending on whether the app needs more or less working set for the tiled resources that are mapped into it. An app can allocate additional tile pools for new tiled resources, but if any single tiled resource needs more space than initially available in its tile pool, the app can increase the size of the resource's tile pool. A tiled resource can't have mappings into multiple tile pools simultaneously. </p><p>When you increase the size of a tile pool, additional tiles are added to the end of the tile pool via one or more new allocations by the driver; your app can't detect the breakdown into the new allocations. Existing memory in the tile pool is left untouched, and existing tiled resource mappings into that memory remain intact.</p><p>When you decrease the size of a tile pool, tiles are removed from the end (this is allowed even below the initial allocation size, down to 0). This means that new mappings can't be made past the new size. But, existing mappings past the end of the new size remain intact and useable. The memory is kept active as long as mappings to any part of the allocations that are being used for the tile pool memory remains. If after decreasing, some memory has been kept active because tile mappings are pointing to it and the tile pool is increased again (by any amount), the existing memory is reused first before any additional allocations occur to service the size of the increase. </p><p>To be able to save memory, an app has to not only decrease a tile pool but also remove and remap existing mappings past the end of the new smaller tile pool size.</p><p>The act of decreasing (and removing mappings) doesn't necessarily produce immediate memory savings. Freeing of memory depends on how granular the driver's underlying allocations for the tile pool are. When a decrease in the size of a tile pool happens to be enough to make a driver allocation unused, the driver can free the allocation. If a tile pool was increased and if you then decrease to previous sizes (and remove and remap tile mappings correspondingly), you will most likely yield memory savings. But, this scenario isn't guaranteed in the case that the sizes don't exactly align with the underlying allocation sizes chosen by the driver. </p><p>For more info about tiled resources, see Tiled resources.</p>
            </remarks>
            <msdn-id>dn280505</msdn-id>
            <unmanaged>HRESULT ID3D11DeviceContext2::ResizeTilePool([In] ID3D11Buffer* pTilePool,[In] unsigned longlong NewSizeInBytes)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext2::ResizeTilePool</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext2.TiledResourceBarrier(SharpDX.Direct3D11.DeviceChild,SharpDX.Direct3D11.DeviceChild)">
            <summary>
            <p>Specifies a data access ordering constraint between multiple tiled resources.  For more info about this constraint, see Remarks.</p>
            </summary>
            <param name = "tiledResourceOrViewAccessBeforeBarrierRef"><dd>  <p>A reference to an <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong> or <strong><see cref = "T:SharpDX.Direct3D11.ResourceView"/></strong> for a resource that was created with the <strong>D3D11_RESOURCE_MISC_TILED</strong> flag.  Access operations on this object must complete before the access operations on the object that <em>pTiledResourceOrViewAccessAfterBarrier</em> specifies.</p> </dd></param>
            <param name = "tiledResourceOrViewAccessAfterBarrierRef"><dd>  <p>A reference to an <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong> or <strong><see cref = "T:SharpDX.Direct3D11.ResourceView"/></strong> for a resource that was created with the <strong>D3D11_RESOURCE_MISC_TILED</strong> flag.  Access operations on this object must begin after the access operations on the object that <em>pTiledResourceOrViewAccessBeforeBarrier</em> specifies.</p> </dd></param>
            <remarks>
            <p>Apps can use tiled resources to reuse tiles in different resources. But, a device and driver might not be able to determine whether some memory in a tile pool that was just rendered to is now being used for reading.
            </p><p>For example, an app can render to some tiles in a tile pool with one tiled resource but then read from the same tiles by using a different tiled resource. These tiled-resource operations are different from using one resource and then just switching from writing with <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetView"/></strong> to reading with <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceView"/></strong>. The runtime already tracks and handles these one resource operations using <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetView"/></strong> and <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceView"/></strong>.
            </p><p>When an app transitions from accessing (reading or writing) some location in a tile pool with one resource to accessing the same memory (read or write) via another tiled resource (with mappings to the same memory), the app must call <strong>TiledResourceBarrier</strong> after the first use of the resource and before the second. The parameters are the <em>pTiledResourceOrViewAccessBeforeBarrier</em> for accesses before the barrier (via rendering, copying), and the <em>pTiledResourceOrViewAccessAfterBarrier</em> for accesses after the barrier by using the same tile pool memory. If the resources are identical, the app doesn't need to call <strong>TiledResourceBarrier</strong> because this kind of hazard is already tracked and handled.
            </p><p>The barrier call informs the driver that operations issued to the resource before the call must complete before any accesses that occur after the call via a different tiled resource that shares the same memory.
            </p><p>Either or both of the parameters (before or after the barrier) can be <strong><c>null</c></strong>. <strong><c>null</c></strong> before the barrier means all tiled resource accesses before the barrier must complete before the resource specified after the barrier can be referenced by the graphics processing unit (GPU). <strong><c>null</c></strong> after the barrier means that any tiled resources accessed after the barrier can only be executed by the GPU after accesses to the tiled resources before the barrier are finished. Both <strong><c>null</c></strong> means all previous tiled resource accesses are complete before any subsequent tiled resource access can proceed. 
            </p><p>An app can pass a view reference, a resource, or <strong><c>null</c></strong> for each parameter. Views are allowed not only for convenience but also to allow the app to scope the barrier effect to a relevant portion of a resource.
            </p><p>For more info about tiled resources, see Tiled resources.</p>
            </remarks>
            <msdn-id>dn280507</msdn-id>
            <unmanaged>void ID3D11DeviceContext2::TiledResourceBarrier([In, Optional] ID3D11DeviceChild* pTiledResourceOrViewAccessBeforeBarrier,[In, Optional] ID3D11DeviceChild* pTiledResourceOrViewAccessAfterBarrier)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext2::TiledResourceBarrier</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext2.IsAnnotationEnabled_">
            <summary>
            <p> Allows apps to determine when either a capture or profiling request is enabled.</p>
            </summary>
            <returns><p>Returns <strong>TRUE</strong> if capture or profiling is enabled and <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise.</p></returns>
            <remarks>
            <p>Returns <strong>TRUE</strong> if the capture tool is present and capturing or the app is being profiled such that <strong>SetMarkerInt</strong> or <strong>BeginEventInt</strong> will be logged to <strong>ETW</strong>. Otherwise, it returns <strong><see cref = "F:SharpDX.Result.False"/></strong>. Apps can use this to turn off self-throttling mechanisms in order to accurately capture what is currently being seen as app output. Apps can also avoid generating event markers and the associated overhead it may entail when there is no benefit to do so. </p><p>If apps detect that capture is being performed, they can prevent the Direct3D debugging tools, such as Microsoft Visual Studio?2013, from capturing them. The purpose of the <strong>D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY</strong> flag prior to Windows?8.1 was to allow the Direct3D runtime to prevent debugging tools from capturing apps.</p>
            </remarks>
            <msdn-id>dn280504</msdn-id>
            <unmanaged>BOOL ID3D11DeviceContext2::IsAnnotationEnabled()</unmanaged>
            <unmanaged-short>ID3D11DeviceContext2::IsAnnotationEnabled</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext2.SetMarkerInt(System.String,System.Int32)">
            <summary>
            <p>Allows applications to annotate graphics commands.</p>
            </summary>
            <param name = "labelRef"><dd> <p>An optional string that will be logged to <strong>ETW</strong> when ETW logging is active. If <strong>?#d?</strong> appears in the string, it will be replaced by the value of the <em>Data</em> parameter similar to the way <strong>printf</strong> works.</p> </dd></param>
            <param name = "data"><dd> <p>A signed data value that will be logged to ETW when ETW logging is active.</p> </dd></param>
            <remarks>
            <p><strong>SetMarkerInt</strong> allows applications to annotate graphics commands, in order to provide more context to what the GPU is executing. When ETW logging or a support tool is enabled, an additional marker is correlated between the CPU and GPU timelines. The <em>pLabel</em> and <em>Data</em> value are logged to ETW. When the appropriate ETW logging is not enabled, this method does nothing.</p>
            </remarks>
            <msdn-id>dn280506</msdn-id>
            <unmanaged>void ID3D11DeviceContext2::SetMarkerInt([In] const wchar_t* pLabel,[In] int Data)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext2::SetMarkerInt</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext2.BeginEventInt(System.String,System.Int32)">
            <summary>
            <p>Allows applications to annotate the beginning of a range of graphics commands.</p>
            </summary>
            <param name = "labelRef"><dd> <p>An optional string that will be logged to <strong>ETW</strong> when ETW logging is active. If <strong>?#d?</strong> appears in the string, it will be replaced by the value of the <em>Data</em> parameter similar to the way <strong>printf</strong> works.</p> </dd></param>
            <param name = "data"><dd> <p>A signed data value that will be logged to ETW when ETW logging is active.</p> </dd></param>
            <remarks>
            <p><strong>BeginEventInt</strong> allows applications to annotate the beginning of a range of graphics commands, in order to provide more context to what the GPU is executing. When <strong>ETW</strong> logging (or a supported tool) is enabled, an additional marker is correlated between the CPU and GPU timelines. The <em>pLabel</em> and <em>Data</em> value are logged to ETW. When the appropriate ETW logging is not enabled, this method does nothing.</p>
            </remarks>
            <msdn-id>dn280499</msdn-id>
            <unmanaged>void ID3D11DeviceContext2::BeginEventInt([In] const wchar_t* pLabel,[In] int Data)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext2::BeginEventInt</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext2.EndEvent">
            <summary>
            <p>Allows applications to annotate the end of a range of graphics commands.</p>
            </summary>
            <remarks>
            <p><strong>EndEvent</strong> allows applications to annotate the end of a range of graphics commands, in order to provide more context to what the GPU is executing. When the appropriate <strong>ETW</strong> logging is not enabled, this method does nothing. When ETW logging is enabled, an additional marker is correlated between the CPU and GPU timelines.</p>
            </remarks>
            <msdn-id>dn280502</msdn-id>
            <unmanaged>void ID3D11DeviceContext2::EndEvent()</unmanaged>
            <unmanaged-short>ID3D11DeviceContext2::EndEvent</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext3.#ctor(SharpDX.Direct3D11.Device3)">
            <summary>
            Initializes a new deferred context instance of <see cref="T:SharpDX.Direct3D11.DeviceContext3"/> class.
            </summary>
            <param name="device"></param>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceContext3.HardwareProtectionState">
            <summary>
            <p>Gets or sets whether hardware protection is enabled. </p>
            </summary>
            <msdn-id>mt158224</msdn-id>
            <unmanaged>GetHardwareProtectionState / SetHardwareProtectionState</unmanaged>
            <unmanaged-short>GetHardwareProtectionState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext3.Flush1(SharpDX.Direct3D11.ContextType,System.IntPtr)">
            <summary>
            <p> Sends queued-up commands in the command buffer to the graphics processing unit (GPU), with a specified context type and an optional event handle to create an event query. </p>
            </summary>
            <param name = "contextType"><dd>  <p> A <strong><see cref = "T:SharpDX.Direct3D11.ContextType"/></strong> that specifies the context in which a query occurs, such as a 3D command queue, 3D compute queue, 3D copy queue, video, or image. </p> </dd></param>
            <param name = "hEvent"><dd>  <p> An optional event handle. When specified, this method creates an event query. </p> <p><strong>Flush1</strong> operates asynchronously, therefore it can return either before or after the GPU finishes executing the queued graphics commands, which will eventually complete. To create an event query, you can call <strong>ID3D11Device::CreateQuery</strong> with the value <strong>D3D11_QUERY_EVENT</strong> value. To determine when the GPU is finished processing the graphics commands, you can then use that event query in a call to <strong>ID3D11DeviceContext::GetData</strong>. </p> </dd></param>
            <remarks>
            <p><strong>Flush1</strong> has parameters. For more information, see <strong>ID3D11DeviceContext::Flush</strong>, which doesn't have parameters. </p>
            </remarks>
            <msdn-id>dn912876</msdn-id>
            <unmanaged>void ID3D11DeviceContext3::Flush1([In] D3D11_CONTEXT_TYPE ContextType,[In, Optional] void* hEvent)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext3::Flush1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext3.SetHardwareProtectionState(SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p> Sets the hardware protection state. </p>
            </summary>
            <param name = "hwProtectionEnable"><dd>  <p> Specifies whether to enable hardware protection. </p> </dd></param>
            <msdn-id>mt158225</msdn-id>
            <unmanaged>void ID3D11DeviceContext3::SetHardwareProtectionState([In] BOOL HwProtectionEnable)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext3::SetHardwareProtectionState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext3.GetHardwareProtectionState(SharpDX.Mathematics.Interop.RawBool@)">
            <summary>
            <p> Gets whether hardware protection is enabled. </p>
            </summary>
            <param name = "hwProtectionEnableRef"><dd>  <p> After this method returns, points to a <see cref = "T:SharpDX.Mathematics.Interop.RawBool"/> that indicates whether hardware protection is enabled. </p> </dd></param>
            <msdn-id>mt158224</msdn-id>
            <unmanaged>void ID3D11DeviceContext3::GetHardwareProtectionState([Out] BOOL* pHwProtectionEnable)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext3::GetHardwareProtectionState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceDebug.#ctor(SharpDX.Direct3D11.Device)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.DeviceDebug"/> class.
            </summary>
            <param name="device">The device.</param>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceDebug.FeatureFlags">
            <summary>
            Gets or sets the feature flags that indicates which debug features are on or off.	
            </summary>
            <value>The feature flags.</value>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceDebug.PresentDelay">
            <summary>
            <p>Get the number of milliseconds to sleep after <strong>IDXGISwapChain::Present</strong> is called.</p>
            </summary>
            <remarks>
            <p>Value is set with <strong>ID3D11Debug::SetPresentPerRenderOpDelay</strong>.</p>
            </remarks>
            <msdn-id>ff476368</msdn-id>
            <unmanaged>GetPresentPerRenderOpDelay</unmanaged>
            <unmanaged-short>GetPresentPerRenderOpDelay</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceDebug.SwapChain">
            <summary>
            <p>Get the swap chain that the runtime will use for automatically calling <strong>IDXGISwapChain::Present</strong>.</p>
            </summary>
            <remarks>
            <p>The swap chain retrieved by this method will only be used if D3D11_DEBUG_FEATURE_PRESENT_PER_RENDER_OP is set in the <strong>feature mask</strong>.</p>
            </remarks>
            <msdn-id>ff476369</msdn-id>
            <unmanaged>GetSwapChain</unmanaged>
            <unmanaged-short>GetSwapChain</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceDebug.SetFeatureFlags(System.Int32)">
            <summary>
            <p>Set a bit field of flags that will turn debug features on and off.</p>
            </summary>
            <param name = "mask"><dd>  <p>A combination of feature-mask flags that are combined by using a bitwise OR operation. If a flag is present, that feature will be set to on, otherwise the feature will be set to off. For descriptions of the feature-mask flags, see Remarks.</p> </dd></param>
            <returns><p>This method returns one of the Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <strong>Note</strong>??If you call this API in a Session 0 process, it returns <strong><see cref = "!:NotCurrentlyAvailable"/></strong>.?<p>Setting one of the following feature-mask flags will cause a rendering-operation method (listed below) to do some extra task when called. </p><table> <tr><td>D3D11_DEBUG_FEATURE_FINISH_PER_RENDER_OP (0x2)</td><td>Application will wait for the GPU to finish processing the rendering operation before continuing.</td></tr> <tr><td>D3D11_DEBUG_FEATURE_FLUSH_PER_RENDER_OP (0x1)</td><td>Runtime will additionally call <strong>ID3D11DeviceContext::Flush</strong>.</td></tr> <tr><td>D3D11_DEBUG_FEATURE_PRESENT_PER_RENDER_OP (0x4)</td><td>Runtime will call <strong>IDXGISwapChain::Present</strong>. Presentation of render buffers will occur according to the settings established by prior calls to <strong>ID3D11Debug::SetSwapChain</strong> and <strong>ID3D11Debug::SetPresentPerRenderOpDelay</strong>.</td></tr> </table><p>?</p><p>These feature-mask flags apply to the following rendering-operation methods:</p><ul> <li> <strong>ID3D11DeviceContext::Draw</strong> </li> <li> <strong>ID3D11DeviceContext::DrawIndexed</strong> </li> <li> <strong>ID3D11DeviceContext::DrawInstanced</strong> </li> <li> <strong>ID3D11DeviceContext::DrawIndexedInstanced</strong> </li> <li> <strong>ID3D11DeviceContext::DrawAuto</strong> </li> <li> <strong>ID3D11DeviceContext::ClearRenderTargetView</strong> </li> <li> <strong>ID3D11DeviceContext::ClearDepthStencilView</strong> </li> <li> <strong>ID3D11DeviceContext::CopySubresourceRegion</strong> </li> <li> <strong>ID3D11DeviceContext::CopyResource</strong> </li> <li> <strong>ID3D11DeviceContext::UpdateSubresource</strong> </li> <li> <strong>ID3D11DeviceContext::GenerateMips</strong> </li> <li> <strong>ID3D11DeviceContext::ResolveSubresource</strong> </li> </ul><p>By setting one of the following feature-mask flags, you can control the behavior of the <strong>IDXGIDevice2::OfferResources</strong> and <strong>IDXGIDevice2::ReclaimResources</strong> methods to aid in testing and debugging. </p><strong>Note</strong>??These flags are supported by the Direct3D 11.1 runtime, which is available starting with Windows?8.?<table> <tr><td>D3D11_DEBUG_FEATURE_ALWAYS_DISCARD_OFFERED_RESOURCE (0x8)</td><td>When you call <strong>IDXGIDevice2::OfferResources</strong> to offer resources while this flag is enabled, their content is always discarded.  Use this flag to test code paths that regenerate resource content on reclaim.  You cannot use this flag in combination with D3D11_DEBUG_FEATURE_NEVER_DISCARD_OFFERED_RESOURCE.</td></tr> <tr><td>D3D11_DEBUG_FEATURE_NEVER_DISCARD_OFFERED_RESOURCE (0x10)</td><td>When you call <strong>IDXGIDevice2::OfferResources</strong> to offer resources while this flag is enabled, their content is never discarded.  Use this flag to test code paths that do not need to regenerate resource content on reclaim.  You cannot use this flag in combination with D3D11_DEBUG_FEATURE_ALWAYS_DISCARD_OFFERED_RESOURCE.</td></tr> </table><p>?</p><p>The behavior of the <strong>IDXGIDevice2::OfferResources</strong> and <strong>IDXGIDevice2::ReclaimResources</strong> methods depends on system-wide memory pressure. Therefore, the scenario where content is lost and must be regenerated is uncommon for most applications.  The preceding new options in the Direct3D debug layer let you simulate that scenario consistently and test code paths.</p><p>The following flag is supported by the Direct3D 11.1 runtime.</p><table> <tr><td>D3D11_DEBUG_FEATURE_AVOID_BEHAVIOR_CHANGING_DEBUG_AIDS (0x40)</td><td>Disables the following default debugging behavior.</td></tr> </table><p>?</p><p>When the debug layer is enabled, it performs certain actions to reveal application problems.  By setting the D3D11_DEBUG_FEATURE_AVOID_BEHAVIOR_CHANGING_DEBUG_AIDS feature-mask flag, you can enable the debug layer without getting the following default debugging behavior:</p><ul> <li>If an application calls <strong>ID3D11DeviceContext1::DiscardView</strong>, the runtime fills in the resource with a random color.</li> <li>If an application calls <strong>IDXGISwapChain1::Present1</strong> with partial presentation parameters, the runtime ignores the partial presentation information.</li> </ul><p>The following flag is supported by the Direct3D 11.2 runtime.</p><table> <tr><td>D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION (0x80)</td><td>Disables the following default debugging behavior.</td></tr> </table><p>?</p><p>By default (that is, without D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION set), the debug layer validates the proper usage of all tile mappings for tiled resources for bound resources for every operation performed on the device context (for example, draw, copy, and so on).  Depending on the size of the tiled resources used (if any), this validation can be processor intensive and slow.  Apps might want to initially run with tiled resource tile mapping validation on; then, when they determine that the calling pattern is safe, they can disable the validation by setting D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION.</p><p>If D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION is set when a tiled resource is created, the debug layer never performs the tracking of tile mapping for that resource for its entire lifetime.  Alternatively, if D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION is set for any given device context method call (like draw or copy calls) involving tiled resources, the debug layer skips all tile mapping validation for the call.</p>
            </remarks>
            <msdn-id>ff476371</msdn-id>
            <unmanaged>HRESULT ID3D11Debug::SetFeatureMask([In] unsigned int Mask)</unmanaged>
            <unmanaged-short>ID3D11Debug::SetFeatureMask</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceDebug.GetFeatureFlags">
            <summary>
            <p>Get a bitfield of flags that indicates which debug features are on or off.</p>
            </summary>
            <returns><p>Mask of feature-mask flags bitwise ORed together. If a flag is present, then that feature will be set to on, otherwise the feature will be set to off. See <strong>ID3D11Debug::SetFeatureMask</strong> for a list of possible feature-mask flags.</p></returns>
            <msdn-id>ff476367</msdn-id>
            <unmanaged>unsigned int ID3D11Debug::GetFeatureMask()</unmanaged>
            <unmanaged-short>ID3D11Debug::GetFeatureMask</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceDebug.SetPresentDelay(System.Int32)">
            <summary>
            <p>Set the number of milliseconds to sleep after <strong>IDXGISwapChain::Present</strong> is called.</p>
            </summary>
            <param name = "milliseconds">No documentation.</param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <strong>Note</strong>??If you call this API in a Session 0 process, it returns <strong><see cref = "!:NotCurrentlyAvailable"/></strong>.?<p>The application will only sleep if D3D11_DEBUG_FEATURE_PRESENT_PER_RENDER_OP is a set in the <strong>feature mask</strong>. If that flag is not set the number of milliseconds is set but ignored and the application does not sleep. 10ms is used as a default value if this method is never called.</p>
            </remarks>
            <msdn-id>ff476372</msdn-id>
            <unmanaged>HRESULT ID3D11Debug::SetPresentPerRenderOpDelay([In] unsigned int Milliseconds)</unmanaged>
            <unmanaged-short>ID3D11Debug::SetPresentPerRenderOpDelay</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceDebug.GetPresentDelay">
            <summary>
            <p>Get the number of milliseconds to sleep after <strong>IDXGISwapChain::Present</strong> is called.</p>
            </summary>
            <returns><p>Number of milliseconds to sleep after Present is called.</p></returns>
            <remarks>
            <p>Value is set with <strong>ID3D11Debug::SetPresentPerRenderOpDelay</strong>.</p>
            </remarks>
            <msdn-id>ff476368</msdn-id>
            <unmanaged>unsigned int ID3D11Debug::GetPresentPerRenderOpDelay()</unmanaged>
            <unmanaged-short>ID3D11Debug::GetPresentPerRenderOpDelay</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceDebug.SetSwapChain(SharpDX.DXGI.SwapChain)">
            <summary>
            <p>Sets a swap chain that the runtime will use for automatically calling <strong>IDXGISwapChain::Present</strong>.</p>
            </summary>
            <param name = "swapChainRef">No documentation.</param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <strong>Note</strong>??If you call this API in a Session 0 process, it returns <strong><see cref = "!:NotCurrentlyAvailable"/></strong>.?<p>The swap chain set by this method will only be used if D3D11_DEBUG_FEATURE_PRESENT_PER_RENDER_OP is set in the <strong>feature mask</strong>.</p>
            </remarks>
            <msdn-id>ff476373</msdn-id>
            <unmanaged>HRESULT ID3D11Debug::SetSwapChain([In, Optional] IDXGISwapChain* pSwapChain)</unmanaged>
            <unmanaged-short>ID3D11Debug::SetSwapChain</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceDebug.GetSwapChain(SharpDX.DXGI.SwapChain@)">
            <summary>
            <p>Get the swap chain that the runtime will use for automatically calling <strong>IDXGISwapChain::Present</strong>.</p>
            </summary>
            <param name = "swapChainOut">No documentation.</param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>The swap chain retrieved by this method will only be used if D3D11_DEBUG_FEATURE_PRESENT_PER_RENDER_OP is set in the <strong>feature mask</strong>.</p>
            </remarks>
            <msdn-id>ff476369</msdn-id>
            <unmanaged>HRESULT ID3D11Debug::GetSwapChain([Out] IDXGISwapChain** ppSwapChain)</unmanaged>
            <unmanaged-short>ID3D11Debug::GetSwapChain</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceDebug.ValidateContext(SharpDX.Direct3D11.DeviceContext)">
            <summary>
            <p>Check to see if the draw pipeline state is valid.</p>
            </summary>
            <param name = "contextRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong>, that represents a device context.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>Use validate prior to calling a draw method (for example, <strong>ID3D11DeviceContext::Draw</strong>); validation requires the debug layer.</p>
            </remarks>
            <msdn-id>ff476374</msdn-id>
            <unmanaged>HRESULT ID3D11Debug::ValidateContext([In] ID3D11DeviceContext* pContext)</unmanaged>
            <unmanaged-short>ID3D11Debug::ValidateContext</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceDebug.ReportLiveDeviceObjects(SharpDX.Direct3D11.ReportingLevel)">
            <summary>
            <p>Report information about a device object's lifetime.</p>
            </summary>
            <param name = "flags"><dd>  <p>A value from the <strong><see cref = "T:SharpDX.Direct3D11.ReportingLevel"/></strong> enumeration.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p><strong>ReportLiveDeviceObjects</strong> uses the value in  <em>Flags</em> to determine the amount of information to report about a device object's lifetime.</p>
            </remarks>
            <msdn-id>ff476370</msdn-id>
            <unmanaged>HRESULT ID3D11Debug::ReportLiveDeviceObjects([In] D3D11_RLDO_FLAGS Flags)</unmanaged>
            <unmanaged-short>ID3D11Debug::ReportLiveDeviceObjects</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceDebug.ValidateContextForDispatch(SharpDX.Direct3D11.DeviceContext)">
            <summary>
            <p>Verifies whether the dispatch pipeline state is valid.</p>
            </summary>
            <param name = "contextRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong> that represents a device context.</p> </dd></param>
            <returns><p>This method returns one of the return codes described in the topic Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>Use this method before you call a dispatch method (for example, <strong>ID3D11DeviceContext::Dispatch</strong>). Validation requires the debug layer.</p>
            </remarks>
            <msdn-id>ff728740</msdn-id>
            <unmanaged>HRESULT ID3D11Debug::ValidateContextForDispatch([In] ID3D11DeviceContext* pContext)</unmanaged>
            <unmanaged-short>ID3D11Debug::ValidateContextForDispatch</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShader.#ctor(SharpDX.Direct3D11.Device,System.Byte[],SharpDX.Direct3D11.ClassLinkage)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.DomainShader" /> class.
            </summary>
            <param name = "device">The device used to create the shader.</param>
            <param name = "shaderBytecode">The compiled shader bytecode.</param>
            <param name = "linkage">A dynamic class linkage interface.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.Fence.#ctor(SharpDX.Direct3D11.Device5,System.Int64,SharpDX.Direct3D11.FenceFlags)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D11.Fence" />
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name="initialValue">The initial value for the fence.</param>
            <param name="flags">A combination of FenceFlags values that are combined by using a bitwise OR operation. The resulting value specifies options for the fence.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="P:SharpDX.Direct3D11.Fence.CompletedValue">
            <summary>
            No documentation.
            </summary>
            <unmanaged>GetCompletedValue</unmanaged>
            <unmanaged-short>GetCompletedValue</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Fence.CreateSharedHandle(System.Nullable{SharpDX.Win32.SecurityAttributes},System.Int32,System.String)">
            <summary>
            No documentation.
            </summary>
            <param name = "attributesRef">No documentation.</param>
            <param name = "dwAccess">No documentation.</param>
            <param name = "lpName">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D11Fence::CreateSharedHandle([In, Optional] const SECURITY_ATTRIBUTES* pAttributes,[In] unsigned int dwAccess,[In, Optional] const wchar_t* lpName,[Out] void** pHandle)</unmanaged>
            <unmanaged-short>ID3D11Fence::CreateSharedHandle</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Fence.GetCompletedValue">
            <summary>
            No documentation.
            </summary>
            <returns>No documentation.</returns>
            <unmanaged>unsigned longlong ID3D11Fence::GetCompletedValue()</unmanaged>
            <unmanaged-short>ID3D11Fence::GetCompletedValue</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Fence.SetEventOnCompletion(System.Int64,System.IntPtr)">
            <summary>
            No documentation.
            </summary>
            <param name = "value">No documentation.</param>
            <param name = "hEvent">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D11Fence::SetEventOnCompletion([In] unsigned longlong Value,[In] void* hEvent)</unmanaged>
            <unmanaged-short>ID3D11Fence::SetEventOnCompletion</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShader.#ctor(SharpDX.Direct3D11.Device,System.Byte[],SharpDX.Direct3D11.ClassLinkage)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.GeometryShader" /> class.
            </summary>
            <param name = "device">The device used to create the shader.</param>
            <param name = "shaderBytecode">The compiled shader bytecode.</param>
            <param name = "linkage">A dynamic class linkage interface.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShader.#ctor(SharpDX.Direct3D11.Device,System.Byte[],SharpDX.Direct3D11.StreamOutputElement[],System.Int32[],System.Int32,SharpDX.Direct3D11.ClassLinkage)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.GeometryShader" /> class.
            </summary>
            <param name = "device">The device used to create the shader.</param>
            <param name = "shaderBytecode">The compiled shader bytecode.</param>
            <param name = "elements">An array of <see cref = "T:SharpDX.Direct3D11.StreamOutputElement" /> instances describing the layout of the output buffers.</param>
            <param name = "bufferedStrides">An array of buffer strides; each stride is the size of an element for that buffer.</param>
            <param name = "rasterizedStream">The index number of the stream to be sent to the rasterizer stage. Set to NoRasterizedStream if no stream is to be rasterized.</param>
            <param name = "linkage">A dynamic class linkage interface.</param>
        </member>
        <member name="F:SharpDX.Direct3D11.GeometryShader.StreamOutputNoRasterizedStream">
            <summary>Constant StreamOutputNoRasterizedStream</summary>
            <unmanaged>D3D11_SO_NO_RASTERIZED_STREAM</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.GeometryShader.StreamOutputStreamCount">
            <summary>Constant StreamOutputStreamCount</summary>
            <unmanaged>D3D11_SO_STREAM_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.GeometryShader.StreamOutputOutputComponentCount">
            <summary>Constant StreamOutputOutputComponentCount</summary>
            <unmanaged>D3D11_SO_OUTPUT_COMPONENT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.GeometryShader.StreamOutputBufferSlotCount">
            <summary>Constant StreamOutputBufferSlotCount</summary>
            <unmanaged>D3D11_SO_BUFFER_SLOT_COUNT</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.HullShader.#ctor(SharpDX.Direct3D11.Device,System.Byte[],SharpDX.Direct3D11.ClassLinkage)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.HullShader" /> class.
            </summary>
            <param name = "device">The device used to create the shader.</param>
            <param name = "shaderBytecode">The compiled shader bytecode.</param>
            <param name = "linkage">A dynamic class linkage interface.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetMessage(System.Int64)">
            <summary>	
            <p>Get a message from the message queue.</p>	
            </summary>	
            <param name="messageIndex"><dd>  <p>Index into 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 (which can be obtained with <strong><see cref="M:SharpDX.Direct3D11.InfoQueue.GetNumStoredMessagesAllowedByRetrievalFilter"/></strong>). 0 is the message at the front of the message queue.</p> </dd></param>	
            <returns>Returned message (see <strong><see cref="T:SharpDX.Direct3D11.Message"/></strong>)</returns>	
            <msdn-id>ff476549</msdn-id>	
            <unmanaged>HRESULT ID3D11InfoQueue::GetMessageW([In] unsigned longlong MessageIndex,[In] void* pMessage,[InOut] SIZE_T* pMessageByteLength)</unmanaged>	
            <unmanaged-short>ID3D11InfoQueue::GetMessageW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetStorageFilter">
            <summary>	
            <p>Get the storage filter at the top of the storage-filter stack.</p>	
            </summary>	
            <returns>The storage filter at the top of the storage-filter stack.</returns>	
            <msdn-id>ff476560</msdn-id>	
            <unmanaged>HRESULT ID3D11InfoQueue::GetStorageFilter([In] void* pFilter,[InOut] SIZE_T* pFilterByteLength)</unmanaged>	
            <unmanaged-short>ID3D11InfoQueue::GetStorageFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetRetrievalFilter">
            <summary>	
            <p>Get the retrieval filter at the top of the retrieval-filter stack.</p>	
            </summary>	
            <returns>The retrieval filter at the top of the retrieval-filter stack.</returns>	
            <msdn-id>ff476558</msdn-id>	
            <unmanaged>HRESULT ID3D11InfoQueue::GetRetrievalFilter([In] void* pFilter,[InOut] SIZE_T* pFilterByteLength)</unmanaged>	
            <unmanaged-short>ID3D11InfoQueue::GetRetrievalFilter</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueue.NumMessagesAllowedByStorageFilter">
            <summary>
            <p>Get the number of messages that were allowed to pass through a storage filter.</p>
            </summary>
            <msdn-id>ff476552</msdn-id>
            <unmanaged>GetNumMessagesAllowedByStorageFilter</unmanaged>
            <unmanaged-short>GetNumMessagesAllowedByStorageFilter</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueue.NumMessagesDeniedByStorageFilter">
            <summary>
            <p>Get the number of messages that were denied passage through a storage filter.</p>
            </summary>
            <msdn-id>ff476553</msdn-id>
            <unmanaged>GetNumMessagesDeniedByStorageFilter</unmanaged>
            <unmanaged-short>GetNumMessagesDeniedByStorageFilter</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueue.NumStoredMessages">
            <summary>
            <p>Get the number of messages currently stored in the message queue.</p>
            </summary>
            <msdn-id>ff476556</msdn-id>
            <unmanaged>GetNumStoredMessages</unmanaged>
            <unmanaged-short>GetNumStoredMessages</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueue.NumStoredMessagesAllowedByRetrievalFilter">
            <summary>
            <p>Get the number of messages that are able to pass through a retrieval filter.</p>
            </summary>
            <msdn-id>ff476557</msdn-id>
            <unmanaged>GetNumStoredMessagesAllowedByRetrievalFilter</unmanaged>
            <unmanaged-short>GetNumStoredMessagesAllowedByRetrievalFilter</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueue.NumMessagesDiscardedByMessageCountLimit">
            <summary>
            <p>Get the number of messages that were discarded due to the message count limit.</p>
            </summary>
            <remarks>
            <p>Get and set the message count limit with <strong>ID3D11InfoQueue::GetMessageCountLimit</strong> and <strong>ID3D11InfoQueue::SetMessageCountLimit</strong>, respectively.</p>
            </remarks>
            <msdn-id>ff476554</msdn-id>
            <unmanaged>GetNumMessagesDiscardedByMessageCountLimit</unmanaged>
            <unmanaged-short>GetNumMessagesDiscardedByMessageCountLimit</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueue.MessageCountLimit">
            <summary>
            <p>Get the maximum number of messages that can be added to the message queue.</p>
            </summary>
            <remarks>
            <p>When the number of messages in the message queue has reached the maximum limit, new messages coming in will push old messages out.</p>
            </remarks>
            <msdn-id>ff476550</msdn-id>
            <unmanaged>GetMessageCountLimit</unmanaged>
            <unmanaged-short>GetMessageCountLimit</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueue.StorageFilterStackSize">
            <summary>
            <p>Get the size of the storage-filter stack in bytes.</p>
            </summary>
            <msdn-id>ff476561</msdn-id>
            <unmanaged>GetStorageFilterStackSize</unmanaged>
            <unmanaged-short>GetStorageFilterStackSize</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueue.RetrievalFilterStackSize">
            <summary>
            <p>Get the size of the retrieval-filter stack in bytes.</p>
            </summary>
            <msdn-id>ff476559</msdn-id>
            <unmanaged>GetRetrievalFilterStackSize</unmanaged>
            <unmanaged-short>GetRetrievalFilterStackSize</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueue.MuteDebugOutput">
            <summary>
            <p>Get or sets a boolean that turns the debug output on or off.</p>
            </summary>
            <msdn-id>ff476551</msdn-id>
            <unmanaged>GetMuteDebugOutput / SetMuteDebugOutput</unmanaged>
            <unmanaged-short>GetMuteDebugOutput</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.SetMessageCountLimit(System.Int64)">
            <summary>
            <p>Set the maximum number of messages that can be added to the message queue.</p>
            </summary>
            <param name = "messageCountLimit"><dd>  <p>Maximum number of messages that can be added to the message queue. -1 means no limit.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>When the number of messages in the message queue has reached the maximum limit, new messages coming in will push old messages out.</p>
            </remarks>
            <msdn-id>ff476573</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::SetMessageCountLimit([In] unsigned longlong MessageCountLimit)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::SetMessageCountLimit</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.ClearStoredMessages">
            <summary>
            <p>Clear all messages from the message queue.</p>
            </summary>
            <msdn-id>ff476545</msdn-id>
            <unmanaged>void ID3D11InfoQueue::ClearStoredMessages()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::ClearStoredMessages</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetMessage(System.Int64,System.IntPtr,SharpDX.PointerSize@)">
            <summary>
            <p>Get a message from the message queue.</p>
            </summary>
            <param name = "messageIndex"><dd>  <p>Index into 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 (which can be obtained with <strong>ID3D11InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter</strong>). 0 is the message at the front of the message queue.</p> </dd></param>
            <param name = "messageRef"><dd>  <p>Returned message (see <strong><see cref = "T:SharpDX.Direct3D11.Message"/></strong>).</p> </dd></param>
            <param name = "messageByteLengthRef"><dd>  <p>Size of pMessage in bytes, including the size of the message string that the pMessage points to.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>This method does not remove any messages from the message queue.</p><p>This method gets messages from the message queue after an optional retrieval filter has been applied.</p><p>Applications should call this method twice to retrieve a message - first to obtain the size of the message and second to get the message. Here is a typical example:</p><pre> // Get the size of the message
            <see cref = "T:SharpDX.PointerSize"/> messageLength = 0;
            <see cref = "T:SharpDX.Result"/> hr = pInfoQueue-&gt;GetMessage(0, <c>null</c>, &amp;messageLength); // Allocate space and get the message
            <see cref = "T:SharpDX.Direct3D11.Message"/> * pMessage = (<see cref = "T:SharpDX.Direct3D11.Message"/>*)malloc(messageLength);
            hr = pInfoQueue-&gt;GetMessage(0, pMessage, &amp;messageLength);
            </pre><p>For an overview see <strong>Information Queue Overview</strong>.</p>
            </remarks>
            <msdn-id>ff476549</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::GetMessageW([In] unsigned longlong MessageIndex,[In] D3D11_MESSAGE* pMessage,[InOut] SIZE_T* pMessageByteLength)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetMessageW</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetNumMessagesAllowedByStorageFilter">
            <summary>
            <p>Get the number of messages that were allowed to pass through a storage filter.</p>
            </summary>
            <returns><p>Number of messages allowed by a storage filter.</p></returns>
            <msdn-id>ff476552</msdn-id>
            <unmanaged>unsigned longlong ID3D11InfoQueue::GetNumMessagesAllowedByStorageFilter()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetNumMessagesAllowedByStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetNumMessagesDeniedByStorageFilter">
            <summary>
            <p>Get the number of messages that were denied passage through a storage filter.</p>
            </summary>
            <returns><p>Number of messages denied by a storage filter.</p></returns>
            <msdn-id>ff476553</msdn-id>
            <unmanaged>unsigned longlong ID3D11InfoQueue::GetNumMessagesDeniedByStorageFilter()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetNumMessagesDeniedByStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetNumStoredMessages">
            <summary>
            <p>Get the number of messages currently stored in the message queue.</p>
            </summary>
            <returns><p>Number of messages currently stored in the message queue.</p></returns>
            <msdn-id>ff476556</msdn-id>
            <unmanaged>unsigned longlong ID3D11InfoQueue::GetNumStoredMessages()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetNumStoredMessages</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetNumStoredMessagesAllowedByRetrievalFilter">
            <summary>
            <p>Get the number of messages that are able to pass through a retrieval filter.</p>
            </summary>
            <returns><p>Number of messages allowed by a retrieval filter.</p></returns>
            <msdn-id>ff476557</msdn-id>
            <unmanaged>unsigned longlong ID3D11InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetNumMessagesDiscardedByMessageCountLimit">
            <summary>
            <p>Get the number of messages that were discarded due to the message count limit.</p>
            </summary>
            <returns><p>Number of messages discarded.</p></returns>
            <remarks>
            <p>Get and set the message count limit with <strong>ID3D11InfoQueue::GetMessageCountLimit</strong> and <strong>ID3D11InfoQueue::SetMessageCountLimit</strong>, respectively.</p>
            </remarks>
            <msdn-id>ff476554</msdn-id>
            <unmanaged>unsigned longlong ID3D11InfoQueue::GetNumMessagesDiscardedByMessageCountLimit()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetNumMessagesDiscardedByMessageCountLimit</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetMessageCountLimit">
            <summary>
            <p>Get the maximum number of messages that can be added to the message queue.</p>
            </summary>
            <returns><p>Maximum number of messages that can be added to the queue. -1 means no limit.</p></returns>
            <remarks>
            <p>When the number of messages in the message queue has reached the maximum limit, new messages coming in will push old messages out.</p>
            </remarks>
            <msdn-id>ff476550</msdn-id>
            <unmanaged>unsigned longlong ID3D11InfoQueue::GetMessageCountLimit()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetMessageCountLimit</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.AddStorageFilterEntries(SharpDX.Direct3D11.InfoQueueFilter)">
            <summary>
            <p>Add storage filters to the top of the storage-filter stack.</p>
            </summary>
            <param name = "filterRef"><dd>  <p>Array of storage filters (see <strong><see cref = "T:SharpDX.Direct3D11.InfoQueueFilter"/></strong>).</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476542</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::AddStorageFilterEntries([In] D3D11_INFO_QUEUE_FILTER* pFilter)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::AddStorageFilterEntries</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetStorageFilter(System.IntPtr,SharpDX.PointerSize@)">
            <summary>
            <p>Get the storage filter at the top of the storage-filter stack.</p>
            </summary>
            <param name = "filterRef"><dd>  <p>Storage filter at the top of the storage-filter stack.</p> </dd></param>
            <param name = "filterByteLengthRef"><dd>  <p>Size of the storage filter in bytes. If pFilter is <strong><c>null</c></strong>, the size of the storage filter will be output to this parameter.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476560</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::GetStorageFilter([In] D3D11_INFO_QUEUE_FILTER* pFilter,[InOut] SIZE_T* pFilterByteLength)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.ClearStorageFilter">
            <summary>
            <p>Remove a storage filter from the top of the storage-filter stack.</p>
            </summary>
            <msdn-id>ff476544</msdn-id>
            <unmanaged>void ID3D11InfoQueue::ClearStorageFilter()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::ClearStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.PushEmptyStorageFilter">
            <summary>
            <p>Push an empty storage filter onto the storage-filter stack.</p>
            </summary>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>An empty storage filter allows all messages to pass through.</p>
            </remarks>
            <msdn-id>ff476567</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::PushEmptyStorageFilter()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::PushEmptyStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.PushCopyOfStorageFilter">
            <summary>
            <p>Push a copy of storage filter currently on the top of the storage-filter stack onto the storage-filter stack.</p>
            </summary>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476565</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::PushCopyOfStorageFilter()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::PushCopyOfStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.PushStorageFilter(SharpDX.Direct3D11.InfoQueueFilter)">
            <summary>
            <p>Push a storage filter onto the storage-filter stack.</p>
            </summary>
            <param name = "filterRef"><dd>  <p>Pointer to a storage filter (see <strong><see cref = "T:SharpDX.Direct3D11.InfoQueueFilter"/></strong>).</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476569</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::PushStorageFilter([In] D3D11_INFO_QUEUE_FILTER* pFilter)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::PushStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.PopStorageFilter">
            <summary>
            <p>Pop a storage filter from the top of the storage-filter stack.</p>
            </summary>
            <msdn-id>ff476563</msdn-id>
            <unmanaged>void ID3D11InfoQueue::PopStorageFilter()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::PopStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetStorageFilterStackSize">
            <summary>
            <p>Get the size of the storage-filter stack in bytes.</p>
            </summary>
            <returns><p>Size of the storage-filter stack in bytes.</p></returns>
            <msdn-id>ff476561</msdn-id>
            <unmanaged>unsigned int ID3D11InfoQueue::GetStorageFilterStackSize()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetStorageFilterStackSize</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.AddRetrievalFilterEntries(SharpDX.Direct3D11.InfoQueueFilter)">
            <summary>
            <p>Add storage filters to the top of the retrieval-filter stack.</p>
            </summary>
            <param name = "filterRef"><dd>  <p>Array of retrieval filters (see <strong><see cref = "T:SharpDX.Direct3D11.InfoQueueFilter"/></strong>).</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>The following code example shows how to use <strong>ID3D11InfoQueue::AddRetrievalFilterEntries</strong>:</p><pre> <see cref = "T:SharpDX.Direct3D11.MessageCategory"/> cats[] = { ..., ..., ... };
            <see cref = "T:SharpDX.Direct3D11.MessageSeverity"/> sevs[] = { ..., ..., ... };
            UINT ids[] = { ..., ..., ... }; <see cref = "T:SharpDX.Direct3D11.InfoQueueFilter"/> filter;
            memset( &amp;filter, 0, sizeof(filter) ); // To set the type of messages to allow, 
            // set filter.AllowList as follows:
            filter.AllowList.NumCategories = sizeof(cats / sizeof(<see cref = "T:SharpDX.Direct3D11.MessageCategory"/>)); 
            filter.AllowList.pCategoryList = cats;
            filter.AllowList.NumSeverities = sizeof(sevs / sizeof(<see cref = "T:SharpDX.Direct3D11.MessageSeverity"/>)); 
            filter.AllowList.pSeverityList = sevs;
            filter.AllowList.NumIDs = sizeof(ids) / sizeof(UINT);
            filter.AllowList.pIDList = ids; // To set the type of messages to deny, set filter.DenyList 
            // similarly to the preceding filter.AllowList. // The following single call sets all of the preceding information.
            hr = infoQueue-&gt;AddRetrievalFilterEntries( &amp;filter );
            </pre>
            </remarks>
            <msdn-id>ff476541</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::AddRetrievalFilterEntries([In] D3D11_INFO_QUEUE_FILTER* pFilter)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::AddRetrievalFilterEntries</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetRetrievalFilter(System.IntPtr,SharpDX.PointerSize@)">
            <summary>
            <p>Get the retrieval filter at the top of the retrieval-filter stack.</p>
            </summary>
            <param name = "filterRef"><dd>  <p>Retrieval filter at the top of the retrieval-filter stack.</p> </dd></param>
            <param name = "filterByteLengthRef"><dd>  <p>Size of the retrieval filter in bytes. If pFilter is <strong><c>null</c></strong>, the size of the retrieval filter will be output to this parameter.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476558</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::GetRetrievalFilter([In] D3D11_INFO_QUEUE_FILTER* pFilter,[InOut] SIZE_T* pFilterByteLength)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.ClearRetrievalFilter">
            <summary>
            <p>Remove a retrieval filter from the top of the retrieval-filter stack.</p>
            </summary>
            <msdn-id>ff476543</msdn-id>
            <unmanaged>void ID3D11InfoQueue::ClearRetrievalFilter()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::ClearRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.PushEmptyRetrievalFilter">
            <summary>
            <p>Push an empty retrieval filter onto the retrieval-filter stack.</p>
            </summary>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>An empty retrieval filter allows all messages to pass through.</p>
            </remarks>
            <msdn-id>ff476566</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::PushEmptyRetrievalFilter()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::PushEmptyRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.PushCopyOfRetrievalFilter">
            <summary>
            <p>Push a copy of retrieval filter currently on the top of the retrieval-filter stack onto the retrieval-filter stack.</p>
            </summary>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476564</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::PushCopyOfRetrievalFilter()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::PushCopyOfRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.PushRetrievalFilter(SharpDX.Direct3D11.InfoQueueFilter)">
            <summary>
            <p>Push a retrieval filter onto the retrieval-filter stack.</p>
            </summary>
            <param name = "filterRef"><dd>  <p>Pointer to a retrieval filter (see <strong><see cref = "T:SharpDX.Direct3D11.InfoQueueFilter"/></strong>).</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476568</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::PushRetrievalFilter([In] D3D11_INFO_QUEUE_FILTER* pFilter)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::PushRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.PopRetrievalFilter">
            <summary>
            <p>Pop a retrieval filter from the top of the retrieval-filter stack.</p>
            </summary>
            <msdn-id>ff476562</msdn-id>
            <unmanaged>void ID3D11InfoQueue::PopRetrievalFilter()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::PopRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetRetrievalFilterStackSize">
            <summary>
            <p>Get the size of the retrieval-filter stack in bytes.</p>
            </summary>
            <returns><p>Size of the retrieval-filter stack in bytes.</p></returns>
            <msdn-id>ff476559</msdn-id>
            <unmanaged>unsigned int ID3D11InfoQueue::GetRetrievalFilterStackSize()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetRetrievalFilterStackSize</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.AddMessage(SharpDX.Direct3D11.MessageCategory,SharpDX.Direct3D11.MessageSeverity,SharpDX.Direct3D11.MessageId,System.String)">
            <summary>
            <p>Add a debug message to the message queue and send that message to debug output.</p>
            </summary>
            <param name = "category"><dd>  <p>Category of a message (see <strong><see cref = "T:SharpDX.Direct3D11.MessageCategory"/></strong>).</p> </dd></param>
            <param name = "severity"><dd>  <p>Severity of a message (see <strong><see cref = "T:SharpDX.Direct3D11.MessageSeverity"/></strong>).</p> </dd></param>
            <param name = "id"><dd>  <p>Unique identifier of a message (see <strong><see cref = "T:SharpDX.Direct3D11.MessageId"/></strong>).</p> </dd></param>
            <param name = "descriptionRef"><dd>  <p>User-defined message.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <remarks>
            <p>This method is used by the runtime's internal mechanisms to add debug messages to the message queue and send them to debug output. For applications to add their own custom messages to the message queue and send them to debug output, call <strong>ID3D11InfoQueue::AddApplicationMessage</strong>.</p>
            </remarks>
            <msdn-id>ff476540</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::AddMessage([In] D3D11_MESSAGE_CATEGORY Category,[In] D3D11_MESSAGE_SEVERITY Severity,[In] D3D11_MESSAGE_ID ID,[In] const char* pDescription)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::AddMessage</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.AddApplicationMessage(SharpDX.Direct3D11.MessageSeverity,System.String)">
            <summary>
            <p>Add a user-defined message to the message queue and send that message to debug output.</p>
            </summary>
            <param name = "severity"><dd>  <p>Severity of a message (see <strong><see cref = "T:SharpDX.Direct3D11.MessageSeverity"/></strong>).</p> </dd></param>
            <param name = "descriptionRef"><dd>  <p>Message string.</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476539</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::AddApplicationMessage([In] D3D11_MESSAGE_SEVERITY Severity,[In] const char* pDescription)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::AddApplicationMessage</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.SetBreakOnCategory(SharpDX.Direct3D11.MessageCategory,SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>Set a message category to break on when a message with that category passes through the storage filter.</p>
            </summary>
            <param name = "category"><dd>  <p>Message category to break on (see <strong><see cref = "T:SharpDX.Direct3D11.MessageCategory"/></strong>).</p> </dd></param>
            <param name = "bEnable"><dd>  <p>Turns this breaking condition on or off (true for on, false for off).</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476570</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::SetBreakOnCategory([In] D3D11_MESSAGE_CATEGORY Category,[In] BOOL bEnable)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::SetBreakOnCategory</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.SetBreakOnSeverity(SharpDX.Direct3D11.MessageSeverity,SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>Set a message severity level to break on when a message with that severity level passes through the storage filter.</p>
            </summary>
            <param name = "severity"><dd>  <p>A <strong><see cref = "T:SharpDX.Direct3D11.MessageSeverity"/></strong>, which represents a message severity level to break on.</p> </dd></param>
            <param name = "bEnable"><dd>  <p>Turns this breaking condition on or off (true for on, false for off).</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476572</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::SetBreakOnSeverity([In] D3D11_MESSAGE_SEVERITY Severity,[In] BOOL bEnable)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::SetBreakOnSeverity</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.SetBreakOnID(SharpDX.Direct3D11.MessageId,SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>Set a message identifier to break on when a message with that identifier passes through the storage filter.</p>
            </summary>
            <param name = "id"><dd>  <p>Message identifier to break on (see <strong><see cref = "T:SharpDX.Direct3D11.MessageId"/></strong>).</p> </dd></param>
            <param name = "bEnable"><dd>  <p>Turns this breaking condition on or off (true for on, false for off).</p> </dd></param>
            <returns><p>This method returns one of the following Direct3D 11 Return Codes.</p></returns>
            <msdn-id>ff476571</msdn-id>
            <unmanaged>HRESULT ID3D11InfoQueue::SetBreakOnID([In] D3D11_MESSAGE_ID ID,[In] BOOL bEnable)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::SetBreakOnID</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetBreakOnCategory(SharpDX.Direct3D11.MessageCategory)">
            <summary>
            <p>Get a message category to break on when a message with that category passes through the storage filter.</p>
            </summary>
            <param name = "category"><dd>  <p>Message category to break on (see <strong><see cref = "T:SharpDX.Direct3D11.MessageCategory"/></strong>).</p> </dd></param>
            <returns><p>Whether this breaking condition is turned on or off (true for on, false for off).</p></returns>
            <msdn-id>ff476546</msdn-id>
            <unmanaged>BOOL ID3D11InfoQueue::GetBreakOnCategory([In] D3D11_MESSAGE_CATEGORY Category)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetBreakOnCategory</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetBreakOnSeverity(SharpDX.Direct3D11.MessageSeverity)">
            <summary>
            <p>Get a message severity level to break on when a message with that severity level passes through the storage filter.</p>
            </summary>
            <param name = "severity"><dd>  <p>Message severity level to break on (see <strong><see cref = "T:SharpDX.Direct3D11.MessageSeverity"/></strong>).</p> </dd></param>
            <returns><p>Whether this breaking condition is turned on or off (true for on, false for off).</p></returns>
            <msdn-id>ff476548</msdn-id>
            <unmanaged>BOOL ID3D11InfoQueue::GetBreakOnSeverity([In] D3D11_MESSAGE_SEVERITY Severity)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetBreakOnSeverity</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetBreakOnID(SharpDX.Direct3D11.MessageId)">
            <summary>
            <p>Get a message identifier to break on when a message with that identifier passes through the storage filter.</p>
            </summary>
            <param name = "id"><dd>  <p>Message identifier to break on (see <strong><see cref = "T:SharpDX.Direct3D11.MessageId"/></strong>).</p> </dd></param>
            <returns><p>Whether this breaking condition is turned on or off (true for on, false for off).</p></returns>
            <msdn-id>ff476547</msdn-id>
            <unmanaged>BOOL ID3D11InfoQueue::GetBreakOnID([In] D3D11_MESSAGE_ID ID)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetBreakOnID</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.SetMuteDebugOutput(SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>Set a boolean that turns the debug output on or off.</p>
            </summary>
            <param name = "bMute"><dd>  <p>Disable/Enable the debug output (<strong>TRUE</strong> to disable or mute the output, <strong><see cref = "F:SharpDX.Result.False"/></strong> to enable the output).</p> </dd></param>
            <remarks>
            <p>This will stop messages that pass the storage filter from being printed out in the debug output, however those messages will still be added to the message queue.</p>
            </remarks>
            <msdn-id>ff476574</msdn-id>
            <unmanaged>void ID3D11InfoQueue::SetMuteDebugOutput([In] BOOL bMute)</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::SetMuteDebugOutput</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.GetMuteDebugOutput">
            <summary>
            <p>Get a boolean that turns the debug output on or off.</p>
            </summary>
            <returns><p>Whether the debug output is on or off (true for on, false for off).</p></returns>
            <msdn-id>ff476551</msdn-id>
            <unmanaged>BOOL ID3D11InfoQueue::GetMuteDebugOutput()</unmanaged>
            <unmanaged-short>ID3D11InfoQueue::GetMuteDebugOutput</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.InfoQueueFilterDescription">
            <summary>
            <p>Allow or deny certain types of messages to pass through a filter.</p>
            </summary>
            <msdn-id>ff476178</msdn-id>
            <unmanaged>D3D11_INFO_QUEUE_FILTER_DESC</unmanaged>
            <unmanaged-short>D3D11_INFO_QUEUE_FILTER_DESC</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueueFilterDescription.Categories">
            <summary>
            Gets or sets the categories.
            </summary>
            <value>
            The categories.
            </value>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueueFilterDescription.Severities">
            <summary>
            Gets or sets the severities.
            </summary>
            <value>
            The severities.
            </value>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueueFilterDescription.Ids">
            <summary>
            Gets or sets the ids.
            </summary>
            <value>
            The ids.
            </value>
        </member>
        <member name="F:SharpDX.Direct3D11.InfoQueueFilterDescription.CategorieCount">
            <summary>
            <dd> <p>Number of message categories to allow or deny.</p> </dd>
            </summary>
            <msdn-id>ff476178</msdn-id>
            <unmanaged>NumCategories</unmanaged>
            <unmanaged-short>NumCategories</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InfoQueueFilterDescription.PCategoryList">
            <summary>
            <dd> <p>Array of message categories to allow or deny. Array must have at least NumCategories members (see <strong><see cref = "T:SharpDX.Direct3D11.MessageCategory"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476178</msdn-id>
            <unmanaged>pCategoryList</unmanaged>
            <unmanaged-short>pCategoryList</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InfoQueueFilterDescription.SeveritieCount">
            <summary>
            <dd> <p>Number of message severity levels to allow or deny.</p> </dd>
            </summary>
            <msdn-id>ff476178</msdn-id>
            <unmanaged>NumSeverities</unmanaged>
            <unmanaged-short>NumSeverities</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InfoQueueFilterDescription.PSeverityList">
            <summary>
            <dd> <p>Array of message severity levels to allow or deny. Array must have at least NumSeverities members (see <strong><see cref = "T:SharpDX.Direct3D11.MessageSeverity"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476178</msdn-id>
            <unmanaged>pSeverityList</unmanaged>
            <unmanaged-short>pSeverityList</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InfoQueueFilterDescription.IDCount">
            <summary>
            <dd> <p>Number of message IDs to allow or deny.</p> </dd>
            </summary>
            <msdn-id>ff476178</msdn-id>
            <unmanaged>NumIDs</unmanaged>
            <unmanaged-short>NumIDs</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InfoQueueFilterDescription.PIDList">
            <summary>
            <dd> <p>Array of message IDs to allow or deny. Array must have at least NumIDs members (see <strong><see cref = "T:SharpDX.Direct3D11.MessageId"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476178</msdn-id>
            <unmanaged>pIDList</unmanaged>
            <unmanaged-short>pIDList</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.InputElement">
            <summary>
            <p>A description of a single element for the input-assembler stage.</p>
            </summary>
            <remarks>
            <p>An input-layout object contains an array of structures, each structure defines one element being read from an input slot. Create an input-layout  object by calling <strong>ID3D11Device::CreateInputLayout</strong>. For an example, see the "Create the Input-Layout Object" subtopic under the  Getting Started with the Input-Assembler Stage topic.</p>
            </remarks>
            <msdn-id>ff476180</msdn-id>
            <unmanaged>D3D11_INPUT_ELEMENT_DESC</unmanaged>
            <unmanaged-short>D3D11_INPUT_ELEMENT_DESC</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.InputElement.AppendAligned">
            <summary>
              Returns a value that can be used for the offset parameter of an InputElement to indicate that the element
              should be aligned directly after the previous element, including any packing if neccessary.
            </summary>
            <returns>A value used to align input elements.</returns>
            <unmanaged>D3D11_APPEND_ALIGNED_ELEMENT</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.InputElement.#ctor(System.String,System.Int32,SharpDX.DXGI.Format,System.Int32,System.Int32,SharpDX.Direct3D11.InputClassification,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.InputElement" /> struct.
            </summary>
            <param name = "name">The HLSL semantic associated with this element in a shader input-signature.</param>
            <param name = "index">The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).</param>
            <param name = "format">The data type of the element data.</param>
            <param name = "offset">Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.</param>
            <param name = "slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>
            <param name = "slotClass">Identifies the input data class for a single input slot.</param>
            <param name = "stepRate">The number of instances to draw using the same per-instance data before advancing in the buffer by one element. This value must be 0 for an element that contains per-vertex data.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.InputElement.#ctor(System.String,System.Int32,SharpDX.DXGI.Format,System.Int32,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.InputElement" /> struct.
            </summary>
            <param name = "name">The HLSL semantic associated with this element in a shader input-signature.</param>
            <param name = "index">The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).</param>
            <param name = "format">The data type of the element data.</param>
            <param name = "offset">Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.</param>
            <param name = "slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.InputElement.#ctor(System.String,System.Int32,SharpDX.DXGI.Format,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.InputElement" /> struct.
            </summary>
            <param name = "name">The HLSL semantic associated with this element in a shader input-signature.</param>
            <param name = "index">The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).</param>
            <param name = "format">The data type of the element data.</param>
            <param name = "slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.InputElement.Equals(SharpDX.Direct3D11.InputElement)">
            <summary>
            Determines whether the specified <see cref="T:SharpDX.Direct3D11.InputElement"/> is equal to this instance.
            </summary>
            <param name="other">The <see cref="T:SharpDX.Direct3D11.InputElement"/> to compare with this instance.</param>
            <returns>
              <c>true</c> if the specified <see cref="T:SharpDX.Direct3D11.InputElement"/> is equal to this instance; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.InputElement.Equals(System.Object)">
            <inheritdoc/>
        </member>
        <member name="M:SharpDX.Direct3D11.InputElement.GetHashCode">
            <inheritdoc/>
        </member>
        <member name="M:SharpDX.Direct3D11.InputElement.op_Equality(SharpDX.Direct3D11.InputElement,SharpDX.Direct3D11.InputElement)">
            <summary>
            Implements the operator ==.
            </summary>
            <param name="left">The left.</param>
            <param name="right">The right.</param>
            <returns>
            The result of the operator.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.InputElement.op_Inequality(SharpDX.Direct3D11.InputElement,SharpDX.Direct3D11.InputElement)">
            <summary>
            Implements the operator !=.
            </summary>
            <param name="left">The left.</param>
            <param name="right">The right.</param>
            <returns>
            The result of the operator.
            </returns>
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.SemanticName">
            <summary>
            <dd> <p>The HLSL semantic associated with this element in a shader input-signature.</p> </dd>
            </summary>
            <msdn-id>ff476180</msdn-id>
            <unmanaged>SemanticName</unmanaged>
            <unmanaged-short>SemanticName</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.SemanticIndex">
            <summary>
            <dd> <p>The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a  case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic  name </p>  <pre>matrix</pre>  <p>, however each of the four component would have different semantic indices (0, 1, 2, and 3).</p> </dd>
            </summary>
            <msdn-id>ff476180</msdn-id>
            <unmanaged>SemanticIndex</unmanaged>
            <unmanaged-short>SemanticIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.Format">
            <summary>
            <dd> <p>The data type of the element data. See <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476180</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.Slot">
            <summary>
            <dd> <p>An integer value that identifies the input-assembler (see input slot). Valid values are between 0 and 15, defined in D3D11.h.</p> </dd>
            </summary>
            <msdn-id>ff476180</msdn-id>
            <unmanaged>InputSlot</unmanaged>
            <unmanaged-short>InputSlot</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.AlignedByteOffset">
            <summary>
            <dd> <p>Optional. Offset (in bytes) between each element. Use D3D11_APPEND_ALIGNED_ELEMENT for convenience to define the current element directly  after the previous one, including any packing if necessary.</p> </dd>
            </summary>
            <msdn-id>ff476180</msdn-id>
            <unmanaged>AlignedByteOffset</unmanaged>
            <unmanaged-short>AlignedByteOffset</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.Classification">
            <summary>
            <dd> <p>Identifies the input data class for a single input slot (see <strong><see cref = "T:SharpDX.Direct3D11.InputClassification"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476180</msdn-id>
            <unmanaged>InputSlotClass</unmanaged>
            <unmanaged-short>InputSlotClass</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.InstanceDataStepRate">
            <summary>
            <dd> <p>The number of instances to draw using the same per-instance data before advancing in the buffer by one element. This value must be 0 for an  element that contains per-vertex data (the slot class is set to D3D11_INPUT_PER_VERTEX_DATA).</p> </dd>
            </summary>
            <msdn-id>ff476180</msdn-id>
            <unmanaged>InstanceDataStepRate</unmanaged>
            <unmanaged-short>InstanceDataStepRate</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.InputLayout.#ctor(SharpDX.Direct3D11.Device,System.Byte[],SharpDX.Direct3D11.InputElement[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.InputLayout" /> object to describe the
              input-buffer data for the input-assembler stage.
            </summary>
            <unmanaged>ID3D11Device::CreateInputLayout</unmanaged>
            <param name = "device">The device used to create the layout.</param>
            <param name = "elements">An array of input elements describing the layout of the input data.</param>
            <param name = "shaderBytecode">The compiled shader used to validate the input elements.</param>
        </member>
        <member name="T:SharpDX.Direct3D11.Message">
            <summary>
            <p>A debug message in the Information Queue.</p>
            </summary>
            <remarks>
            <p>This structure is returned from <strong>ID3D11InfoQueue::GetMessage</strong> as part of the Information Queue feature (see <strong><see cref = "T:SharpDX.Direct3D11.InfoQueue"/> Interface</strong>).</p>
            </remarks>
            <msdn-id>ff476184</msdn-id>
            <unmanaged>D3D11_MESSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Message.ToString">
            <inheritdoc/>
        </member>
        <member name="F:SharpDX.Direct3D11.Message.Category">
            <summary>
            <dd> <p>The category of the message. See <strong><see cref = "T:SharpDX.Direct3D11.MessageCategory"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476184</msdn-id>
            <unmanaged>Category</unmanaged>
            <unmanaged-short>Category</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Message.Severity">
            <summary>
            <dd> <p>The severity of the message. See <strong><see cref = "T:SharpDX.Direct3D11.MessageSeverity"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476184</msdn-id>
            <unmanaged>Severity</unmanaged>
            <unmanaged-short>Severity</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Message.Id">
            <summary>
            <dd> <p>The ID of the message. See <strong><see cref = "T:SharpDX.Direct3D11.MessageId"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476184</msdn-id>
            <unmanaged>ID</unmanaged>
            <unmanaged-short>ID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Message.Description">
            <summary>
            <dd> <p>The message string.</p> </dd>
            </summary>
            <msdn-id>ff476184</msdn-id>
            <unmanaged>pDescription</unmanaged>
            <unmanaged-short>pDescription</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Message.DescriptionByteLength">
            <summary>
            <dd> <p>The length of pDescription in bytes.</p> </dd>
            </summary>
            <msdn-id>ff476184</msdn-id>
            <unmanaged>DescriptionByteLength</unmanaged>
            <unmanaged-short>DescriptionByteLength</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ModuleInit">
            <summary>
            Internal class used to initialize this assembly.
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D11.ModuleInit.Setup">
            <summary>
            Initializes this assembly.
            </summary>
            <remarks>
            This method is called when the assembly is loaded.
            </remarks>
        </member>
        <member name="T:SharpDX.Direct3D11.NamespaceDoc">
            <summary>
            The <see cref="N:SharpDX.Direct3D11"/> namespace provides a managed Direct3D11 API.
            </summary>
            <msdn-id>ff476080</msdn-id>
            <unmanaged>Direct3D11</unmanaged>	
            <unmanaged-short>Direct3D11</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShader.#ctor(SharpDX.Direct3D11.Device,System.Byte[],SharpDX.Direct3D11.ClassLinkage)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.PixelShader" /> class.
            </summary>
            <param name = "device">The device used to create the shader.</param>
            <param name = "shaderBytecode">The compiled shader bytecode.</param>
            <param name = "linkage">A dynamic class linkage interface.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.Predicate.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.QueryDescription)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D11.Predicate" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The query description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Query.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.QueryDescription)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D11.Query" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The query description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="P:SharpDX.Direct3D11.Query.Description">
            <summary>
            <p>Get a query description.</p>
            </summary>
            <msdn-id>ff476579</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Query.GetDescription(SharpDX.Direct3D11.QueryDescription@)">
            <summary>
            <p>Get a query description.</p>
            </summary>
            <param name = "descRef"><dd>  <p>Pointer to a query description (see <strong><see cref = "T:SharpDX.Direct3D11.QueryDescription"/></strong>).</p> </dd></param>
            <msdn-id>ff476579</msdn-id>
            <unmanaged>void ID3D11Query::GetDesc([Out] D3D11_QUERY_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11Query::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Query1.#ctor(SharpDX.Direct3D11.Device3,SharpDX.Direct3D11.QueryDescription1)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D11.Query1" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The query description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="P:SharpDX.Direct3D11.Query1.Description1">
            <summary>
            <p>Gets a query description.</p>
            </summary>
            <msdn-id>dn899237</msdn-id>
            <unmanaged>GetDesc1</unmanaged>
            <unmanaged-short>GetDesc1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Query1.GetDescription1(SharpDX.Direct3D11.QueryDescription1@)">
            <summary>
            <p>Gets a query description.</p>
            </summary>
            <param name = "desc1Ref"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.QueryDescription1"/></strong> structure that receives a description of the query.</p> </dd></param>
            <msdn-id>dn899237</msdn-id>
            <unmanaged>void ID3D11Query1::GetDesc1([Out] D3D11_QUERY_DESC1* pDesc1)</unmanaged>
            <unmanaged-short>ID3D11Query1::GetDesc1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerState.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.RasterizerStateDescription)">
            <summary>	
            <p>Create a rasterizer state object that tells the rasterizer stage how to behave.</p>	
            </summary>	
            <param name = "device">The device with which to associate the state object.</param>
            <param name="description">A rasterizer state description</param>	
            <remarks>	
            <p>4096 unique rasterizer state objects can be created on a device at a time.</p><p>If an application attempts to create a rasterizer-state interface with the same state as an existing interface, the same interface will be returned and the total number of unique rasterizer state objects will stay the same.</p>	
            </remarks>	
            <msdn-id>ff476516</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateRasterizerState([In] const D3D11_RASTERIZER_DESC* pRasterizerDesc,[Out, Fast] ID3D11RasterizerState** ppRasterizerState)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateRasterizerState</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.RasterizerState.Description">
            <summary>
            <p>Gets the description for rasterizer state that you used to create the rasterizer-state object.</p>
            </summary>
            <remarks>
            <p>You use the description for rasterizer state in a call to the <strong>ID3D11Device::CreateRasterizerState</strong> method to create the rasterizer-state object.</p>
            </remarks>
            <msdn-id>ff476581</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerState.GetDescription(SharpDX.Direct3D11.RasterizerStateDescription@)">
            <summary>
            <p>Gets the description for rasterizer state that you used to create the rasterizer-state object.</p>
            </summary>
            <param name = "descRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.RasterizerStateDescription"/></strong> structure that receives a description of the rasterizer state.</p> </dd></param>
            <remarks>
            <p>You use the description for rasterizer state in a call to the <strong>ID3D11Device::CreateRasterizerState</strong> method to create the rasterizer-state object.</p>
            </remarks>
            <msdn-id>ff476581</msdn-id>
            <unmanaged>void ID3D11RasterizerState::GetDesc([Out] D3D11_RASTERIZER_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11RasterizerState::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerState1.#ctor(SharpDX.Direct3D11.Device1,SharpDX.Direct3D11.RasterizerStateDescription1)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D11.RasterizerState1" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="P:SharpDX.Direct3D11.RasterizerState1.Description1">
            <summary>
            <p>Gets the description for rasterizer state that you used to create the rasterizer-state object.</p>
            </summary>
            <remarks>
            <p>You use the description for rasterizer state in a call to the <strong>ID3D11Device1::CreateRasterizerState1</strong> method to create the rasterizer-state object.</p>
            </remarks>
            <msdn-id>hh446830</msdn-id>
            <unmanaged>GetDesc1</unmanaged>
            <unmanaged-short>GetDesc1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerState1.GetDescription1(SharpDX.Direct3D11.RasterizerStateDescription1@)">
            <summary>
            <p>Gets the description for rasterizer state that you used to create the rasterizer-state object.</p>
            </summary>
            <param name = "descRef"><dd> <p>A reference to a <strong> <see cref = "T:SharpDX.Direct3D11.RasterizerStateDescription1"/></strong> structure that receives a description of the rasterizer state. This rasterizer state can specify forced sample count.</p> </dd></param>
            <remarks>
            <p>You use the description for rasterizer state in a call to the <strong>ID3D11Device1::CreateRasterizerState1</strong> method to create the rasterizer-state object.</p>
            </remarks>
            <msdn-id>hh446830</msdn-id>
            <unmanaged>void ID3D11RasterizerState1::GetDesc1([Out] D3D11_RASTERIZER_DESC1* pDesc)</unmanaged>
            <unmanaged-short>ID3D11RasterizerState1::GetDesc1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerState2.#ctor(SharpDX.Direct3D11.Device3,SharpDX.Direct3D11.RasterizerStateDescription2)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D11.RasterizerState2" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="P:SharpDX.Direct3D11.RasterizerState2.Description2">
            <summary>
            <p>Gets the description for rasterizer state that you used to create the rasterizer-state object.</p>
            </summary>
            <remarks>
            <p>You use the description for rasterizer state in a call to the <strong>ID3D11Device3::CreateRasterizerState2</strong> method to create the rasterizer-state object.</p>
            </remarks>
            <msdn-id>dn899239</msdn-id>
            <unmanaged>GetDesc2</unmanaged>
            <unmanaged-short>GetDesc2</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerState2.GetDescription2(SharpDX.Direct3D11.RasterizerStateDescription2@)">
            <summary>
            <p>Gets the description for rasterizer state that you used to create the rasterizer-state object.</p>
            </summary>
            <param name = "descRef"><dd> <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D11.RasterizerStateDescription2"/></strong> structure that receives a description of the rasterizer state. This rasterizer state can specify forced sample count and conservative rasterization mode. </p> </dd></param>
            <remarks>
            <p>You use the description for rasterizer state in a call to the <strong>ID3D11Device3::CreateRasterizerState2</strong> method to create the rasterizer-state object.</p>
            </remarks>
            <msdn-id>dn899239</msdn-id>
            <unmanaged>void ID3D11RasterizerState2::GetDesc2([Out] D3D11_RASTERIZER_DESC2* pDesc)</unmanaged>
            <unmanaged-short>ID3D11RasterizerState2::GetDesc2</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RasterizerStateDescription">
            <summary>
            <p>Describes rasterizer state.</p>
            </summary>
            <remarks>
            <p>Rasterizer state defines the behavior of the rasterizer stage. To create a rasterizer-state object, call <strong>ID3D11Device::CreateRasterizerState</strong>. To set rasterizer state, call <strong>ID3D11DeviceContext::RSSetState</strong>.</p><p>If you do not specify some rasterizer state,  the Direct3D runtime uses the following default values for rasterizer state.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td><strong>FillMode</strong></td><td>Solid</td></tr> <tr><td><strong>CullMode</strong></td><td>Back</td></tr> <tr><td><strong>FrontCounterClockwise</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>DepthBias</strong></td><td>0</td></tr> <tr><td><strong>SlopeScaledDepthBias</strong></td><td>0.0f</td></tr> <tr><td><strong>DepthBiasClamp</strong></td><td>0.0f</td></tr> <tr><td><strong>DepthClipEnable</strong></td><td><strong>TRUE</strong></td></tr> <tr><td><strong>ScissorEnable</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>MultisampleEnable</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>AntialiasedLineEnable</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> </table><p>?</p><strong>Note</strong>??For feature levels 9.1, 9.2, 9.3, and 10.0, if you set <strong>MultisampleEnable</strong> to <strong><see cref = "F:SharpDX.Result.False"/></strong>, the runtime renders all points, lines, and triangles without anti-aliasing even for render targets with a sample count greater than 1. For feature levels 10.1 and higher, the setting of <strong>MultisampleEnable</strong> has no effect on points and triangles with regard to MSAA and impacts only the selection of the line-rendering algorithm as shown in this table:?<p> </p><table> <tr><th>Line-rendering algorithm</th><th><strong>MultisampleEnable</strong></th><th><strong>AntialiasedLineEnable</strong></th></tr> <tr><td>Aliased</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>Alpha antialiased</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td><td><strong>TRUE</strong></td></tr> <tr><td>Quadrilateral</td><td><strong>TRUE</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>Quadrilateral</td><td><strong>TRUE</strong></td><td><strong>TRUE</strong></td></tr> </table><p>?</p><p>The settings of the <strong>MultisampleEnable</strong> and <strong>AntialiasedLineEnable</strong> members apply only to multisample antialiasing (MSAA) render targets (that is, render targets with sample counts greater than 1). Because of the differences in feature-level behavior and as long as you aren?t performing any line drawing or don?t mind that lines render as quadrilaterals, we recommend that you always set <strong>MultisampleEnable</strong> to <strong>TRUE</strong> whenever you render on MSAA render targets.</p>
            </remarks>
            <msdn-id>ff476198</msdn-id>
            <unmanaged>D3D11_RASTERIZER_DESC</unmanaged>
            <unmanaged-short>D3D11_RASTERIZER_DESC</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStateDescription.Default">
            <summary>
            Returns default values for <see cref="T:SharpDX.Direct3D11.RasterizerStateDescription"/>. 
            </summary>
            <remarks>
            See MSDN documentation for default values.
            </remarks>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription.FillMode">
            <summary>
            <dd> <p>Determines the fill mode to use when rendering (see <strong><see cref = "T:SharpDX.Direct3D11.FillMode"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476198</msdn-id>
            <unmanaged>FillMode</unmanaged>
            <unmanaged-short>FillMode</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription.CullMode">
            <summary>
            <dd> <p>Indicates triangles facing the specified direction are not drawn (see <strong><see cref = "T:SharpDX.Direct3D11.CullMode"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476198</msdn-id>
            <unmanaged>CullMode</unmanaged>
            <unmanaged-short>CullMode</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription.IsFrontCounterClockwise">
            <summary>
            <dd> <p>Determines if a triangle is front- or back-facing. If this parameter is <strong>TRUE</strong>, a triangle will be considered front-facing if its vertices are counter-clockwise on the render target and considered back-facing if they are clockwise. If this parameter is <strong><see cref = "F:SharpDX.Result.False"/></strong>, the opposite is true.</p> </dd>
            </summary>
            <msdn-id>ff476198</msdn-id>
            <unmanaged>FrontCounterClockwise</unmanaged>
            <unmanaged-short>FrontCounterClockwise</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription.DepthBias">
            <summary>
            <dd> <p>Depth value added to a given pixel. For info about depth bias, see Depth Bias.</p> </dd>
            </summary>
            <msdn-id>ff476198</msdn-id>
            <unmanaged>DepthBias</unmanaged>
            <unmanaged-short>DepthBias</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription.DepthBiasClamp">
            <summary>
            <dd> <p>Maximum depth bias of a pixel. For info about depth bias, see Depth Bias.</p> </dd>
            </summary>
            <msdn-id>ff476198</msdn-id>
            <unmanaged>DepthBiasClamp</unmanaged>
            <unmanaged-short>DepthBiasClamp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription.SlopeScaledDepthBias">
            <summary>
            <dd> <p>Scalar on a given pixel's slope. For info about depth bias, see Depth Bias.</p> </dd>
            </summary>
            <msdn-id>ff476198</msdn-id>
            <unmanaged>SlopeScaledDepthBias</unmanaged>
            <unmanaged-short>SlopeScaledDepthBias</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription.IsDepthClipEnabled">
            <summary>
            <dd> <p>Enable clipping based on distance.</p> <p>The hardware always performs x and y clipping of rasterized coordinates. When <strong>DepthClipEnable</strong> is set to the default?<strong>TRUE</strong>, the hardware also clips the z value (that is, the hardware performs the last step of the following algorithm).
            </p> <code> 0 &lt; w
            -w &lt;= x &lt;= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
            -w &lt;= y &lt;= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
            0 &lt;= z &lt;= w
            </code> <p>When you set <strong>DepthClipEnable</strong> to <strong><see cref = "F:SharpDX.Result.False"/></strong>, the hardware skips the z clipping (that is, the last step in the preceding algorithm). However, the hardware still performs the "0 &lt; 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.
            </p> </dd>
            </summary>
            <msdn-id>ff476198</msdn-id>
            <unmanaged>DepthClipEnable</unmanaged>
            <unmanaged-short>DepthClipEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription.IsScissorEnabled">
            <summary>
            <dd> <p>Enable scissor-rectangle culling. All pixels outside an active scissor rectangle are culled.</p> </dd>
            </summary>
            <msdn-id>ff476198</msdn-id>
            <unmanaged>ScissorEnable</unmanaged>
            <unmanaged-short>ScissorEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription.IsMultisampleEnabled">
            <summary>
            <dd> <p>Specifies whether to use the quadrilateral or alpha line anti-aliasing algorithm on multisample antialiasing (MSAA) render targets. Set to <strong>TRUE</strong> to use the quadrilateral line anti-aliasing algorithm and to <strong><see cref = "F:SharpDX.Result.False"/></strong> to use the alpha line anti-aliasing algorithm. For more info about this member, see Remarks.</p> </dd>
            </summary>
            <msdn-id>ff476198</msdn-id>
            <unmanaged>MultisampleEnable</unmanaged>
            <unmanaged-short>MultisampleEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription.IsAntialiasedLineEnabled">
            <summary>
            <dd> <p>Specifies whether to enable line antialiasing; only applies if doing line drawing and <strong>MultisampleEnable</strong> is <strong><see cref = "F:SharpDX.Result.False"/></strong>. For more info about this member, see Remarks.</p> </dd>
            </summary>
            <msdn-id>ff476198</msdn-id>
            <unmanaged>AntialiasedLineEnable</unmanaged>
            <unmanaged-short>AntialiasedLineEnable</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RasterizerStateDescription1">
            <summary>
            <strong>Note</strong>??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?<p>Describes rasterizer state.</p>
            </summary>
            <remarks>
            <p>Rasterizer state defines the behavior of the rasterizer stage. To create a rasterizer-state object, call <strong>ID3D11Device1::CreateRasterizerState1</strong>. To set rasterizer state, call <strong>ID3D11DeviceContext::RSSetState</strong>.</p><p>If you do not specify some rasterizer state,  the Direct3D runtime uses the following default values for rasterizer state.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td><strong>FillMode</strong></td><td>Solid</td></tr> <tr><td><strong>CullMode</strong></td><td>Back</td></tr> <tr><td><strong>FrontCounterClockwise</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>DepthBias</strong></td><td>0</td></tr> <tr><td><strong>SlopeScaledDepthBias</strong></td><td>0.0f</td></tr> <tr><td><strong>DepthBiasClamp</strong></td><td>0.0f</td></tr> <tr><td><strong>DepthClipEnable</strong></td><td><strong>TRUE</strong></td></tr> <tr><td><strong>ScissorEnable</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>MultisampleEnable</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>AntialiasedLineEnable</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>ForcedSampleCount</strong></td><td>0</td></tr> </table><p>?</p><strong>Note</strong>??For feature levels 9.1, 9.2, 9.3, and 10.0, if you set <strong>MultisampleEnable</strong> to <strong><see cref = "F:SharpDX.Result.False"/></strong>, the runtime renders all points, lines, and triangles without anti-aliasing even for render targets with a sample count greater than 1. For feature levels 10.1 and higher, the setting of <strong>MultisampleEnable</strong> has no effect on points and triangles with regard to MSAA and impacts only the selection of the line-rendering algorithm as shown in this table:?<p> </p><table> <tr><th>Line-rendering algorithm</th><th><strong>MultisampleEnable</strong></th><th><strong>AntialiasedLineEnable</strong></th></tr> <tr><td>Aliased</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>Alpha antialiased</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td><td><strong>TRUE</strong></td></tr> <tr><td>Quadrilateral</td><td><strong>TRUE</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>Quadrilateral</td><td><strong>TRUE</strong></td><td><strong>TRUE</strong></td></tr> </table><p>?</p><p>The settings of the <strong>MultisampleEnable</strong> and <strong>AntialiasedLineEnable</strong> members apply only to multisample antialiasing (MSAA) render targets (that is, render targets with sample counts greater than 1). Because of the differences in feature-level behavior and as long as you aren?t performing any line drawing or don?t mind that lines render as quadrilaterals, we recommend that you always set <strong>MultisampleEnable</strong> to <strong>TRUE</strong> whenever you render on MSAA render targets.</p>
            </remarks>
            <msdn-id>hh404489</msdn-id>
            <unmanaged>D3D11_RASTERIZER_DESC1</unmanaged>
            <unmanaged-short>D3D11_RASTERIZER_DESC1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStateDescription1.Default">
            <summary>
            Returns default values for <see cref="T:SharpDX.Direct3D11.RasterizerStateDescription1"/>. 
            </summary>
            <remarks>
            See MSDN documentation for default values.
            </remarks>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription1.FillMode">
            <summary>
            <dd> <p>Determines the fill mode to use when rendering.</p> </dd>
            </summary>
            <msdn-id>hh404489</msdn-id>
            <unmanaged>FillMode</unmanaged>
            <unmanaged-short>FillMode</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription1.CullMode">
            <summary>
            <dd> <p>Indicates that triangles facing the specified direction are not drawn.</p> </dd>
            </summary>
            <msdn-id>hh404489</msdn-id>
            <unmanaged>CullMode</unmanaged>
            <unmanaged-short>CullMode</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription1.IsFrontCounterClockwise">
            <summary>
            <dd> <p>Specifies whether a triangle is front- or back-facing. If <strong>TRUE</strong>, a triangle will be considered front-facing if its vertices are counter-clockwise on the render target and considered back-facing if they are clockwise. If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the opposite is true.</p> </dd>
            </summary>
            <msdn-id>hh404489</msdn-id>
            <unmanaged>FrontCounterClockwise</unmanaged>
            <unmanaged-short>FrontCounterClockwise</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription1.DepthBias">
            <summary>
            <dd> <p>Depth value added to a given pixel. For info about depth bias, see Depth Bias.</p> </dd>
            </summary>
            <msdn-id>hh404489</msdn-id>
            <unmanaged>DepthBias</unmanaged>
            <unmanaged-short>DepthBias</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription1.DepthBiasClamp">
            <summary>
            <dd> <p>Maximum depth bias of a pixel. For info about depth bias, see Depth Bias.</p> </dd>
            </summary>
            <msdn-id>hh404489</msdn-id>
            <unmanaged>DepthBiasClamp</unmanaged>
            <unmanaged-short>DepthBiasClamp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription1.SlopeScaledDepthBias">
            <summary>
            <dd> <p>Scalar on a given pixel's slope. For info about depth bias, see Depth Bias.</p> </dd>
            </summary>
            <msdn-id>hh404489</msdn-id>
            <unmanaged>SlopeScaledDepthBias</unmanaged>
            <unmanaged-short>SlopeScaledDepthBias</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription1.IsDepthClipEnabled">
            <summary>
            <dd> <p>Specifies whether to enable clipping based on distance.</p> <p>The hardware always performs x and y clipping of rasterized coordinates. When <strong>DepthClipEnable</strong> is set to the default?<strong>TRUE</strong>, the hardware also clips the z value (that is, the hardware performs the last step of the following algorithm).
            </p> <code> 0 &lt; w
            -w &lt;= x &lt;= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
            -w &lt;= y &lt;= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
            0 &lt;= z &lt;= w
            </code> <p>When you set <strong>DepthClipEnable</strong> to <strong><see cref = "F:SharpDX.Result.False"/></strong>, the hardware skips the z clipping (that is, the last step in the preceding algorithm). However, the hardware still performs the "0 &lt; 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.
            </p> </dd>
            </summary>
            <msdn-id>hh404489</msdn-id>
            <unmanaged>DepthClipEnable</unmanaged>
            <unmanaged-short>DepthClipEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription1.IsScissorEnabled">
            <summary>
            <dd> <p>Specifies whether to enable scissor-rectangle culling. All pixels outside an active scissor rectangle are culled.</p> </dd>
            </summary>
            <msdn-id>hh404489</msdn-id>
            <unmanaged>ScissorEnable</unmanaged>
            <unmanaged-short>ScissorEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription1.IsMultisampleEnabled">
            <summary>
            <dd> <p>Specifies whether to use the quadrilateral or alpha line anti-aliasing algorithm on multisample antialiasing (MSAA) render targets. Set to <strong>TRUE</strong> to use the quadrilateral line anti-aliasing algorithm and to <strong><see cref = "F:SharpDX.Result.False"/></strong> to use the alpha line anti-aliasing algorithm. For more info about this member, see Remarks.</p> </dd>
            </summary>
            <msdn-id>hh404489</msdn-id>
            <unmanaged>MultisampleEnable</unmanaged>
            <unmanaged-short>MultisampleEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription1.IsAntialiasedLineEnabled">
            <summary>
            <dd> <p>Specifies whether to enable line antialiasing; only applies if doing line drawing and <strong>MultisampleEnable</strong> is <strong><see cref = "F:SharpDX.Result.False"/></strong>. For more info about this member, see Remarks.</p> </dd>
            </summary>
            <msdn-id>hh404489</msdn-id>
            <unmanaged>AntialiasedLineEnable</unmanaged>
            <unmanaged-short>AntialiasedLineEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription1.ForcedSampleCount">
            <summary>
            <dd> <p>The sample count that is forced while UAV rendering or rasterizing. Valid values are 0, 1, 2, 4, 8, and optionally 16. 0 indicates that the sample count is not forced.</p> <strong>Note</strong>??<p>If you want to render with <strong>ForcedSampleCount</strong> set to 1 or greater, you must follow these guidelines: </p> <ul> <li>Don't bind depth-stencil views.</li> <li>Disable depth testing.</li> <li>Ensure the shader doesn't output depth.</li> <li>If you have any render-target views bound (<strong>D3D11_BIND_RENDER_TARGET</strong>) and <strong>ForcedSampleCount</strong> is greater than 1, ensure that every render target has only a single sample.</li> <li>Don't operate the shader at sample frequency. Therefore, <strong>ID3D11ShaderReflection::IsSampleFrequencyShader</strong> returns <strong><see cref = "F:SharpDX.Result.False"/></strong>.</li> </ul>Otherwise, rendering behavior is undefined. For info about how to configure depth-stencil, see Configuring Depth-Stencil Functionality. ? </dd>
            </summary>
            <msdn-id>hh404489</msdn-id>
            <unmanaged>ForcedSampleCount</unmanaged>
            <unmanaged-short>ForcedSampleCount</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetBlendDescription">
            <summary>
            <p>Describes the blend state for a render target.</p>
            </summary>
            <remarks>
            <p>You specify an array of <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetBlendDescription"/></strong> structures in the <strong>RenderTarget</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.BlendStateDescription"/></strong> structure to describe the blend states for render targets; you can bind up to eight render targets to the output-merger stage at one time.</p><p>For info about how blending is done, see the output-merger stage.</p><p>Here are the default values for blend state.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>BlendEnable</td><td><see cref = "F:SharpDX.Result.False"/></td></tr> <tr><td>SrcBlend</td><td>D3D11_BLEND_ONE</td></tr> <tr><td>DestBlend</td><td>D3D11_BLEND_ZERO</td></tr> <tr><td>BlendOp</td><td>D3D11_BLEND_OP_ADD</td></tr> <tr><td>SrcBlendAlpha</td><td>D3D11_BLEND_ONE</td></tr> <tr><td>DestBlendAlpha</td><td>D3D11_BLEND_ZERO</td></tr> <tr><td>BlendOpAlpha</td><td>D3D11_BLEND_OP_ADD</td></tr> <tr><td>RenderTargetWriteMask</td><td>D3D11_COLOR_WRITE_ENABLE_ALL</td></tr> </table><p>?</p>
            </remarks>
            <msdn-id>ff476200</msdn-id>
            <unmanaged>D3D11_RENDER_TARGET_BLEND_DESC</unmanaged>
            <unmanaged-short>D3D11_RENDER_TARGET_BLEND_DESC</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RenderTargetBlendDescription.#ctor(System.Boolean,SharpDX.Direct3D11.BlendOption,SharpDX.Direct3D11.BlendOption,SharpDX.Direct3D11.BlendOperation,SharpDX.Direct3D11.BlendOption,SharpDX.Direct3D11.BlendOption,SharpDX.Direct3D11.BlendOperation,SharpDX.Direct3D11.ColorWriteMaskFlags)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.RenderTargetBlendDescription" /> struct.
            </summary>
            <param name="isBlendEnabled">The is blend enabled.</param>
            <param name="sourceBlend">The source blend.</param>
            <param name="destinationBlend">The destination blend.</param>
            <param name="blendOperation">The blend operation.</param>
            <param name="sourceAlphaBlend">The source alpha blend.</param>
            <param name="destinationAlphaBlend">The destination alpha blend.</param>
            <param name="alphaBlendOperation">The alpha blend operation.</param>
            <param name="renderTargetWriteMask">The render target write mask.</param>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription.IsBlendEnabled">
            <summary>
            <dd> <p>Enable (or disable) blending.</p> </dd>
            </summary>
            <msdn-id>ff476200</msdn-id>
            <unmanaged>BlendEnable</unmanaged>
            <unmanaged-short>BlendEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription.SourceBlend">
            <summary>
            <dd> <p>This <strong>blend option</strong> specifies the operation to perform on the RGB value that the pixel shader outputs. The <strong>BlendOp</strong> member defines how to combine the <strong>SrcBlend</strong> and <strong>DestBlend</strong> operations.</p> </dd>
            </summary>
            <msdn-id>ff476200</msdn-id>
            <unmanaged>SrcBlend</unmanaged>
            <unmanaged-short>SrcBlend</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription.DestinationBlend">
            <summary>
            <dd> <p>This <strong>blend option</strong> specifies the operation to perform on the current RGB value in the render target. The <strong>BlendOp</strong> member defines how to combine the <strong>SrcBlend</strong> and <strong>DestBlend</strong> operations.</p> </dd>
            </summary>
            <msdn-id>ff476200</msdn-id>
            <unmanaged>DestBlend</unmanaged>
            <unmanaged-short>DestBlend</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription.BlendOperation">
            <summary>
            <dd> <p>This <strong>blend operation</strong> defines how to combine the <strong>SrcBlend</strong> and <strong>DestBlend</strong> operations.</p> </dd>
            </summary>
            <msdn-id>ff476200</msdn-id>
            <unmanaged>BlendOp</unmanaged>
            <unmanaged-short>BlendOp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription.SourceAlphaBlend">
            <summary>
            <dd> <p>This <strong>blend option</strong> specifies the operation to perform on the alpha value that the pixel shader outputs. Blend options that end in _COLOR are not allowed. The <strong>BlendOpAlpha</strong> member defines how to combine the <strong>SrcBlendAlpha</strong> and <strong>DestBlendAlpha</strong> operations.</p> </dd>
            </summary>
            <msdn-id>ff476200</msdn-id>
            <unmanaged>SrcBlendAlpha</unmanaged>
            <unmanaged-short>SrcBlendAlpha</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription.DestinationAlphaBlend">
            <summary>
            <dd> <p>This <strong>blend option</strong> specifies the operation to perform on the current alpha value in the render target. Blend options that end in _COLOR are not allowed. The <strong>BlendOpAlpha</strong> member defines how to combine the <strong>SrcBlendAlpha</strong> and <strong>DestBlendAlpha</strong> operations.</p> </dd>
            </summary>
            <msdn-id>ff476200</msdn-id>
            <unmanaged>DestBlendAlpha</unmanaged>
            <unmanaged-short>DestBlendAlpha</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription.AlphaBlendOperation">
            <summary>
            <dd> <p>This <strong>blend operation</strong> defines how to combine the <strong>SrcBlendAlpha</strong> and <strong>DestBlendAlpha</strong> operations.</p> </dd>
            </summary>
            <msdn-id>ff476200</msdn-id>
            <unmanaged>BlendOpAlpha</unmanaged>
            <unmanaged-short>BlendOpAlpha</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription.RenderTargetWriteMask">
            <summary>
            <dd> <p>A write mask.</p> </dd>
            </summary>
            <msdn-id>ff476200</msdn-id>
            <unmanaged>RenderTargetWriteMask</unmanaged>
            <unmanaged-short>RenderTargetWriteMask</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RenderTargetView.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Resource)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.RenderTargetView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.RenderTargetView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">RenderTarget</see> flag.</param>
            <unmanaged>ID3D11Device::CreateRenderTargetView</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.RenderTargetView.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.RenderTargetViewDescription)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.RenderTargetView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.RenderTargetView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">RenderTarget</see> flag.</param>
            <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D11.RenderTargetView" /> to be created.</param>
            <unmanaged>ID3D11Device::CreateRenderTargetView</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.RenderTargetView.Description">
            <summary>
            <p>Get the properties of a render target view.</p>
            </summary>
            <msdn-id>ff476583</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RenderTargetView.GetDescription(SharpDX.Direct3D11.RenderTargetViewDescription@)">
            <summary>
            <p>Get the properties of a render target view.</p>
            </summary>
            <param name = "descRef"><dd>  <p>Pointer to the description of a render target view (see <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDescription"/></strong>).</p> </dd></param>
            <msdn-id>ff476583</msdn-id>
            <unmanaged>void ID3D11RenderTargetView::GetDesc([Out] D3D11_RENDER_TARGET_VIEW_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11RenderTargetView::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RenderTargetView1.#ctor(SharpDX.Direct3D11.Device3,SharpDX.Direct3D11.Resource)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.RenderTargetView1" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.RenderTargetView1" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">RenderTarget</see> flag.</param>
            <unmanaged>ID3D11Device3::CreateRenderTargetView1</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.RenderTargetView1.#ctor(SharpDX.Direct3D11.Device3,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.RenderTargetViewDescription1)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.RenderTargetView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.RenderTargetView1" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">RenderTarget</see> flag.</param>
            <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D11.RenderTargetView1" /> to be created.</param>
            <unmanaged>ID3D11Device3::CreateRenderTargetView1</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.RenderTargetView1.Description1">
            <summary>
            <p>Gets the properties of a render-target view.</p>
            </summary>
            <msdn-id>dn899241</msdn-id>
            <unmanaged>GetDesc1</unmanaged>
            <unmanaged-short>GetDesc1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RenderTargetView1.GetDescription1(SharpDX.Direct3D11.RenderTargetViewDescription1@)">
            <summary>
            <p>Gets the properties of a render-target view.</p>
            </summary>
            <param name = "desc1Ref"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDescription1"/></strong> structure that receives the description of the render-target view.</p> </dd></param>
            <msdn-id>dn899241</msdn-id>
            <unmanaged>void ID3D11RenderTargetView1::GetDesc1([Out] D3D11_RENDER_TARGET_VIEW_DESC1* pDesc1)</unmanaged>
            <unmanaged-short>ID3D11RenderTargetView1::GetDesc1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromSwapChain``1(SharpDX.DXGI.SwapChain,System.Int32)">
            <summary>
              Gets a swap chain back buffer.
            </summary>
            <typeparam name = "T">The type of the buffer.</typeparam>
            <param name = "swapChain">The swap chain to get the buffer from.</param>
            <param name = "index">The index of the desired buffer.</param>
            <returns>The buffer interface, or <c>null</c> on failure.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.CalculateSubResourceIndex(System.Int32,System.Int32,System.Int32)">
            <summary>
            Calculates the sub resource index from a miplevel.
            </summary>
            <param name="mipSlice">A zero-based index for the mipmap level to address; 0 indicates the first, most detailed mipmap level.</param>
            <param name="arraySlice">The zero-based index for the array level to address; always use 0 for volume (3D) textures.</param>
            <param name="mipLevel">Number of mipmap levels in the resource.</param>
            <returns>
            The index which equals MipSlice + (ArraySlice * MipLevels).
            </returns>
            <unmanaged>D3D11CalcSubresource</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.CalculateMipSize(System.Int32,System.Int32)">
            <summary>
            Calculates the resulting size at a single level for an original size.
            </summary>
            <param name="mipLevel">The mip level to get the size.</param>
            <param name="baseSize">Size of the base.</param>
            <returns>
            Size of the mipLevel
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.CalculateSubResourceIndex(System.Int32,System.Int32,System.Int32@)">
            <summary>
            Calculates the sub resource index for a particular mipSlice and arraySlice.
            </summary>
            <param name="mipSlice">The mip slice.</param>
            <param name="arraySlice">The array slice.</param>
            <param name="mipSize">The size of slice. This values is resource dependent. Texture1D -> mipSize of the Width. Texture2D -> mipSize of the Height. Texture3D -> mipsize of the Depth</param>
            <returns>The resulting miplevel calulated for this instance with this mipSlice and arraySlice.</returns>
        </member>
        <member name="F:SharpDX.Direct3D11.Resource.MaximumMipLevels">
            <summary>Constant MaximumMipLevels</summary>
            <unmanaged>D3D11_REQ_MIP_LEVELS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.Resource.ResourceSizeInMegabytes">
            <summary>Constant ResourceSizeInMegabytes</summary>
            <unmanaged>D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.Resource.MaximumTexture1DArraySize">
            <summary>Constant MaximumTexture1DArraySize</summary>
            <unmanaged>D3D11_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.Resource.MaximumTexture2DArraySize">
            <summary>Constant MaximumTexture2DArraySize</summary>
            <unmanaged>D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.Resource.MaximumTexture1DSize">
            <summary>Constant MaximumTexture1DSize</summary>
            <unmanaged>D3D11_REQ_TEXTURE1D_U_DIMENSION</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.Resource.MaximumTexture2DSize">
            <summary>Constant MaximumTexture2DSize</summary>
            <unmanaged>D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.Resource.MaximumTexture3DSize">
            <summary>Constant MaximumTexture3DSize</summary>
            <unmanaged>D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.Resource.MaximumTextureCubeSize">
            <summary>Constant MaximumTextureCubeSize</summary>
            <unmanaged>D3D11_REQ_TEXTURECUBE_DIMENSION</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.Resource.Dimension">
            <summary>
            <p>Get the type of the resource.</p>
            </summary>
            <remarks>
            <p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476586</msdn-id>
            <unmanaged>GetType</unmanaged>
            <unmanaged-short>GetType</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.Resource.EvictionPriority">
            <summary>
            <p>Get or sets the eviction priority of a resource.</p>
            </summary>
            <msdn-id>ff476585</msdn-id>
            <unmanaged>GetEvictionPriority / SetEvictionPriority</unmanaged>
            <unmanaged-short>GetEvictionPriority</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.GetDimension(SharpDX.Direct3D11.ResourceDimension@)">
            <summary>
            <p>Get the type of the resource.</p>
            </summary>
            <param name = "resourceDimensionRef"><dd>  <p> Pointer to the resource type (see <strong><see cref = "T:SharpDX.Direct3D11.ResourceDimension"/></strong>). </p> </dd></param>
            <remarks>
            <p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476586</msdn-id>
            <unmanaged>void ID3D11Resource::GetType([Out] D3D11_RESOURCE_DIMENSION* pResourceDimension)</unmanaged>
            <unmanaged-short>ID3D11Resource::GetType</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.SetEvictionPriority(System.Int32)">
            <summary>
            <p>Set the eviction priority of a resource.</p>
            </summary>
            <param name = "evictionPriority"><dd>  <p>Eviction priority for the resource, which is one of the following values:</p> <ul> <li>DXGI_RESOURCE_PRIORITY_MINIMUM</li> <li>DXGI_RESOURCE_PRIORITY_LOW</li> <li>DXGI_RESOURCE_PRIORITY_NORMAL</li> <li>DXGI_RESOURCE_PRIORITY_HIGH</li> <li>DXGI_RESOURCE_PRIORITY_MAXIMUM</li> </ul> </dd></param>
            <remarks>
            <p>Resource priorities determine which resource to evict from video memory when the system has run out of video memory. The resource will not be lost; it will be removed from video memory and placed into system memory, or possibly placed onto the hard drive. The resource will be loaded back into video memory when it is required.</p><p>A resource that is set to the maximum priority, DXGI_RESOURCE_PRIORITY_MAXIMUM, is only evicted if there is no other way of resolving the incoming memory request. The Windows Display Driver Model (WDDM) tries to split an incoming memory request to its minimum size and evict lower-priority resources before evicting a resource with maximum priority.</p><p>Changing the priorities of resources should be done carefully. The wrong eviction priorities could be a detriment to performance rather than an improvement. </p>
            </remarks>
            <msdn-id>ff476587</msdn-id>
            <unmanaged>void ID3D11Resource::SetEvictionPriority([In] unsigned int EvictionPriority)</unmanaged>
            <unmanaged-short>ID3D11Resource::SetEvictionPriority</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.GetEvictionPriority">
            <summary>
            <p>Get the eviction priority of a resource.</p>
            </summary>
            <returns><p>One of the following values, which specifies the eviction priority for the resource:</p><ul> <li>DXGI_RESOURCE_PRIORITY_MINIMUM</li> <li>DXGI_RESOURCE_PRIORITY_LOW</li> <li>DXGI_RESOURCE_PRIORITY_NORMAL</li> <li>DXGI_RESOURCE_PRIORITY_HIGH</li> <li>DXGI_RESOURCE_PRIORITY_MAXIMUM</li> </ul></returns>
            <msdn-id>ff476585</msdn-id>
            <unmanaged>unsigned int ID3D11Resource::GetEvictionPriority()</unmanaged>
            <unmanaged-short>ID3D11Resource::GetEvictionPriority</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ResourceRegion">
            <summary>
            <p>Defines a 3D box.</p>
            </summary>
            <remarks>
            <p>The following diagram shows a 3D box, where the origin is the left, front, top corner.</p><p></p><p>The values for <strong>right</strong>, <strong>bottom</strong>, and <strong>back</strong> are each one pixel past the end of the pixels that are included in the box region.  That is, the values for <strong>left</strong>, <strong>top</strong>, and <strong>front</strong> are included in the box region while the values for right, bottom, and back are excluded from the box region. For example, for a box that is one pixel wide, (right - left) == 1; the box region includes the left pixel but not the right pixel.</p><p>Coordinates of a box are in bytes for buffers and in texels for textures.</p>
            </remarks>
            <msdn-id>ff476089</msdn-id>
            <unmanaged>D3D11_BOX</unmanaged>
            <unmanaged-short>D3D11_BOX</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ResourceRegion.#ctor(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Initialize a new instance of <see cref="T:SharpDX.Direct3D11.ResourceRegion"/> struct.
            </summary>
            <param name="left">Left coordinates (inclusive)</param>
            <param name="top">Top coordinates (inclusive)</param>
            <param name="front">Front coordinates (inclusive)</param>
            <param name="right">Right coordinates (exclusive)</param>
            <param name="bottom">Bottom coordinates (exclusive)</param>
            <param name="back">Back coordinates (exclusive)</param>
            <remarks>
            <ul>
            <li>For a Width of 1 pixels, (right - left) = 1. If left = 0, right = Width. </li>
            <li>For a Height of 1 pixels, (bottom - top) = 1. If top = 0, bottom = Height.</li>
            <li>For a Depth of 1 pixels, (back - front) = 1. If front = 0, back = Depth. </li>
            </ul>
            </remarks>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceRegion.Left">
            <summary>
            <dd> <p>The x position of the left hand side of the box.</p> </dd>
            </summary>
            <msdn-id>ff476089</msdn-id>
            <unmanaged>left</unmanaged>
            <unmanaged-short>left</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceRegion.Top">
            <summary>
            <dd> <p>The y position of the top of the box.</p> </dd>
            </summary>
            <msdn-id>ff476089</msdn-id>
            <unmanaged>top</unmanaged>
            <unmanaged-short>top</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceRegion.Front">
            <summary>
            <dd> <p>The z position of the front of the box.</p> </dd>
            </summary>
            <msdn-id>ff476089</msdn-id>
            <unmanaged>front</unmanaged>
            <unmanaged-short>front</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceRegion.Right">
            <summary>
            <dd> <p>The x position of the right hand side of the box.</p> </dd>
            </summary>
            <msdn-id>ff476089</msdn-id>
            <unmanaged>right</unmanaged>
            <unmanaged-short>right</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceRegion.Bottom">
            <summary>
            <dd> <p>The y position of the bottom of the box.</p> </dd>
            </summary>
            <msdn-id>ff476089</msdn-id>
            <unmanaged>bottom</unmanaged>
            <unmanaged-short>bottom</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceRegion.Back">
            <summary>
            <dd> <p>The z position of the back of the box.</p> </dd>
            </summary>
            <msdn-id>ff476089</msdn-id>
            <unmanaged>back</unmanaged>
            <unmanaged-short>back</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.ResourceView.Resource">
            <summary>	
            <p>Get the resource that is accessed through this view.</p>	
            </summary>	
            <remarks>	
            <p>This function increments the reference count of the resource by one, so it is necessary to call <strong>Release</strong> on the returned reference when the application is done with it. Destroying (or losing) the returned reference before <strong>Release</strong> is called will result in a memory leak.</p>	
            </remarks>	
            <msdn-id>ff476643</msdn-id>	
            <unmanaged>GetResource</unmanaged>	
            <unmanaged-short>GetResource</unmanaged-short>	
            <unmanaged>void ID3D11View::GetResource([Out] ID3D11Resource** ppResource)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.ResourceView.ResourceAs``1">
            <summary>	
            <p>Get the resource that is accessed through this view.</p>	
            </summary>	
            <remarks>	
            <p>This function increments the reference count of the resource by one, so it is necessary to call <strong>Dispose</strong> on the returned reference when the application is done with it. Destroying (or losing) the returned reference before <strong>Release</strong> is called will result in a memory leak.</p>	
            </remarks>	
            <msdn-id>ff476643</msdn-id>	
            <unmanaged>GetResource</unmanaged>	
            <unmanaged-short>GetResource</unmanaged-short>	
            <unmanaged>void ID3D11View::GetResource([Out] ID3D11Resource** ppResource)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.ResourceView.GetResource(System.IntPtr@)">
            <summary>
            <p>Get the resource that is accessed through this view.</p>
            </summary>
            <param name = "resourceOut"><dd>  <p>Address of a reference to the resource that is accessed through this view. (See <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong>.)</p> </dd></param>
            <remarks>
            <p>This function increments the reference count of the resource by one, so it is necessary to call <strong>Release</strong> on the returned reference when the application is done with it. Destroying (or losing) the returned reference before <strong>Release</strong> is called will result in a memory leak.</p>
            </remarks>
            <msdn-id>ff476643</msdn-id>
            <unmanaged>void ID3D11View::GetResource([Out] ID3D11Resource** ppResource)</unmanaged>
            <unmanaged-short>ID3D11View::GetResource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.SamplerState.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.SamplerStateDescription)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D11.SamplerState" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
            <msdn-id>ff476518</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateSamplerState([In] const D3D11_SAMPLER_DESC* pSamplerDesc,[Out, Fast] ID3D11SamplerState** ppSamplerState)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateSamplerState</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.SamplerState.Description">
            <summary>
            <p>Gets the description for sampler state that you used to create the sampler-state object.</p>
            </summary>
            <remarks>
            <p>You use the description for sampler state in a call to the <strong>ID3D11Device::CreateSamplerState</strong> method to create the sampler-state object.</p>
            </remarks>
            <msdn-id>ff476589</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.SamplerState.GetDescription(SharpDX.Direct3D11.SamplerStateDescription@)">
            <summary>
            <p>Gets the description for sampler state that you used to create the sampler-state object.</p>
            </summary>
            <param name = "descRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.SamplerStateDescription"/></strong> structure that receives a description of the sampler state.</p> </dd></param>
            <remarks>
            <p>You use the description for sampler state in a call to the <strong>ID3D11Device::CreateSamplerState</strong> method to create the sampler-state object.</p>
            </remarks>
            <msdn-id>ff476589</msdn-id>
            <unmanaged>void ID3D11SamplerState::GetDesc([Out] D3D11_SAMPLER_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11SamplerState::GetDesc</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.SamplerStateDescription">
            <summary>
            <p>Describes a sampler state.</p>
            </summary>
            <remarks>
            <p>These are the default values for sampler state.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>Filter</td><td>D3D11_FILTER_MIN_MAG_MIP_LINEAR</td></tr> <tr><td>AddressU</td><td>D3D11_TEXTURE_ADDRESS_CLAMP</td></tr> <tr><td>AddressV</td><td>D3D11_TEXTURE_ADDRESS_CLAMP</td></tr> <tr><td>AddressW</td><td>D3D11_TEXTURE_ADDRESS_CLAMP</td></tr> <tr><td>MinLOD</td><td>-3.402823466e+38F (-FLT_MAX)</td></tr> <tr><td>MaxLOD</td><td>3.402823466e+38F (FLT_MAX)</td></tr> <tr><td>MipMapLODBias</td><td>0.0f</td></tr> <tr><td>MaxAnisotropy</td><td>1</td></tr> <tr><td>ComparisonFunc</td><td>D3D11_COMPARISON_NEVER</td></tr> <tr><td>BorderColor</td><td>float4(1.0f,1.0f,1.0f,1.0f)</td></tr> <tr><td>Texture</td><td>N/A</td></tr> </table><p>?</p>
            </remarks>
            <msdn-id>ff476207</msdn-id>
            <unmanaged>D3D11_SAMPLER_DESC</unmanaged>
            <unmanaged-short>D3D11_SAMPLER_DESC</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.SamplerStateDescription.Default">
            <summary>
            Returns default values for <see cref="T:SharpDX.Direct3D11.SamplerStateDescription"/>. 
            </summary>
            <remarks>
            See MSDN documentation for default values.
            </remarks>
        </member>
        <member name="F:SharpDX.Direct3D11.SamplerStateDescription.Filter">
            <summary>
            <dd> <p> Filtering method to use when sampling a texture (see <strong><see cref = "T:SharpDX.Direct3D11.Filter"/></strong>). </p> </dd>
            </summary>
            <msdn-id>ff476207</msdn-id>
            <unmanaged>Filter</unmanaged>
            <unmanaged-short>Filter</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.SamplerStateDescription.AddressU">
            <summary>
            <dd> <p> Method to use for resolving a u texture coordinate that is outside the 0 to 1 range (see <strong><see cref = "T:SharpDX.Direct3D11.TextureAddressMode"/></strong>). </p> </dd>
            </summary>
            <msdn-id>ff476207</msdn-id>
            <unmanaged>AddressU</unmanaged>
            <unmanaged-short>AddressU</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.SamplerStateDescription.AddressV">
            <summary>
            <dd> <p>Method to use for resolving a v texture coordinate that is outside the 0 to 1 range.</p> </dd>
            </summary>
            <msdn-id>ff476207</msdn-id>
            <unmanaged>AddressV</unmanaged>
            <unmanaged-short>AddressV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.SamplerStateDescription.AddressW">
            <summary>
            <dd> <p>Method to use for resolving a w texture coordinate that is outside the 0 to 1 range.</p> </dd>
            </summary>
            <msdn-id>ff476207</msdn-id>
            <unmanaged>AddressW</unmanaged>
            <unmanaged-short>AddressW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.SamplerStateDescription.MipLodBias">
            <summary>
            <dd> <p>Offset from the calculated mipmap level. For example, if Direct3D calculates that a texture should be sampled at mipmap level 3 and MipLODBias is 2, then the texture will be sampled at mipmap level 5.</p> </dd>
            </summary>
            <msdn-id>ff476207</msdn-id>
            <unmanaged>MipLODBias</unmanaged>
            <unmanaged-short>MipLODBias</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.SamplerStateDescription.MaximumAnisotropy">
            <summary>
            <dd> <p>Clamping value used if D3D11_FILTER_ANISOTROPIC or D3D11_FILTER_COMPARISON_ANISOTROPIC is specified in Filter. Valid values are between 1 and 16.</p> </dd>
            </summary>
            <msdn-id>ff476207</msdn-id>
            <unmanaged>MaxAnisotropy</unmanaged>
            <unmanaged-short>MaxAnisotropy</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.SamplerStateDescription.ComparisonFunction">
            <summary>
            <dd> <p> A function that compares sampled data against existing sampled data. The function options are listed in <strong><see cref = "T:SharpDX.Direct3D11.Comparison"/></strong>. </p> </dd>
            </summary>
            <msdn-id>ff476207</msdn-id>
            <unmanaged>ComparisonFunc</unmanaged>
            <unmanaged-short>ComparisonFunc</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.SamplerStateDescription.BorderColor">
            <summary>
            <dd> <p>Border color to use if D3D11_TEXTURE_ADDRESS_BORDER is specified for AddressU, AddressV, or AddressW. Range must be between 0.0 and 1.0 inclusive.</p> </dd>
            </summary>
            <msdn-id>ff476207</msdn-id>
            <unmanaged>BorderColor</unmanaged>
            <unmanaged-short>BorderColor</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.SamplerStateDescription.MinimumLod">
            <summary>
            <dd> <p>Lower end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed.</p> </dd>
            </summary>
            <msdn-id>ff476207</msdn-id>
            <unmanaged>MinLOD</unmanaged>
            <unmanaged-short>MinLOD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.SamplerStateDescription.MaximumLod">
            <summary>
            <dd> <p>Upper end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed. This value must be greater than or equal to MinLOD. To have no upper limit on LOD set this to a large value such as D3D11_FLOAT32_MAX.</p> </dd>
            </summary>
            <msdn-id>ff476207</msdn-id>
            <unmanaged>MaxLOD</unmanaged>
            <unmanaged-short>MaxLOD</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ShaderResourceView.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Resource)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">ShaderResource</see> flag.</param>
            <msdn-id>ff476519</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateShaderResourceView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc,[Out, Fast] ID3D11ShaderResourceView** ppSRView)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateShaderResourceView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.ShaderResourceView.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.ShaderResourceViewDescription)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">ShaderResource</see> flag.</param>
            <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" /> to be created.</param>
            <msdn-id>ff476519</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateShaderResourceView([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc,[Out, Fast] ID3D11ShaderResourceView** ppSRView)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateShaderResourceView</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.ShaderResourceView.Description">
            <summary>
            <p>Get the shader resource view's description.</p>
            </summary>
            <msdn-id>ff476629</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ShaderResourceView.GetDescription(SharpDX.Direct3D11.ShaderResourceViewDescription@)">
            <summary>
            <p>Get the shader resource view's description.</p>
            </summary>
            <param name = "descRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription"/></strong> structure to be filled with data about the shader resource view.</p> </dd></param>
            <msdn-id>ff476629</msdn-id>
            <unmanaged>void ID3D11ShaderResourceView::GetDesc([Out] D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11ShaderResourceView::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ShaderResourceView1.#ctor(SharpDX.Direct3D11.Device3,SharpDX.Direct3D11.Resource)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.ShaderResourceView1" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.ShaderResourceView1" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">ShaderResource</see> flag.</param>
            <msdn-id>ff476519</msdn-id>	
            <unmanaged>HRESULT ID3D11Device3::CreateShaderResourceView1([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC1* pDesc,[Out, Fast] ID3D11ShaderResourceView1** ppSRView)</unmanaged>	
            <unmanaged-short>ID3D11Device3::CreateShaderResourceView1</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.ShaderResourceView1.#ctor(SharpDX.Direct3D11.Device3,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.ShaderResourceViewDescription1)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">ShaderResource</see> flag.</param>
            <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D11.ShaderResourceView" /> to be created.</param>
            <msdn-id>ff476519</msdn-id>	
            <unmanaged>HRESULT ID3D11Device3::CreateShaderResourceView1([In] ID3D11Resource* pResource,[In, Optional] const D3D11_SHADER_RESOURCE_VIEW_DESC1* pDesc,[Out, Fast] ID3D11ShaderResourceView1** ppSRView)</unmanaged>	
            <unmanaged-short>ID3D11Device3::CreateShaderResourceView1</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.ShaderResourceView1.Description1">
            <summary>
            <p>Gets the shader-resource view's description.</p>
            </summary>
            <msdn-id>dn899243</msdn-id>
            <unmanaged>GetDesc1</unmanaged>
            <unmanaged-short>GetDesc1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.ShaderResourceView1.GetDescription1(SharpDX.Direct3D11.ShaderResourceViewDescription1@)">
            <summary>
            <p>Gets the shader-resource view's description.</p>
            </summary>
            <param name = "desc1Ref"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription1"/></strong> structure that receives the description of the shader-resource view.</p> </dd></param>
            <msdn-id>dn899243</msdn-id>
            <unmanaged>void ID3D11ShaderResourceView1::GetDesc1([Out] D3D11_SHADER_RESOURCE_VIEW_DESC1* pDesc1)</unmanaged>
            <unmanaged-short>ID3D11ShaderResourceView1::GetDesc1</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.StreamOutputBufferBinding">
            <summary>
              Properties defining the way a buffer is bound to the pipeline as a target for stream output operations.
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D11.StreamOutputBufferBinding.Buffer">
            <summary>
              Gets or sets the buffer being bound.
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D11.StreamOutputBufferBinding.Offset">
            <summary>
              Gets or sets the offset from the start of the buffer of the first vertex to use (in bytes).
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D11.StreamOutputBufferBinding.#ctor(SharpDX.Direct3D11.Buffer,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.StreamOutputBufferBinding" /> struct.
            </summary>
            <param name = "buffer">The buffer being bound.</param>
            <param name = "offset">The offset to the first vertex (in bytes).</param>
        </member>
        <member name="T:SharpDX.Direct3D11.StreamOutputElement">
            <summary>
            <p>Description of a vertex element in a vertex buffer in an output slot.</p>
            </summary>
            <msdn-id>ff476216</msdn-id>
            <unmanaged>D3D11_SO_DECLARATION_ENTRY</unmanaged>
            <unmanaged-short>D3D11_SO_DECLARATION_ENTRY</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.StreamOutputElement.#ctor(System.Int32,System.String,System.Int32,System.Byte,System.Byte,System.Byte)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.StreamOutputElement"/> struct.
            </summary>
            <param name="streamIndex">Zero-based, stream number</param>
            <param name="semanticName">Name of the semantic.</param>
            <param name="semanticIndex">Index of the semantic.</param>
            <param name="startComponent">The start component.</param>
            <param name="componentCount">The component count.</param>
            <param name="outputSlot">The output slot.</param>
        </member>
        <member name="F:SharpDX.Direct3D11.StreamOutputElement.Stream">
            <summary>
            <dd> <p>Zero-based, stream number.</p> </dd>
            </summary>
            <msdn-id>ff476216</msdn-id>
            <unmanaged>Stream</unmanaged>
            <unmanaged-short>Stream</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StreamOutputElement.SemanticName">
            <summary>
            <dd> <p>Type of output element; possible values include: <strong>"POSITION"</strong>, <strong>"NORMAL"</strong>, or <strong>"TEXCOORD0"</strong>. Note that if <em>SemanticName</em> is <strong><c>null</c></strong> then  <em>ComponentCount</em> can be greater than 4 and the described entry will be a gap in the stream out where no data will be written. </p> </dd>
            </summary>
            <msdn-id>ff476216</msdn-id>
            <unmanaged>SemanticName</unmanaged>
            <unmanaged-short>SemanticName</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StreamOutputElement.SemanticIndex">
            <summary>
            <dd> <p>Output element's zero-based index. Should be used if, for example, you have more than one texture coordinate stored in each vertex.</p> </dd>
            </summary>
            <msdn-id>ff476216</msdn-id>
            <unmanaged>SemanticIndex</unmanaged>
            <unmanaged-short>SemanticIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StreamOutputElement.StartComponent">
            <summary>
            <dd> <p>Which component of the entry to begin writing out to. Valid values are 0 to 3. For example, if you only wish to output to the y and z components  of a position, then StartComponent should be 1 and ComponentCount should be 2.</p> </dd>
            </summary>
            <msdn-id>ff476216</msdn-id>
            <unmanaged>StartComponent</unmanaged>
            <unmanaged-short>StartComponent</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StreamOutputElement.ComponentCount">
            <summary>
            <dd> <p>The number of components of the entry to write out to. Valid values are 1 to 4. For example, if you only wish to output to the y and z components  of a position, then StartComponent should be 1 and ComponentCount should be 2.  Note that if <em>SemanticName</em> is <strong><c>null</c></strong> then  <em>ComponentCount</em> can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.</p> </dd>
            </summary>
            <msdn-id>ff476216</msdn-id>
            <unmanaged>ComponentCount</unmanaged>
            <unmanaged-short>ComponentCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StreamOutputElement.OutputSlot">
            <summary>
            <dd> <p>The associated stream output buffer that is bound to the pipeline  (see <strong>ID3D11DeviceContext::SOSetTargets</strong>).  The valid range for <em>OutputSlot</em> is 0 to 3.</p> </dd>
            </summary>
            <msdn-id>ff476216</msdn-id>
            <unmanaged>OutputSlot</unmanaged>
            <unmanaged-short>OutputSlot</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture1D.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Texture1DDescription)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture1D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <msdn-id>ff476520</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateTexture1D([In] const D3D11_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture1D** ppTexture1D)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateTexture1D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture1D.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Texture1DDescription,SharpDX.DataStream[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture1D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">An array of initial texture data for each subresource.</param>
            <msdn-id>ff476520</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateTexture1D([In] const D3D11_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture1D** ppTexture1D)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateTexture1D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture1D.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Texture1DDescription,System.IntPtr[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture1D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">An array of initial texture data for each subresource.</param>
            <msdn-id>ff476520</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateTexture1D([In] const D3D11_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture1D** ppTexture1D)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateTexture1D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture1D.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Texture1DDescription,SharpDX.DataBox[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture1D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">An array of initial texture data for each subresource.</param>
            <msdn-id>ff476520</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateTexture1D([In] const D3D11_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture1D** ppTexture1D)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateTexture1D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture1D.CalculateSubResourceIndex(System.Int32,System.Int32,System.Int32@)">
            <inheritdoc/>
        </member>
        <member name="P:SharpDX.Direct3D11.Texture1D.Description">
            <summary>
            <p>Get the properties of the texture resource.</p>
            </summary>
            <msdn-id>ff476634</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture1D.GetDescription(SharpDX.Direct3D11.Texture1DDescription@)">
            <summary>
            <p>Get the properties of the texture resource.</p>
            </summary>
            <param name = "descRef"><dd>  <p>Pointer to a resource description (see <strong><see cref = "T:SharpDX.Direct3D11.Texture1DDescription"/></strong>).</p> </dd></param>
            <msdn-id>ff476634</msdn-id>
            <unmanaged>void ID3D11Texture1D::GetDesc([Out] D3D11_TEXTURE1D_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11Texture1D::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture2D.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Texture2DDescription)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture2D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <msdn-id>ff476521</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateTexture2D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture2D.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Texture2DDescription,SharpDX.DataRectangle[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture2D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">An array of initial texture data for each subresource.</param>
            <msdn-id>ff476521</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateTexture2D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture2D.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Texture2DDescription,SharpDX.DataBox[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture2D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">An array of initial texture data for each subresource.</param>
            <msdn-id>ff476521</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>	
            <unmanaged-short>ID3D11Device::CreateTexture2D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture2D.CalculateSubResourceIndex(System.Int32,System.Int32,System.Int32@)">
            <inheritdoc/>
        </member>
        <member name="P:SharpDX.Direct3D11.Texture2D.Description">
            <summary>
            <p>Get the properties of the texture resource.</p>
            </summary>
            <msdn-id>ff476636</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture2D.GetDescription(SharpDX.Direct3D11.Texture2DDescription@)">
            <summary>
            <p>Get the properties of the texture resource.</p>
            </summary>
            <param name = "descRef"><dd>  <p>Pointer to a resource description (see <strong><see cref = "T:SharpDX.Direct3D11.Texture2DDescription"/></strong>).</p> </dd></param>
            <msdn-id>ff476636</msdn-id>
            <unmanaged>void ID3D11Texture2D::GetDesc([Out] D3D11_TEXTURE2D_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11Texture2D::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture2D1.#ctor(SharpDX.Direct3D11.Device3,SharpDX.Direct3D11.Texture2DDescription1)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture2D1" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <msdn-id>ff476521</msdn-id>	
            <unmanaged>HRESULT ID3D11Device3::CreateTexture2D1([In] const D3D11_TEXTURE2D_DESC1* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D1** ppTexture2D)</unmanaged>	
            <unmanaged-short>ID3D11Device3::CreateTexture2D1</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture2D1.#ctor(SharpDX.Direct3D11.Device3,SharpDX.Direct3D11.Texture2DDescription1,SharpDX.DataRectangle[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture2D1" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">An array of initial texture data for each subresource.</param>
            <msdn-id>ff476521</msdn-id>	
            <unmanaged>HRESULT ID3D11Device3::CreateTexture2D1([In] const D3D11_TEXTURE2D_DESC1* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D1** ppTexture2D)</unmanaged>	
            <unmanaged-short>ID3D11Device3::CreateTexture2D1</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture2D1.#ctor(SharpDX.Direct3D11.Device3,SharpDX.Direct3D11.Texture2DDescription1,SharpDX.DataBox[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture2D1" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">An array of initial texture data for each subresource.</param>
            <msdn-id>ff476521</msdn-id>	
            <unmanaged>HRESULT ID3D11Device3::CreateTexture2D1([In] const D3D11_TEXTURE2D_DESC1* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>	
            <unmanaged-short>ID3D11Device3::CreateTexture2D1</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture2D1.CalculateSubResourceIndex(System.Int32,System.Int32,System.Int32@)">
            <inheritdoc/>
        </member>
        <member name="P:SharpDX.Direct3D11.Texture2D1.Description1">
            <summary>
            <p>Gets the properties of the texture resource.</p>
            </summary>
            <msdn-id>dn899245</msdn-id>
            <unmanaged>GetDesc1</unmanaged>
            <unmanaged-short>GetDesc1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture2D1.GetDescription1(SharpDX.Direct3D11.Texture2DDescription1@)">
            <summary>
            <p>Gets the properties of the texture resource.</p>
            </summary>
            <param name = "descRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.Texture2DDescription1"/></strong> structure that receives the description of the 2D texture.</p> </dd></param>
            <msdn-id>dn899245</msdn-id>
            <unmanaged>void ID3D11Texture2D1::GetDesc1([Out] D3D11_TEXTURE2D_DESC1* pDesc)</unmanaged>
            <unmanaged-short>ID3D11Texture2D1::GetDesc1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture3D.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Texture3DDescription)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture3D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture3D.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Texture3DDescription,SharpDX.DataBox[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture3D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">An array of initial texture data for each subresource.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture3D.CalculateSubResourceIndex(System.Int32,System.Int32,System.Int32@)">
            <inheritdoc/>
        </member>
        <member name="P:SharpDX.Direct3D11.Texture3D.Description">
            <summary>
            <p>Get the properties of the texture resource.</p>
            </summary>
            <msdn-id>ff476638</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture3D.GetDescription(SharpDX.Direct3D11.Texture3DDescription@)">
            <summary>
            <p>Get the properties of the texture resource.</p>
            </summary>
            <param name = "descRef"><dd>  <p>Pointer to a resource description (see <strong><see cref = "T:SharpDX.Direct3D11.Texture3DDescription"/></strong>).</p> </dd></param>
            <msdn-id>ff476638</msdn-id>
            <unmanaged>void ID3D11Texture3D::GetDesc([Out] D3D11_TEXTURE3D_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11Texture3D::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture3D1.#ctor(SharpDX.Direct3D11.Device3,SharpDX.Direct3D11.Texture3DDescription1)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture3D1" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture3D1.#ctor(SharpDX.Direct3D11.Device3,SharpDX.Direct3D11.Texture3DDescription1,SharpDX.DataBox[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.Texture3D1" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">An array of initial texture data for each subresource.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture3D1.CalculateSubResourceIndex(System.Int32,System.Int32,System.Int32@)">
            <inheritdoc/>
        </member>
        <member name="P:SharpDX.Direct3D11.Texture3D1.Description1">
            <summary>
            <p>Gets the properties of the texture resource.</p>
            </summary>
            <msdn-id>dn899247</msdn-id>
            <unmanaged>GetDesc1</unmanaged>
            <unmanaged-short>GetDesc1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture3D1.GetDescription1(SharpDX.Direct3D11.Texture3DDescription1@)">
            <summary>
            <p>Gets the properties of the texture resource.</p>
            </summary>
            <param name = "descRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.Texture3DDescription1"/></strong> structure that receives the description of the 3D texture.</p> </dd></param>
            <msdn-id>dn899247</msdn-id>
            <unmanaged>void ID3D11Texture3D1::GetDesc1([Out] D3D11_TEXTURE3D_DESC1* pDesc)</unmanaged>
            <unmanaged-short>ID3D11Texture3D1::GetDesc1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.UnorderedAccessView.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Resource)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.UnorderedAccessView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.UnorderedAccessView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">UnorderedAccess</see> flag.</param>
            <unmanaged>ID3D11Device::CreateUnorderedAccessView</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.UnorderedAccessView.#ctor(SharpDX.Direct3D11.Device,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.UnorderedAccessViewDescription)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.UnorderedAccessView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.UnorderedAccessView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">UnorderedAccess</see> flag.</param>
            <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D11.UnorderedAccessView" /> to be created.</param>
            <unmanaged>ID3D11Device::CreateUnorderedAccessView</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.UnorderedAccessView.Description">
            <summary>
            <p>Get a description of the resource.</p>
            </summary>
            <msdn-id>ff476640</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.UnorderedAccessView.GetDescription(SharpDX.Direct3D11.UnorderedAccessViewDescription@)">
            <summary>
            <p>Get a description of the resource.</p>
            </summary>
            <param name = "descRef"><dd>  <p>Pointer to a resource description (see <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessViewDescription"/></strong>.)</p> </dd></param>
            <msdn-id>ff476640</msdn-id>
            <unmanaged>void ID3D11UnorderedAccessView::GetDesc([Out] D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11UnorderedAccessView::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.UnorderedAccessView1.#ctor(SharpDX.Direct3D11.Device3,SharpDX.Direct3D11.Resource)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.UnorderedAccessView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.UnorderedAccessView1" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">UnorderedAccess</see> flag.</param>
            <unmanaged>ID3D11Device3::CreateUnorderedAccessView1</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.UnorderedAccessView1.#ctor(SharpDX.Direct3D11.Device3,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.UnorderedAccessViewDescription1)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D11.UnorderedAccessView1" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D11.UnorderedAccessView1" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D11.BindFlags">UnorderedAccess</see> flag.</param>
            <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D11.UnorderedAccessView1" /> to be created.</param>
            <unmanaged>ID3D11Device3::CreateUnorderedAccessView1</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.UnorderedAccessView1.Description1">
            <summary>
            <p>Gets a description of the resource.</p>
            </summary>
            <msdn-id>dn899249</msdn-id>
            <unmanaged>GetDesc1</unmanaged>
            <unmanaged-short>GetDesc1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.UnorderedAccessView1.GetDescription1(SharpDX.Direct3D11.UnorderedAccessViewDescription1@)">
            <summary>
            <p>Gets a description of the resource.</p>
            </summary>
            <param name = "desc1Ref"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessViewDescription1"/></strong> structure that receives the description of the unordered-access resource.</p> </dd></param>
            <msdn-id>dn899249</msdn-id>
            <unmanaged>void ID3D11UnorderedAccessView1::GetDesc1([Out] D3D11_UNORDERED_ACCESS_VIEW_DESC1* pDesc1)</unmanaged>
            <unmanaged-short>ID3D11UnorderedAccessView1::GetDesc1</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VertexBufferBinding">
            <summary>
              Properties defining the way a buffer (containing vertex data) is bound
              to the pipeline for rendering.
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D11.VertexBufferBinding.Buffer">
            <summary>
              Gets or sets the buffer being bound.
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D11.VertexBufferBinding.Stride">
            <summary>
              Gets or sets the stride between vertex elements in the buffer (in bytes).
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D11.VertexBufferBinding.Offset">
            <summary>
              Gets or sets the offset from the start of the buffer of the first vertex to use (in bytes).
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D11.VertexBufferBinding.#ctor(SharpDX.Direct3D11.Buffer,System.Int32,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.VertexBufferBinding" /> struct.
            </summary>
            <param name = "buffer">The buffer being bound.</param>
            <param name = "stride">The stride between vertex element (in bytes).</param>
            <param name = "offset">The offset to the first vertex (in bytes).</param>
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShader.#ctor(SharpDX.Direct3D11.Device,System.Byte[],SharpDX.Direct3D11.ClassLinkage)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.VertexShader" /> class.
            </summary>
            <param name = "device">The device used to create the shader.</param>
            <param name = "shaderBytecode">The compiled shader bytecode.</param>
            <param name = "linkage">A dynamic class linkage interface.</param>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoContext">
            <summary>	
            <p>[This documentation is preliminary and is subject to change.]</p><p><strong>Applies to: </strong>desktop apps | Metro style apps</p><p>Gets a reference to a DirectX Video Acceleration (DXVA) decoder buffer.</p>	
            </summary>	
            <remarks>	
            <p>The graphics driver allocates the buffers that are used for DXVA decoding. This method locks the Microsoft Direct3D surface that contains the buffer. When you are done using the buffer, call <strong><see cref="M:SharpDX.Direct3D11.VideoContext.ReleaseDecoderBuffer(SharpDX.Direct3D11.VideoDecoder,SharpDX.Direct3D11.VideoDecoderBufferType)" /></strong> to unlock the surface. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11VideoContext']/*" />	
            <msdn-id>hh447711</msdn-id>	
            <unmanaged>ID3D11VideoContext</unmanaged>	
            <unmanaged-short>ID3D11VideoContext</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.GetDecoderBuffer(SharpDX.Direct3D11.VideoDecoder,SharpDX.Direct3D11.VideoDecoderBufferType)">
            <summary>	
            <p>[This documentation is preliminary and is subject to change.]</p><p><strong>Applies to: </strong>desktop apps | Metro style apps</p><p>Gets a reference to a DirectX Video Acceleration (DXVA) decoder buffer.</p>	
            </summary>	
            <param name="decoder"><dd> <p>A reference to the <strong><see cref="T:SharpDX.Direct3D11.VideoDecoder" /></strong> interface. To get this reference, call <strong><see cref="M:SharpDX.Direct3D11.VideoDevice.CreateVideoDecoder(SharpDX.Direct3D11.VideoDecoderDescription@,SharpDX.Direct3D11.VideoDecoderConfig@,SharpDX.Direct3D11.VideoDecoder@)" /></strong>.</p> </dd></param>	
            <param name="type"><dd> <p>The type of buffer to retrieve, specified as a member of the <strong><see cref="T:SharpDX.Direct3D11.VideoDecoderBufferType" /></strong> enumeration.</p> </dd></param>	
            <returns>An <see cref="T:SharpDX.DataPointer" /> to the memory buffer.</returns>
            <remarks>	
            <p>The graphics driver allocates the buffers that are used for DXVA decoding. This method locks the Microsoft Direct3D surface that contains the buffer. When you are done using the buffer, call <strong><see cref="M:SharpDX.Direct3D11.VideoContext.ReleaseDecoderBuffer(SharpDX.Direct3D11.VideoDecoder,SharpDX.Direct3D11.VideoDecoderBufferType)" /></strong> to unlock the surface. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11VideoContext::GetDecoderBuffer']/*" />	
            <msdn-id>hh447711</msdn-id>	
            <unmanaged>HRESULT ID3D11VideoContext::GetDecoderBuffer([In] ID3D11VideoDecoder* pDecoder,[In] D3D11_VIDEO_DECODER_BUFFER_TYPE Type,[Out] unsigned int* pBufferSize,[Out] void** ppBuffer)</unmanaged>	
            <unmanaged-short>ID3D11VideoContext::GetDecoderBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.GetDecoderBuffer(SharpDX.Direct3D11.VideoDecoder,SharpDX.Direct3D11.VideoDecoderBufferType,System.Int32@,System.IntPtr@)">
            <summary>
            <p>Gets a reference to a decoder buffer.</p>
            </summary>
            <param name = "decoderRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoder"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoDecoder</strong>.</p> </dd></param>
            <param name = "type"><dd> <p>The type of buffer to retrieve, specified as a member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderBufferType"/></strong> enumeration.</p> </dd></param>
            <param name = "bufferSizeRef"><dd> <p>Receives the size of the buffer, in bytes. </p> </dd></param>
            <param name = "bufferOut"><dd> <p>Receives a reference to the start of the memory buffer. </p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>The graphics driver allocates the buffers that are used for decoding. This method locks the Microsoft Direct3D surface that contains the buffer. When you are done using the buffer, call <strong>ID3D11VideoContext::ReleaseDecoderBuffer</strong> to unlock the surface. </p>
            </remarks>
            <msdn-id>hh447711</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::GetDecoderBuffer([In] ID3D11VideoDecoder* pDecoder,[In] D3D11_VIDEO_DECODER_BUFFER_TYPE Type,[Out] unsigned int* pBufferSize,[Out] void** ppBuffer)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::GetDecoderBuffer</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.ReleaseDecoderBuffer(SharpDX.Direct3D11.VideoDecoder,SharpDX.Direct3D11.VideoDecoderBufferType)">
            <summary>
            <p>Releases a buffer that was obtained by calling the <strong>ID3D11VideoContext::GetDecoderBuffer</strong> method.</p>
            </summary>
            <param name = "decoderRef">No documentation.</param>
            <param name = "type">No documentation.</param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447716</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::ReleaseDecoderBuffer([In] ID3D11VideoDecoder* pDecoder,[In] D3D11_VIDEO_DECODER_BUFFER_TYPE Type)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::ReleaseDecoderBuffer</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.DecoderBeginFrame(SharpDX.Direct3D11.VideoDecoder,SharpDX.Direct3D11.VideoDecoderOutputView,System.Int32,System.IntPtr)">
            <summary>
            <p>Starts a decoding operation to decode a video frame.</p>
            </summary>
            <param name = "decoderRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoder"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoDecoder</strong>.</p> </dd></param>
            <param name = "viewRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderOutputView"/></strong> interface. This interface describes the resource that will receive the decoded frame. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoDecoderOutputView</strong>.</p> </dd></param>
            <param name = "contentKeySize"><dd> <p>The size of the content key that is specified in <em>pContentKey</em>. If <em>pContentKey</em> is <c>null</c>, set <em>ContentKeySize</em> to zero.</p> </dd></param>
            <param name = "contentKeyRef"><dd> <p>An optional reference to a content key that was used to encrypt the frame data. If no content key was used, set this parameter to <strong><c>null</c></strong>. If the caller provides a content key, the caller must use the session key to encrypt the content key.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.  <strong>D3DERR_WASSTILLDRAWING</strong> or <strong>E_PENDING</strong> is returned if the harware is busy, in which case the decoder should try to make the call again.</p></returns>
            <remarks>
            <p>After this method is called, call <strong>ID3D11VideoContext::SubmitDecoderBuffers</strong> to perform decoding operations. When all decoding operations have been executed, call <strong>ID3D11VideoContext::DecoderEndFrame</strong>. </p><p>Each call to <strong>DecoderBeginFrame</strong> must have a matching call to <strong>DecoderEndFrame</strong>. In most cases you cannot nest <strong>DecoderBeginFrame</strong> calls, but some codecs, such as  like VC-1, can have nested <strong>DecoderBeginFrame</strong> calls for special operations like post processing.</p><p>The following encryption scenarios are supported through the content key:</p><ul> <li>The decoder can choose to not encrypt every frame, for example  it may only encrypt the I frames and not encrypt the P/B frames.  In these scenario, the decoder will specify pContentKey = <c>null</c> and ContentKeySize = 0 for those frames that it does not encrypt.</li> <li>The decoder can choose to encrypt the compressed buffers using the session key.  In this scenario, the decoder will specify a content key containing all zeros.</li> <li>The decoder can choose to encrypt the compressed buffers using a separate content key.  In this scenario, the decoder will ECB encrypt the content key using the session key and pass the encrypted content key.</li> </ul>
            </remarks>
            <msdn-id>hh447705</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::DecoderBeginFrame([In] ID3D11VideoDecoder* pDecoder,[In] ID3D11VideoDecoderOutputView* pView,[In] unsigned int ContentKeySize,[In, Buffer, Optional] const void* pContentKey)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::DecoderBeginFrame</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.DecoderEndFrame(SharpDX.Direct3D11.VideoDecoder)">
            <summary>
            <p>Signals the end of a decoding operation.</p>
            </summary>
            <param name = "decoderRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoder"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoDecoder</strong>.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447706</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::DecoderEndFrame([In] ID3D11VideoDecoder* pDecoder)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::DecoderEndFrame</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.SubmitDecoderBuffers(SharpDX.Direct3D11.VideoDecoder,System.Int32,SharpDX.Direct3D11.VideoDecoderBufferDescription[])">
            <summary>
            <p>Submits one or more buffers for decoding.</p>
            </summary>
            <param name = "decoderRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoder"/></strong> interface. To get this reference, call the <strong>ID3D11VideoDevice::CreateVideoDecoder</strong> method.</p> </dd></param>
            <param name = "numBuffers"><dd> <p>The number of buffers submitted for decoding.</p> </dd></param>
            <param name = "bufferDescRef"><dd> <p>A reference to an array of <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderBufferDescription"/></strong> structures. The <em>NumBuffers</em> parameter specifies the number of elements in the array. Each element in the array describes a compressed buffer for decoding.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>This function does not honor a D3D11 predicate that may have been set.</p><p>If the application uses <strong>D3D11 quries</strong>, this function may not be accounted for with <strong>D3D11_QUERY_EVENT</strong> and <strong>D3D11_QUERY_TIMESTAMP</strong> when using feature levels lower than 11.  <strong>D3D11_QUERY_PIPELINE_STATISTICS</strong> will not include this function for any feature level.</p><p>When using feature levels 9_x, all partially encrypted buffers must use the same EncryptedBlockInfo, and partial encryption cannot be turned off on a per frame basis.</p>
            </remarks>
            <msdn-id>hh447718</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::SubmitDecoderBuffers([In] ID3D11VideoDecoder* pDecoder,[In] unsigned int NumBuffers,[In, Buffer] const D3D11_VIDEO_DECODER_BUFFER_DESC* pBufferDesc)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::SubmitDecoderBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.DecoderExtension(SharpDX.Direct3D11.VideoDecoder,SharpDX.Direct3D11.VideoDecoderExtension@)">
            <summary>
            <p>Performs an extended function for decoding. This method enables extensions to the basic decoder functionality.</p>
            </summary>
            <param name = "decoderRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoder"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoDecoder</strong>.</p> </dd></param>
            <param name = "extensionDataRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderExtension"/></strong> structure that contains data for the function.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447707</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::DecoderExtension([In] ID3D11VideoDecoder* pDecoder,[In] const D3D11_VIDEO_DECODER_EXTENSION* pExtensionData)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::DecoderExtension</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetOutputTargetRect(SharpDX.Direct3D11.VideoProcessor,SharpDX.Mathematics.Interop.RawBool,System.Nullable{SharpDX.Mathematics.Interop.RawRectangle})">
            <summary>
            <p>Sets the target rectangle for the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "enable"><dd> <p>Specifies whether to apply the target rectangle.</p> </dd></param>
            <param name = "rectRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Mathematics.Interop.RawRectangle"/></strong> structure that specifies the target rectangle.  If <em>Enable</em> is <strong><see cref = "F:SharpDX.Result.False"/></strong>, this parameter is ignored.</p> </dd></param>
            <remarks>
            <p>The target rectangle is the area within the destination surface where the output will be drawn. The target rectangle is given in pixel coordinates, relative to the destination surface.</p><p>If this method is never called, or if the <em>Enable</em> parameter is <strong><see cref = "F:SharpDX.Result.False"/></strong>, the video processor writes to the entire destination surface.</p>
            </remarks>
            <msdn-id>hh447752</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetOutputTargetRect([In] ID3D11VideoProcessor* pVideoProcessor,[In] BOOL Enable,[In, Optional] const RECT* pRect)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetOutputTargetRect</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetOutputBackgroundColor(SharpDX.Direct3D11.VideoProcessor,SharpDX.Mathematics.Interop.RawBool,SharpDX.Direct3D11.VideoColor)">
            <summary>
            <p>Sets the background color for the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "yCbCr"><dd> <p>If <strong>TRUE</strong>, the color is specified as a YCbCr value. Otherwise, the color is specified as an RGB value.</p> </dd></param>
            <param name = "colorRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoColor"/></strong> structure that specifies the background color.</p> </dd></param>
            <remarks>
            <p>The video processor uses the background color to fill areas of the target rectangle that do not contain a video image. Areas outside the target rectangle are not affected.</p>
            </remarks>
            <msdn-id>hh447747</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetOutputBackgroundColor([In] ID3D11VideoProcessor* pVideoProcessor,[In] BOOL YCbCr,[In] const D3D11_VIDEO_COLOR* pColor)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetOutputBackgroundColor</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetOutputColorSpace(SharpDX.Direct3D11.VideoProcessor,SharpDX.Direct3D11.VideoProcessorColorSpace)">
            <summary>
            <p>Sets the output color space for the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "colorSpaceRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorColorSpace"/></strong> structure that specifies the color space.</p> </dd></param>
            <msdn-id>hh447748</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetOutputColorSpace([In] ID3D11VideoProcessor* pVideoProcessor,[In] const D3D11_VIDEO_PROCESSOR_COLOR_SPACE* pColorSpace)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetOutputColorSpace</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetOutputAlphaFillMode(SharpDX.Direct3D11.VideoProcessor,SharpDX.Direct3D11.VideoProcessorAlphaFillMode,System.Int32)">
            <summary>
            <p>Sets the alpha fill mode for data that the video processor writes to the render target.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "alphaFillMode"><dd> <p>The alpha fill mode, specified as a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorAlphaFillMode"/></strong> value.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of an input stream. This parameter is used if <em>AlphaFillMode</em> is <strong>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_SOURCE_STREAM</strong>. Otherwise, the parameter is ignored.</p> </dd></param>
            <remarks>
            <p>To find out which fill modes the device supports, call the <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> method. If the driver reports the <strong>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_FILL</strong> capability, the driver supports all of the fill modes. Otherwise, the <em>AlphaFillMode</em> parameter must be <strong>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_OPAQUE</strong>. </p><p>The default fill mode is <strong>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_OPAQUE</strong>.</p>
            </remarks>
            <msdn-id>hh447746</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetOutputAlphaFillMode([In] ID3D11VideoProcessor* pVideoProcessor,[In] D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE AlphaFillMode,[In] unsigned int StreamIndex)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetOutputAlphaFillMode</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetOutputConstriction(SharpDX.Direct3D11.VideoProcessor,SharpDX.Mathematics.Interop.RawBool,SharpDX.Size2)">
            <summary>
            <p>Sets the amount of downsampling to perform on the output.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "enable"><dd> <p>If <strong>TRUE</strong>, downsampling is enabled. Otherwise, downsampling is disabled and the <strong>Size</strong> member is ignored. </p> </dd></param>
            <param name = "size"><dd> <p>The sampling size.</p> </dd></param>
            <remarks>
            <p>Downsampling is sometimes used to reduce the quality of premium content when other forms of content protection are not available. By default, downsampling is disabled.</p><p>If the <em>Enable</em> parameter is <strong>TRUE</strong>, the driver downsamples the composed image  to the specified size, and then scales it back to the size of the target rectangle.</p><p>The width and height of <em>Size</em> must be greater than zero. If the size is larger than the target rectangle, downsampling does not occur.</p><p>To use this feature, the driver must support downsampling, indicated by the <strong>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_CONSTRICTION</strong> capability flag. To query for this capability, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong>.</p>
            </remarks>
            <msdn-id>hh447749</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetOutputConstriction([In] ID3D11VideoProcessor* pVideoProcessor,[In] BOOL Enable,[In] SIZE Size)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetOutputConstriction</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetOutputStereoMode(SharpDX.Direct3D11.VideoProcessor,SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>Specifies whether the video processor produces stereo video frames.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "enable"><dd> <p>If <strong>TRUE</strong>, stereo output is enabled. Otherwise, the video processor produces mono video frames.</p> </dd></param>
            <remarks>
            <p>By default, the video processor produces mono video frames.</p><p>To use this feature, the driver must support stereo video, indicated by the <strong>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_STEREO</strong> capability flag. To query for this capability, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong>.</p>
            </remarks>
            <msdn-id>hh447751</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetOutputStereoMode([In] ID3D11VideoProcessor* pVideoProcessor,[In] BOOL Enable)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetOutputStereoMode</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetOutputExtension(SharpDX.Direct3D11.VideoProcessor,System.Guid,System.Int32,System.IntPtr)">
            <summary>
            <p>Sets a driver-specific video processing state.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "extensionGuidRef"><dd> <p>A reference to a <see cref = "T:System.Guid"/> that identifies the operation. The meaning of this <see cref = "T:System.Guid"/> is defined by the graphics driver.</p> </dd></param>
            <param name = "dataSize"><dd> <p>The size of the <em>pData</em> buffer, in bytes.</p> </dd></param>
            <param name = "dataRef"><dd> <p>A reference to a buffer that contains private state data. The method passes this buffer directly to the driver without validation. It is the responsibility of the driver to validate the data.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447750</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::VideoProcessorSetOutputExtension([In] ID3D11VideoProcessor* pVideoProcessor,[In] const GUID* pExtensionGuid,[In] unsigned int DataSize,[In] void* pData)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetOutputExtension</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetOutputTargetRect(SharpDX.Direct3D11.VideoProcessor,SharpDX.Mathematics.Interop.RawBool@,SharpDX.Mathematics.Interop.RawRectangle@)">
            <summary>
            <p>Gets the current target rectangle for the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "enabled"><dd> <p>Receives the value <strong>TRUE</strong> if the target rectangle was explicitly set using the <strong>ID3D11VideoContext::VideoProcessorSetOutputTargetRect</strong> method. Receives the value <see cref = "F:SharpDX.Result.False"/> if the target rectangle was disabled or was never set.</p> </dd></param>
            <param name = "rectRef"><dd> <p>If <em>Enabled</em> receives the value <strong>TRUE</strong>, this parameter receives the target rectangle. Otherwise, this parameter is ignored.  </p> </dd></param>
            <msdn-id>hh447726</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetOutputTargetRect([In] ID3D11VideoProcessor* pVideoProcessor,[Out] BOOL* Enabled,[Out] RECT* pRect)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetOutputTargetRect</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetOutputBackgroundColor(SharpDX.Direct3D11.VideoProcessor,SharpDX.Mathematics.Interop.RawBool@,SharpDX.Direct3D11.VideoColor@)">
            <summary>
            <p>Gets the current background color for the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "yCbCrRef"><dd> <p>Receives the value <strong>TRUE</strong> if the background color is a YCbCr color, or <strong><see cref = "F:SharpDX.Result.False"/></strong> if the background color is an RGB color.</p> </dd></param>
            <param name = "colorRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoColor"/></strong> structure. The method fills in the structure with the background color.</p> </dd></param>
            <msdn-id>hh447721</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetOutputBackgroundColor([In] ID3D11VideoProcessor* pVideoProcessor,[Out] BOOL* pYCbCr,[Out] D3D11_VIDEO_COLOR* pColor)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetOutputBackgroundColor</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetOutputColorSpace(SharpDX.Direct3D11.VideoProcessor,SharpDX.Direct3D11.VideoProcessorColorSpace@)">
            <summary>
            <p>Gets the current output color space for the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "colorSpaceRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorColorSpace"/></strong> structure. The method fills in the structure with the output color space.</p> </dd></param>
            <msdn-id>hh447722</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetOutputColorSpace([In] ID3D11VideoProcessor* pVideoProcessor,[Out] D3D11_VIDEO_PROCESSOR_COLOR_SPACE* pColorSpace)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetOutputColorSpace</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetOutputAlphaFillMode(SharpDX.Direct3D11.VideoProcessor,SharpDX.Direct3D11.VideoProcessorAlphaFillMode@,System.Int32@)">
            <summary>
            <p>Gets the current alpha fill mode for the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "alphaFillModeRef"><dd> <p>Receives the alpha fill mode, as a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorAlphaFillMode"/></strong> value.</p> </dd></param>
            <param name = "streamIndexRef"><dd> <p>If the alpha fill mode is <strong>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_SOURCE_STREAM</strong>, this parameter receives the zero-based index of an input stream. The input stream provides the alpha values for the alpha fill.</p> </dd></param>
            <msdn-id>hh447720</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetOutputAlphaFillMode([In] ID3D11VideoProcessor* pVideoProcessor,[Out] D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE* pAlphaFillMode,[Out] unsigned int* pStreamIndex)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetOutputAlphaFillMode</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetOutputConstriction(SharpDX.Direct3D11.VideoProcessor,SharpDX.Mathematics.Interop.RawBool@,SharpDX.Size2@)">
            <summary>
            <p>Gets the current level of downsampling that is performed by the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "enabledRef"><dd> <p>Receives the value <strong>TRUE</strong> if downsampling was explicitly enabled using the <strong>ID3D11VideoContext::VideoProcessorSetOutputConstriction</strong> method. Receives the value <strong><see cref = "F:SharpDX.Result.False"/></strong> if the downsampling was disabled or was never set.</p> </dd></param>
            <param name = "sizeRef"><dd> <p>If <em>Enabled</em> receives the value <strong>TRUE</strong>, this parameter receives the downsampling size. Otherwise, this parameter is ignored.</p> </dd></param>
            <msdn-id>hh447723</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetOutputConstriction([In] ID3D11VideoProcessor* pVideoProcessor,[Out] BOOL* pEnabled,[Out] SIZE* pSize)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetOutputConstriction</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetOutputStereoMode(SharpDX.Direct3D11.VideoProcessor,SharpDX.Mathematics.Interop.RawBool@)">
            <summary>
            <p>Queries whether the video processor produces stereo video frames.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "enabledRef"><dd> <p>Receives the value <strong>TRUE</strong> if stereo output is enabled, or <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise.</p> </dd></param>
            <msdn-id>hh447725</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetOutputStereoMode([In] ID3D11VideoProcessor* pVideoProcessor,[Out] BOOL* pEnabled)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetOutputStereoMode</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetOutputExtension(SharpDX.Direct3D11.VideoProcessor,System.Guid,System.Int32,System.IntPtr)">
            <summary>
            <p>Gets private state data from the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "extensionGuidRef"><dd> <p>A reference to a <see cref = "T:System.Guid"/> that identifies the state. The meaning of this <see cref = "T:System.Guid"/> is defined by the graphics driver.</p> </dd></param>
            <param name = "dataSize"><dd> <p>The size of the <em>pData</em> buffer, in bytes.</p> </dd></param>
            <param name = "dataRef"><dd> <p>A reference to a buffer that receives the private state data. </p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447724</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::VideoProcessorGetOutputExtension([In] ID3D11VideoProcessor* pVideoProcessor,[In] const GUID* pExtensionGuid,[In] unsigned int DataSize,[Out, Buffer] void* pData)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetOutputExtension</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamFrameFormat(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Direct3D11.VideoFrameFormat)">
            <summary>
            <p>Specifies whether an input stream on the video processor contains interlaced or progressive frames.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "frameFormat"><dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.VideoFrameFormat"/></strong> value that specifies the interlacing.</p> </dd></param>
            <msdn-id>hh447759</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetStreamFrameFormat([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] D3D11_VIDEO_FRAME_FORMAT FrameFormat)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamFrameFormat</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamColorSpace(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Direct3D11.VideoProcessorColorSpace)">
            <summary>
            <p>Sets the color space for an input stream on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "colorSpaceRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorColorSpace"/></strong> structure that specifies the color space.</p> </dd></param>
            <msdn-id>hh447755</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetStreamColorSpace([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] const D3D11_VIDEO_PROCESSOR_COLOR_SPACE* pColorSpace)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamColorSpace</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamOutputRate(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Direct3D11.VideoProcessorOutputRate,SharpDX.Mathematics.Interop.RawBool,System.Nullable{SharpDX.DXGI.Rational})">
            <summary>
            <p>Sets the rate at which the video processor produces output frames for an input stream.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "outputRate"><dd> <p>The output rate, specified as a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorOutputRate"/></strong> value.</p> </dd></param>
            <param name = "repeatFrame"><dd> <p>Specifies how the driver performs frame-rate conversion, if required.</p> <table> <tr><th>Value</th><th>Meaning</th></tr> <tr><td><dl> <dt><strong>TRUE</strong></dt> </dl> </td><td> <p>Repeat frames.</p> </td></tr> <tr><td><dl> <dt><strong><see cref = "F:SharpDX.Result.False"/></strong></dt> </dl> </td><td> <p>Interpolate frames.</p> </td></tr> </table> <p>?</p> </dd></param>
            <param name = "customRateRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.DXGI.Rational"/></strong> structure. If <em>OutputRate</em> is <strong>D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_CUSTOM</strong>,  this parameter specifies the exact output rate. Otherwise, this parameter is ignored and can be <strong><c>null</c></strong>.</p> </dd></param>
            <remarks>
            <p>The standard output rates are normal frame-rate (<strong>D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_NORMAL</strong>) and half frame-rate (<strong>D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_HALF</strong>). In addition, the driver might support custom rates  for rate conversion or inverse telecine. To get the list of custom rates, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCustomRate</strong>.</p><p>Depending on the output rate, the driver might need to convert the frame rate. If so, the value of <em>RepeatFrame</em> controls whether the driver creates interpolated frames or simply repeats input frames.</p>
            </remarks>
            <msdn-id>hh447761</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetStreamOutputRate([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] D3D11_VIDEO_PROCESSOR_OUTPUT_RATE OutputRate,[In] BOOL RepeatFrame,[In, Optional] const DXGI_RATIONAL* pCustomRate)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamOutputRate</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamSourceRect(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool,System.Nullable{SharpDX.Mathematics.Interop.RawRectangle})">
            <summary>
            <p>Sets the source rectangle for an input stream on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enable"><dd> <p>Specifies whether to apply the source rectangle.</p> </dd></param>
            <param name = "rectRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Mathematics.Interop.RawRectangle"/></strong> structure that specifies the source rectangle. If <em>Enable</em> is <strong><see cref = "F:SharpDX.Result.False"/></strong>, this parameter is ignored.</p> </dd></param>
            <remarks>
            <p>The source rectangle is the portion of the input surface that is  blitted to the destination surface. The source rectangle is given in pixel coordinates, relative to the input surface.</p><p>If this method is never called, or if the <em>Enable</em> parameter is <strong><see cref = "F:SharpDX.Result.False"/></strong>, the video processor reads from the entire input surface.</p>
            </remarks>
            <msdn-id>hh447764</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetStreamSourceRect([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In, Optional] const RECT* pRect)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamSourceRect</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamDestRect(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool,System.Nullable{SharpDX.Mathematics.Interop.RawRectangle})">
            <summary>
            <p>Sets the destination rectangle for an input stream on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enable"><dd> <p>Specifies whether to apply the destination rectangle.</p> </dd></param>
            <param name = "rectRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Mathematics.Interop.RawRectangle"/></strong> structure that specifies the destination rectangle. If <em>Enable</em> is <strong><see cref = "F:SharpDX.Result.False"/></strong>, this parameter is ignored.</p> </dd></param>
            <remarks>
            <p>The destination rectangle is the portion of the output surface that receives the blit for this stream. The destination rectangle is given in pixel coordinates, relative to the output surface.</p><p>The default destination rectangle is an empty rectangle (0, 0, 0, 0). If this method is never called, or if the <em>Enable</em> parameter is <strong><see cref = "F:SharpDX.Result.False"/></strong>, no data is written from this stream. </p>
            </remarks>
            <msdn-id>hh447756</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetStreamDestRect([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In, Optional] const RECT* pRect)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamDestRect</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamAlpha(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool,System.Single)">
            <summary>
            <p>Sets the planar alpha for an input stream on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enable"><dd> <p>Specifies whether alpha blending is enabled.</p> </dd></param>
            <param name = "alpha"><dd> <p>The planar alpha value. The value can range from 0.0 (transparent) to 1.0 (opaque).  If <em>Enable</em> is <strong><see cref = "F:SharpDX.Result.False"/></strong>, this parameter is ignored.</p> </dd></param>
            <remarks>
            <p>To use this feature, the driver must support stereo video, indicated by the  <strong>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALHPA_STREAM</strong> capability flag. To query for this  capability, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong>.</p><p>Alpha blending is disabled by default.  </p><p>For each pixel, the destination color value is computed as follows:</p><p><code>Cd = Cs * (As * Ap * Ae) + Cd * (1.0 - As * Ap * Ae)</code></p><p>where:</p><ul> <li><code>Cd</code> = The color value of the destination pixel</li> <li><code>Cs</code> = The color value of the source pixel</li> <li><code>As</code> = The per-pixel source alpha</li> <li><code>Ap</code> = The planar alpha value</li> <li><code>Ae</code> = The palette-entry alpha value, or 1.0 (see Note)</li> </ul><strong>Note</strong>??Palette-entry alpha values apply only to palettized color formats, and only when the device supports the <strong>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_PALETTE</strong> capability. Otherwise, this factor equals 1.0.?<p>The destination alpha value is computed according to the alpha fill mode. For more information, see <strong>ID3D11VideoContext::VideoProcessorSetOutputAlphaFillMode</strong>.</p>
            </remarks>
            <msdn-id>hh447753</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetStreamAlpha([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In] float Alpha)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamAlpha</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamPalette(SharpDX.Direct3D11.VideoProcessor,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <p>Sets the color-palette entries for an input stream on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "count"><dd> <p>The number of elements in the <em>pEntries</em> array.</p> </dd></param>
            <param name = "entriesRef"><dd> <p>A reference to an array of palette entries. For RGB streams, the palette entries use the <strong>DXGI_FORMAT_B8G8R8A8</strong> representation. For YCbCr streams, the palette entries use the <strong>DXGI_FORMAT_AYUV</strong> representation. The caller allocates the array.</p> </dd></param>
            <remarks>
            <p>This method applies only to  input streams that have a palettized color format. Palettized formats with 4 bits per pixel (bpp) use the first 16 entries in the list. Formats with 8 bpp use the first 256 entries.</p><p>If a pixel has a palette index greater than the number of entries, the device treats the pixel as white with opaque alpha. For full-range RGB, this value is (255, 255, 255, 255); for YCbCr the value is (255, 235, 128, 128).</p><p>If the driver does not report the <strong>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_PALETTE</strong> capability flag, every palette entry must have an alpha value of 0xFF (opaque). To query for this capability, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong>.</p>
            </remarks>
            <msdn-id>hh447762</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetStreamPalette([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] unsigned int Count,[In, Buffer, Optional] const unsigned int* pEntries)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamPalette</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamPixelAspectRatio(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool,System.Nullable{SharpDX.DXGI.Rational},System.Nullable{SharpDX.DXGI.Rational})">
            <summary>
            <p>Sets the pixel aspect ratio for an input stream on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enable"><dd> <p>Specifies whether the <em>pSourceAspectRatio</em> and <em>pDestinationAspectRatio</em> parameters contain valid values. Otherwise, the pixel aspect ratios are unspecified.</p> </dd></param>
            <param name = "sourceAspectRatioRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.DXGI.Rational"/></strong> structure that contains the pixel aspect ratio of the source rectangle. If <em>Enable</em> is <strong><see cref = "F:SharpDX.Result.False"/></strong>, this parameter can be <strong><c>null</c></strong>.</p> </dd></param>
            <param name = "destinationAspectRatioRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.DXGI.Rational"/></strong> structure that contains the pixel aspect ratio of the destination rectangle. If <em>Enable</em> is <strong><see cref = "F:SharpDX.Result.False"/></strong>, this parameter can be <strong><c>null</c></strong>.</p> </dd></param>
            <remarks>
            <p>This function can only be called if the driver reports the     <strong>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_PIXEL_ASPECT_RATIO</strong> capability. If this capability is not set, this function will have no effect.</p><p>Pixel aspect ratios of the form 0/n and n/0 are not valid.</p><p>The default pixel aspect ratio is 1:1 (square pixels).</p>
            </remarks>
            <msdn-id>hh447763</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetStreamPixelAspectRatio([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In, Optional] const DXGI_RATIONAL* pSourceAspectRatio,[In, Optional] const DXGI_RATIONAL* pDestinationAspectRatio)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamPixelAspectRatio</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamLumaKey(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool,System.Single,System.Single)">
            <summary>
            <p>Sets the luma key for an input stream on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enable"><dd> <p>Specifies whether luma keying is enabled.</p> </dd></param>
            <param name = "lower"><dd> <p>The lower bound for the luma key. The valid range is [0?1]. If <em>Enable</em> is <strong><see cref = "F:SharpDX.Result.False"/></strong>, this parameter is ignored.</p> </dd></param>
            <param name = "upper"><dd> <p>The upper bound for the luma key. The valid range is [0?1]. If <em>Enable</em> is <strong><see cref = "F:SharpDX.Result.False"/></strong>, this parameter is ignored.</p> </dd></param>
            <remarks>
            <p>To use this feature, the driver must support luma keying, indicated by the <strong>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_LUMA_KEY</strong> capability flag. To query for this capability, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong>. In addition, if the input format is RGB, the device must support the <strong>D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_RGB_LUMA_KEY</strong> capability.</p><p>The values of <em>Lower</em> and <em>Upper</em> give the lower and upper bounds of the luma key, using a nominal range of [0...1]. Given a format with <em>n</em> bits per channel, these values are converted to luma values as follows:</p><p><code>val = f * ((1 &lt; &lt; n)-1)</code></p><p>Any pixel whose luma value falls within the upper and lower bounds (inclusive) is treated as transparent.</p><p>For example, if the pixel format uses 8-bit luma, the upper bound is calculated as follows:</p><p><code>BYTE Y = BYTE(max(min(1.0, Upper), 0.0) * 255.0)</code></p><p>Note that the value is clamped to the range [0...1] before multiplying by 255.</p>
            </remarks>
            <msdn-id>hh447760</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetStreamLumaKey([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In] float Lower,[In] float Upper)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamLumaKey</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamStereoFormat(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool,SharpDX.Direct3D11.VideoProcessorStereoFormat,SharpDX.Mathematics.Interop.RawBool,SharpDX.Mathematics.Interop.RawBool,SharpDX.Direct3D11.VideoProcessorStereoFlipMode,System.Int32)">
            <summary>
            <p>Enables or disables stereo 3D video for an input stream on the video processor. In addition, this method specifies the layout of the video frames in memory.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enable"><dd> <p>Specifies whether stereo 3D is enabled for this stream. If the value is <strong><see cref = "F:SharpDX.Result.False"/></strong>, the remaining parameters of this method are ignored.</p> </dd></param>
            <param name = "format"><dd> <p>Specifies the layout of the two stereo views in memory, as a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorStereoFormat"/></strong> value.</p> </dd></param>
            <param name = "leftViewFrame0"><dd> <p>If <strong>TRUE</strong>, frame 0 contains the left view. Otherwise, frame 0 contains the right view. </p> <p>This parameter is ignored for the following stereo formats:</p> <ul> <li><strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO </strong></li> <li><strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO_OFFSET</strong></li> </ul> </dd></param>
            <param name = "baseViewFrame0"><dd> <p>If <strong>TRUE</strong>, frame 0 contains the base view. Otherwise, frame 1 contains the base view.</p> <p>This parameter is ignored for the following stereo formats:</p> <ul> <li><strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO </strong></li> <li><strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO_OFFSET</strong></li> <li>When <strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_SEPARATE</strong> is used and the application wants to convert the stereo data to mono, it can either:<ul> <li>Specify the base view as a mono input.</li> <li>Specify both resources and allow the driver to do the conversion from the base view.  In this case, <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorStream"/>.hInputSurface</strong> is considered frame 0 and <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorStream"/>.hInputSurfaceRight</strong> is considered frame 1.</li> </ul> </li> </ul> </dd></param>
            <param name = "flipMode"><dd> <p>A flag from the  <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorStereoFlipMode"/></strong> enumeration, specifying whether one of the views is flipped.</p> </dd></param>
            <param name = "monoOffset"><dd> <p>For <strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO_OFFSET</strong> format, this parameter specifies how to generate the left and right views:  </p> <ul> <li>If <em>MonoOffset</em> is positive, the right view is shifted to the right by that many pixels, and the left view is shifted to the left by the same amount. </li> <li>If <em>MonoOffset</em> is negative, the right view is shifted to the left by that many pixels, and the left view is shifted to right by the same amount.</li> </ul> <p>If <em>Format</em> is not <strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO_OFFSET</strong>, this parameter must be zero.</p> </dd></param>
            <msdn-id>hh447765</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetStreamStereoFormat([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In] D3D11_VIDEO_PROCESSOR_STEREO_FORMAT Format,[In] BOOL LeftViewFrame0,[In] BOOL BaseViewFrame0,[In] D3D11_VIDEO_PROCESSOR_STEREO_FLIP_MODE FlipMode,[In] int MonoOffset)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamStereoFormat</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamAutoProcessingMode(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>Enables or disables automatic processing features on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enable"><dd> <p>If <strong>TRUE</strong>, automatic processing features are enabled. If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the driver disables any  extra video processing that it might be performing.</p> </dd></param>
            <remarks>
            <p>By default, the driver might perform certain processing tasks automatically during the video processor blit. This method enables the application to disable these extra video processing features. For example, if you provide your own pixel  shader for the video processor, you might want to disable the driver's automatic processing.</p>
            </remarks>
            <msdn-id>hh447754</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetStreamAutoProcessingMode([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamAutoProcessingMode</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamFilter(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Direct3D11.VideoProcessorFilter,SharpDX.Mathematics.Interop.RawBool,System.Int32)">
            <summary>
            <p>Enables or disables an image filter for an input stream on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "filter"><dd> <p>The filter, specified as a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorFilter"/></strong> value.</p> <p>To query which filters the driver supports, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong>.</p> </dd></param>
            <param name = "enable"><dd> <p>Specifies whether to enable the filter.</p> </dd></param>
            <param name = "level"><dd> <p>The filter level. If <em>Enable</em> is <strong><see cref = "F:SharpDX.Result.False"/></strong>, this parameter is ignored. </p> <p>To find the valid range of levels for a specified filter, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorFilterRange</strong>.</p> </dd></param>
            <msdn-id>hh447758</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetStreamFilter([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] D3D11_VIDEO_PROCESSOR_FILTER Filter,[In] BOOL Enable,[In] int Level)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamExtension(SharpDX.Direct3D11.VideoProcessor,System.Int32,System.Guid,System.Int32,System.IntPtr)">
            <summary>
            <p>Sets a driver-specific state on a video processing stream.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "extensionGuidRef"><dd> <p>A reference to a <see cref = "T:System.Guid"/> that identifies the operation. The meaning of this <see cref = "T:System.Guid"/> is defined by the graphics driver.</p> </dd></param>
            <param name = "dataSize"><dd> <p>The size of the <em>pData</em> buffer, in bytes.</p> </dd></param>
            <param name = "dataRef"><dd> <p>A reference to a buffer that contains private state data. The method passes this buffer directly to the driver without validation. It is the responsibility of the driver to validate the data.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447757</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::VideoProcessorSetStreamExtension([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] const GUID* pExtensionGuid,[In] unsigned int DataSize,[In] void* pData)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamExtension</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamFrameFormat(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Direct3D11.VideoFrameFormat@)">
            <summary>
            <p>Gets the format of an input stream on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "frameFormatRef"><dd> <p>Receives a <strong><see cref = "T:SharpDX.Direct3D11.VideoFrameFormat"/></strong> value that specifies whether the stream contains interlaced or progressive frames.</p> </dd></param>
            <msdn-id>hh447739</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetStreamFrameFormat([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] D3D11_VIDEO_FRAME_FORMAT* pFrameFormat)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamFrameFormat</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamColorSpace(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Direct3D11.VideoProcessorColorSpace@)">
            <summary>
            <p>Gets the color space for an input stream of the video processor. </p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "colorSpaceRef"><dd> <p>Receives a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorColorSpace"/></strong> value that specifies the color space.</p> </dd></param>
            <msdn-id>hh447731</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetStreamColorSpace([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] D3D11_VIDEO_PROCESSOR_COLOR_SPACE* pColorSpace)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamColorSpace</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamOutputRate(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Direct3D11.VideoProcessorOutputRate@,SharpDX.Mathematics.Interop.RawBool@,SharpDX.DXGI.Rational@)">
            <summary>
            <p>Gets the rate at which the video processor produces output frames for an input stream. </p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "outputRateRef"><dd> <p>Receives a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorOutputRate"/></strong> value that specifies the output rate.</p> </dd></param>
            <param name = "repeatFrameRef"><dd> <p>Receives a Boolean value that specifies how the driver performs frame-rate conversion, if required. </p> <table> <tr><th>Value</th><th>Meaning</th></tr> <tr><td><dl> <dt><strong>TRUE</strong></dt> </dl> </td><td> <p>Repeat frames.</p> </td></tr> <tr><td><dl> <dt><strong><see cref = "F:SharpDX.Result.False"/></strong></dt> </dl> </td><td> <p>Interpolate frames.</p> </td></tr> </table> <p>?</p> </dd></param>
            <param name = "customRateRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.DXGI.Rational"/></strong> structure. If the output rate is <strong>D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_CUSTOM</strong>, the method fills in this structure with the exact output rate. Otherwise, this parameter is ignored. </p> </dd></param>
            <msdn-id>hh447741</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetStreamOutputRate([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] D3D11_VIDEO_PROCESSOR_OUTPUT_RATE* pOutputRate,[Out] BOOL* pRepeatFrame,[Out] DXGI_RATIONAL* pCustomRate)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamOutputRate</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamSourceRect(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool@,SharpDX.Mathematics.Interop.RawRectangle@)">
            <summary>
            <p>Gets the source rectangle for an input stream on the video processor. </p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enabledRef"><dd> <p>Receives the value <strong>TRUE</strong> if the source rectangle is enabled, or <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise.</p> </dd></param>
            <param name = "rectRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Mathematics.Interop.RawRectangle"/></strong> structure that receives the source rectangle.</p> </dd></param>
            <msdn-id>hh447744</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetStreamSourceRect([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnabled,[Out] RECT* pRect)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamSourceRect</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamDestRect(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool@,SharpDX.Mathematics.Interop.RawRectangle@)">
            <summary>
            <p>Gets the destination rectangle for an input stream on the video processor. </p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enabledRef"><dd> <p>Receives the value <strong>TRUE</strong> if the destination rectangle is enabled, or <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise.</p> </dd></param>
            <param name = "rectRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Mathematics.Interop.RawRectangle"/></strong> structure that receives the destination rectangle.</p> </dd></param>
            <msdn-id>hh447733</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetStreamDestRect([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnabled,[Out] RECT* pRect)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamDestRect</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamAlpha(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool@,System.Single@)">
            <summary>
            <p>Gets the planar alpha for an input stream on the video processor. </p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enabledRef"><dd> <p>Receives the value <strong>TRUE</strong> if planar alpha is enabled, or <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise.</p> </dd></param>
            <param name = "alphaRef"><dd> <p>Receives the planar alpha value. The value can range from 0.0 (transparent) to 1.0 (opaque).</p> </dd></param>
            <msdn-id>hh447727</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetStreamAlpha([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnabled,[Out] float* pAlpha)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamAlpha</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamPalette(SharpDX.Direct3D11.VideoProcessor,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <p>Gets the color-palette entries for an input stream on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "count"><dd> <p>The number of entries in the <em>pEntries</em> array.</p> </dd></param>
            <param name = "entriesRef"><dd> <p>A reference to a <strong>UINT</strong> array allocated by the caller. The method fills the array with the palette entries. For RGB streams, the palette entries use the <strong>DXGI_FORMAT_B8G8R8A8</strong> representation. For YCbCr streams, the palette entries use the <strong>DXGI_FORMAT_AYUV</strong> representation.</p> </dd></param>
            <remarks>
            <p>This method applies only to input streams that have a palettized color format. Palettized formats with 4 bits per pixel (bpp) use 16 palette entries. Formats with 8 bpp use 256 entries.</p>
            </remarks>
            <msdn-id>hh447742</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetStreamPalette([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] unsigned int Count,[Out, Buffer] unsigned int* pEntries)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamPalette</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamPixelAspectRatio(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool@,SharpDX.DXGI.Rational@,SharpDX.DXGI.Rational@)">
            <summary>
            <p>Gets the pixel aspect ratio for an input stream on the video processor. </p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enabledRef"><dd> <p>Receives the value <strong>TRUE</strong> if the pixel aspect ratio is specified. Otherwise, receives the value <strong><see cref = "F:SharpDX.Result.False"/></strong>.</p> </dd></param>
            <param name = "sourceAspectRatioRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.DXGI.Rational"/></strong> structure. If *<em>pEnabled</em> is <strong>TRUE</strong>, this parameter receives the pixel aspect ratio of the source rectangle.</p> </dd></param>
            <param name = "destinationAspectRatioRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.DXGI.Rational"/></strong> structure. If *<em>pEnabled</em> is <strong>TRUE</strong>, this parameter receives the pixel aspect ratio of the destination rectangle.</p> </dd></param>
            <remarks>
            <p>When the method returns, if <em>*pEnabled</em> is <strong>TRUE</strong>, the <em>pSourceAspectRatio</em> and <em>pDestinationAspectRatio</em> parameters contain the pixel aspect ratios. Otherwise, the default pixel aspect ratio is 1:1 (square pixels).</p>
            </remarks>
            <msdn-id>hh447743</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetStreamPixelAspectRatio([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnabled,[Out] DXGI_RATIONAL* pSourceAspectRatio,[Out] DXGI_RATIONAL* pDestinationAspectRatio)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamPixelAspectRatio</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamLumaKey(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool@,System.Single@,System.Single@)">
            <summary>
            <p>Gets the luma key for an input stream of the video processor. </p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enabledRef"><dd> <p>Receives the value <strong>TRUE</strong> if luma keying is enabled, or <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise.</p> </dd></param>
            <param name = "lowerRef"><dd> <p>Receives the lower bound for the luma key. The valid range is [0?1]. </p> </dd></param>
            <param name = "upperRef"><dd> <p>Receives the upper bound for the luma key. The valid range is [0?1]. </p> </dd></param>
            <msdn-id>hh447740</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetStreamLumaKey([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnabled,[Out] float* pLower,[Out] float* pUpper)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamLumaKey</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamStereoFormat(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool@,SharpDX.Direct3D11.VideoProcessorStereoFormat@,SharpDX.Mathematics.Interop.RawBool@,SharpDX.Mathematics.Interop.RawBool@,SharpDX.Direct3D11.VideoProcessorStereoFlipMode@,System.Int32@)">
            <summary>
            <p>Gets the stereo 3D format for an input stream on the video processor</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enableRef"><dd> <p>Receives the value <strong>TRUE</strong> if stereo 3D is enabled for this stream, or <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise. If the value is <strong><see cref = "F:SharpDX.Result.False"/></strong>, ignore the remaining parameters.</p> </dd></param>
            <param name = "formatRef"><dd> <p>Receives a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorStereoFormat"/></strong> value that specifies the layout of the two stereo views in memory.</p> </dd></param>
            <param name = "leftViewFrame0Ref"><dd> <p>Receives a Boolean value.</p> <table> <tr><th>Value</th><th>Meaning</th></tr> <tr><td><dl> <dt><strong>TRUE</strong></dt> </dl> </td><td> <p>Frame 0 contains the left view.</p> </td></tr> <tr><td><dl> <dt><strong><see cref = "F:SharpDX.Result.False"/></strong></dt> </dl> </td><td> <p>Frame 0 contains the right view.</p> </td></tr> </table> <p>?</p> </dd></param>
            <param name = "baseViewFrame0Ref"><dd> <p>Receives a Boolean value.</p> <table> <tr><th>Value</th><th>Meaning</th></tr> <tr><td><dl> <dt><strong>TRUE</strong></dt> </dl> </td><td> <p>Frame 0 contains the base view.</p> </td></tr> <tr><td><dl> <dt><strong><see cref = "F:SharpDX.Result.False"/></strong></dt> </dl> </td><td> <p>Frame 1 contains the base view.</p> </td></tr> </table> <p>?</p> </dd></param>
            <param name = "flipModeRef"><dd> <p>Receives a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorStereoFlipMode"/></strong> value. This value specifies whether one of the views is flipped.</p> </dd></param>
            <param name = "monoOffset"><dd> <p>Receives the pixel offset used for <strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO_OFFSET</strong> format. This parameter is ignored for other stereo formats.</p> </dd></param>
            <msdn-id>hh447745</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetStreamStereoFormat([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnable,[Out] D3D11_VIDEO_PROCESSOR_STEREO_FORMAT* pFormat,[Out] BOOL* pLeftViewFrame0,[Out] BOOL* pBaseViewFrame0,[Out] D3D11_VIDEO_PROCESSOR_STEREO_FLIP_MODE* pFlipMode,[Out] int* MonoOffset)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamStereoFormat</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamAutoProcessingMode(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool@)">
            <summary>
            <p>Queries whether automatic processing features of the video processor are enabled.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enabledRef"><dd> <p>Receives the value <strong>TRUE</strong> if automatic processing features are enabled, or <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise.</p> </dd></param>
            <remarks>
            <p>Automatic processing  refers to additional image processing that drivers might have performed on the image data prior to the application receiving the data.   </p>
            </remarks>
            <msdn-id>hh447729</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetStreamAutoProcessingMode([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnabled)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamAutoProcessingMode</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamFilter(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Direct3D11.VideoProcessorFilter,SharpDX.Mathematics.Interop.RawBool@,System.Int32@)">
            <summary>
            <p>Gets the image filter settings for an input stream on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "filter"><dd> <p>The filter to query, specified as a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorFilter"/></strong> value. </p> </dd></param>
            <param name = "enabledRef"><dd> <p>Receives the value <strong>TRUE</strong> if the image filter is enabled, or <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise.</p> </dd></param>
            <param name = "levelRef"><dd> <p>Receives the filter level.</p> </dd></param>
            <msdn-id>hh447737</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetStreamFilter([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] D3D11_VIDEO_PROCESSOR_FILTER Filter,[Out] BOOL* pEnabled,[Out] int* pLevel)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamExtension(SharpDX.Direct3D11.VideoProcessor,System.Int32,System.Guid,System.Int32,System.IntPtr)">
            <summary>
            <p>Gets a driver-specific state for a video processing stream. </p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "extensionGuidRef"><dd> <p>A reference to a <see cref = "T:System.Guid"/> that identifies the state. The meaning of this <see cref = "T:System.Guid"/> is defined by the graphics driver.</p> </dd></param>
            <param name = "dataSize"><dd> <p>The size of the <em>pData</em> buffer, in bytes.</p> </dd></param>
            <param name = "dataRef"><dd> <p>A reference to a buffer that receives the private state data. </p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447735</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::VideoProcessorGetStreamExtension([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] const GUID* pExtensionGuid,[In] unsigned int DataSize,[Out, Buffer] void* pData)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamExtension</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorBlt(SharpDX.Direct3D11.VideoProcessor,SharpDX.Direct3D11.VideoProcessorOutputView,System.Int32,System.Int32,SharpDX.Direct3D11.VideoProcessorStream[])">
            <summary>
            <p>Performs a video processing operation on one or more input samples and writes the result to a Direct3D surface.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call the <strong>ID3D11VideoDevice::CreateVideoProcessor</strong> method.</p> </dd></param>
            <param name = "viewRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorOutputView"/></strong> interface for the output surface. The output of the video processing operation will be written to this surface.</p> </dd></param>
            <param name = "outputFrame"><dd> <p>The frame number of the output video frame, indexed from zero. </p> </dd></param>
            <param name = "streamCount"><dd> <p>The number of input streams to process.</p> </dd></param>
            <param name = "streamsRef"><dd> <p>A reference to an array of <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorStream"/></strong> structures that contain information about the input streams. The caller allocates the array and fills in each structure. The number of elements in the array is given in the <em>StreamCount</em> parameter. </p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>The maximum value of <em>StreamCount</em> is given in the <strong>MaxStreamStates</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorCaps"/></strong> structure. The maximum number of streams that can be enabled at one time is given in the <strong>MaxInputStreams</strong> member of that structure. </p><p>If the output stereo mode is <strong>TRUE</strong>:</p><ul> <li>The output view must contain a texture array of two elements.</li> <li>At least one stereo stream must be specified.</li> <li>If multiple input streams are enabled, it is possible that one or more of the input streams may contain mono data.</li> </ul><p>Otherwise:</p><ul> <li>The output view must contain a single element.</li> <li>The stereo format cannot be <strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO</strong> .</li> </ul><p>This function does not honor a D3D11 predicate that may have been set.</p><p>If the application uses <strong>D3D11 quries</strong>, this function may not be accounted for with <strong>D3D11_QUERY_EVENT</strong> and <strong>D3D11_QUERY_TIMESTAMP</strong> when using feature levels lower than 11.  <strong>D3D11_QUERY_PIPELINE_STATISTICS</strong> will not include this function for any feature level.</p>
            </remarks>
            <msdn-id>hh447719</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::VideoProcessorBlt([In] ID3D11VideoProcessor* pVideoProcessor,[In] ID3D11VideoProcessorOutputView* pView,[In] unsigned int OutputFrame,[In] unsigned int StreamCount,[In, Buffer] const D3D11_VIDEO_PROCESSOR_STREAM* pStreams)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorBlt</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.NegotiateCryptoSessionKeyExchange(SharpDX.Direct3D11.CryptoSession,System.Int32,System.IntPtr)">
            <summary>
            <p>Establishes the session key for a cryptographic session. </p>
            </summary>
            <param name = "cryptoSessionRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.CryptoSession"/></strong> interface of the cryptographic session.</p> </dd></param>
            <param name = "dataSize"><dd> <p>The size of the <em>pData</em> byte array, in bytes. </p> </dd></param>
            <param name = "dataRef"><dd> <p>A reference to a byte array that contains the encrypted session key. </p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>The key exchange mechanism depends on the type of cryptographic session.</p><p>For RSA Encryption Scheme - Optimal Asymmetric Encryption Padding (RSAES-OAEP), the software decoder generates the secret key, encrypts the secret key by using the public key with RSAES-OAEP, and places the cipher text in the <em>pData</em> parameter. The actual size of the buffer for RSAES-OAEP is 256 bytes.</p>
            </remarks>
            <msdn-id>hh447714</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::NegotiateCryptoSessionKeyExchange([In] ID3D11CryptoSession* pCryptoSession,[In] unsigned int DataSize,[Out, Buffer] void* pData)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::NegotiateCryptoSessionKeyExchange</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.EncryptionBlt(SharpDX.Direct3D11.CryptoSession,SharpDX.Direct3D11.Texture2D,SharpDX.Direct3D11.Texture2D,System.Int32,System.IntPtr)">
            <summary>
            <p>Reads encrypted data from a protected surface. </p>
            </summary>
            <param name = "cryptoSessionRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.CryptoSession"/></strong> interface of the cryptographic session.</p> </dd></param>
            <param name = "srcSurfaceRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.Texture2D"/></strong> interface of the protected surface.</p> </dd></param>
            <param name = "dstSurfaceRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.Texture2D"/></strong> interface of the surface that receives the encrypted data.</p> </dd></param>
            <param name = "iVSize"><dd> <p>The size of the <em>pIV</em> buffer, in bytes.</p> </dd></param>
            <param name = "iVRef"><dd> <p>A reference to a buffer that receives the initialization vector (IV). The caller allocates this buffer, but the driver generates the IV. </p> <p>For 128-bit AES-CTR encryption, <em>pIV</em> points to a <strong><see cref = "T:SharpDX.Direct3D11.AesCtrIv"/></strong> structure. When the driver generates the first IV, it initializes the structure to a random number. For each subsequent IV, the driver simply increments the <strong>IV</strong> member of the structure, ensuring that the value always increases. The application can validate that the same IV is never used more than once with the same key pair.</p> </dd></param>
            <remarks>
            <p>Not all drivers support this method. To query the driver capabilities, call <strong>ID3D11VideoDevice::GetContentProtectionCaps</strong> and check for the <strong>D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK</strong> flag in the <strong>Caps</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoContentProtectionCaps"/></strong> structure.</p><p>Some drivers might require a separate key to decrypt the data that is read back. To check for this requirement, call <strong>GetContentProtectionCaps</strong> and check for the <strong>D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK_KEY</strong> flag. If this flag is present, call <strong>ID3D11VideoContext::GetEncryptionBltKey</strong> to get the decryption key.</p><p>This method has the following limitations:</p><ul> <li>Reading back  sub-rectangles is not supported.</li> <li>Reading back  partially encrypted surfaces is not supported.</li> <li>The protected surface must be either an off-screen plain surface or a render target.</li> <li>The destination surface must be a D3D11_USAGE_STAGING resource.</li> <li>The protected surface cannot be multisampled.</li> <li>Stretching and colorspace conversion are not supported.</li> </ul><p> This function does not honor a D3D11 predicate that may have been set.</p><p> If the application uses <strong>D3D11 quries</strong>, this function may not be accounted for with <strong>D3D11_QUERY_EVENT</strong> and <strong>D3D11_QUERY_TIMESTAMP</strong> when using feature levels lower than 11.  <strong>D3D11_QUERY_PIPELINE_STATISTICS</strong> will not include this function for any feature level.</p>
            </remarks>
            <msdn-id>hh447709</msdn-id>
            <unmanaged>void ID3D11VideoContext::EncryptionBlt([In] ID3D11CryptoSession* pCryptoSession,[In] ID3D11Texture2D* pSrcSurface,[In] ID3D11Texture2D* pDstSurface,[In] unsigned int IVSize,[InOut, Buffer, Optional] void* pIV)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::EncryptionBlt</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.DecryptionBlt(SharpDX.Direct3D11.CryptoSession,SharpDX.Direct3D11.Texture2D,SharpDX.Direct3D11.Texture2D,System.Nullable{SharpDX.Direct3D11.EncryptedBlockInformation},System.Int32,System.IntPtr,System.Int32,System.IntPtr)">
            <summary>
            <p>Writes encrypted data to a protected surface.</p>
            </summary>
            <param name = "cryptoSessionRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.CryptoSession"/></strong> interface.</p> </dd></param>
            <param name = "srcSurfaceRef"><dd> <p>A reference to the surface that contains the source data.</p> </dd></param>
            <param name = "dstSurfaceRef"><dd> <p>A reference to the protected surface where the encrypted data is written.</p> </dd></param>
            <param name = "encryptedBlockInfoRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.EncryptedBlockInformation"/></strong> structure, or <strong><c>null</c></strong>.</p> <p>If the driver supports partially encrypted buffers,  <em>pEncryptedBlockInfo</em> indicates which portions of the buffer are encrypted.  If the entire surface is encrypted, set this parameter to <strong><c>null</c></strong>. </p> <p>To check whether the driver supports partially encrypted buffers, call <strong>ID3D11VideoDevice::GetContentProtectionCaps</strong> and check for the <strong>D3D11_CONTENT_PROTECTION_CAPS_PARTIAL_DECRYPTION </strong> capabilities flag. If the driver does not support partially encrypted buffers, set this parameter to <strong><c>null</c></strong>.</p> </dd></param>
            <param name = "contentKeySize"><dd> <p>The size of the encrypted content key, in bytes.</p> </dd></param>
            <param name = "contentKeyRef"><dd> <p>A reference to a buffer that contains a content encryption key, or <strong><c>null</c></strong>. To query whether the driver supports the use of content keys, call <strong>ID3D11VideoDevice::GetContentProtectionCaps</strong> and check for the <strong>D3D11_CONTENT_PROTECTION_CAPS_CONTENT_KEY</strong> capabilities flag. </p> <p>If the driver supports content keys, use the content key to encrypt the surface. Encrypt the content key using the session key, and place the  resulting cipher text in <em>pContentKey</em>. If the driver does not support content keys, use the session key to encrypt the surface and set <em>pContentKey</em> to <strong><c>null</c></strong>.</p> </dd></param>
            <param name = "iVSize"><dd> <p>The size of the <em>pIV</em> buffer, in bytes.</p> </dd></param>
            <param name = "iVRef"><dd> <p>A reference to a buffer that contains the initialization vector (IV). </p> <p>For 128-bit AES-CTR encryption, <em>pIV</em> points to a <strong><see cref = "T:SharpDX.Direct3D11.AesCtrIv"/></strong> structure. The caller allocates the structure and generates the IV. When you generate the first IV, initialize the structure to a random number. For each subsequent IV, simply increment the <strong>IV</strong> member of the structure, ensuring that the value always increases.  This procedure enables the driver to validate that the same IV is never used more than once with the same key pair.</p> <p>For other encryption types, a different structure might be used, or the encryption might not use an IV.</p> </dd></param>
            <remarks>
            <p>Not all hardware or drivers support this functionality for all cryptographic types. This function can only be called when the <strong>D3D11_CONTENT_PROTECTION_CAPS_DECRYPTION_BLT</strong> cap is reported.</p><p>This method does not support writing to sub-rectangles of the surface.</p><p>If the hardware and driver support a content key:</p><ul> <li>The data is encrypted by the caller using the content key.</li> <li>The content key is encrypted by the caller using the session key.</li> <li>The encrypted content key is passed to the driver.</li> </ul><p> Otherwise, the data is encrypted by the caller using the session key and <c>null</c> is passed as the content key.</p><p>If the driver and hardware support partially encrypted buffers, <em>pEncryptedBlockInfo</em> indicates which portions of the buffer are encrypted and which is not.  If the entire buffer is encrypted, <em>pEncryptedBlockinfo</em> should be <strong><c>null</c></strong>.</p><p>The <strong><see cref = "T:SharpDX.Direct3D11.EncryptedBlockInformation"/></strong> allows the application to indicate which bytes in the buffer are encrypted.  This is specified in bytes, so the application must ensure that the encrypted blocks match the GPU?s crypto block alignment.</p><p>This function does not honor a D3D11 predicate that may have been set.</p><p>If the application uses <strong>D3D11 quries</strong>, this function may not be accounted for with <strong>D3D11_QUERY_EVENT</strong> and <strong>D3D11_QUERY_TIMESTAMP</strong> when using feature levels lower than 11.  <strong>D3D11_QUERY_PIPELINE_STATISTICS</strong> will not include this function for any feature level.</p>
            </remarks>
            <msdn-id>hh447708</msdn-id>
            <unmanaged>void ID3D11VideoContext::DecryptionBlt([In] ID3D11CryptoSession* pCryptoSession,[In] ID3D11Texture2D* pSrcSurface,[In] ID3D11Texture2D* pDstSurface,[In, Optional] D3D11_ENCRYPTED_BLOCK_INFO* pEncryptedBlockInfo,[In] unsigned int ContentKeySize,[In, Buffer, Optional] const void* pContentKey,[In] unsigned int IVSize,[InOut, Buffer, Optional] void* pIV)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::DecryptionBlt</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.StartSessionKeyRefresh(SharpDX.Direct3D11.CryptoSession,System.Int32,System.IntPtr)">
            <summary>
            <p>Gets a random number that can be used to refresh the session key. </p>
            </summary>
            <param name = "cryptoSessionRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.CryptoSession"/></strong> interface.</p> </dd></param>
            <param name = "randomNumberSize"><dd> <p>The size of the <em>pRandomNumber</em> array, in bytes. The size should match the size of the session key.</p> </dd></param>
            <param name = "randomNumberRef"><dd> <p>A reference to a byte array that receives a random number.</p> </dd></param>
            <remarks>
            <p>To generate a new session key, perform a bitwise <strong>XOR</strong> between the previous session key and the random number. The new session key does not take affect until the application calls <strong>ID3D11VideoContext::FinishSessionKeyRefresh</strong>.</p><p>To query whether the driver supports this method, call <strong>ID3D11VideoDevice::GetContentProtectionCaps</strong> and check for the <strong>D3D11_CONTENT_PROTECTION_CAPS_FRESHEN_SESSION_KEY</strong> capabilities flag.</p>
            </remarks>
            <msdn-id>hh447717</msdn-id>
            <unmanaged>void ID3D11VideoContext::StartSessionKeyRefresh([In] ID3D11CryptoSession* pCryptoSession,[In] unsigned int RandomNumberSize,[Out, Buffer] void* pRandomNumber)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::StartSessionKeyRefresh</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.FinishSessionKeyRefresh(SharpDX.Direct3D11.CryptoSession)">
            <summary>
            <p>Switches to a new session key. </p>
            </summary>
            <param name = "cryptoSessionRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.CryptoSession"/></strong> interface.</p> </dd></param>
            <remarks>
            <p>This function can only be called when the <strong>D3D11_CONTENT_PROTECTION_CAPS_FRESHEN_SESSION_KEY</strong> cap is reported.</p><p>Before calling this method, call <strong>ID3D11VideoContext::StartSessionKeyRefresh</strong>. The <strong>StartSessionKeyRefresh</strong> method gets a random number from the driver, which is used to create a new session key. The new session key does not become active until the application calls <strong>FinishSessionKeyRefresh</strong>. After the application calls <strong>FinishSessionKeyRefresh</strong>, all protected surfaces are encrypted using the new session key. </p>
            </remarks>
            <msdn-id>hh447710</msdn-id>
            <unmanaged>void ID3D11VideoContext::FinishSessionKeyRefresh([In] ID3D11CryptoSession* pCryptoSession)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::FinishSessionKeyRefresh</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.GetEncryptionBltKey(SharpDX.Direct3D11.CryptoSession,System.Int32,System.IntPtr)">
            <summary>
            <p>Gets the cryptographic key to decrypt the data returned by the <strong>ID3D11VideoContext::EncryptionBlt</strong> method.</p>
            </summary>
            <param name = "cryptoSessionRef">No documentation.</param>
            <param name = "keySize">No documentation.</param>
            <param name = "readbackKeyRef">No documentation.</param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>This method applies only when the driver requires a separate content key for the <strong>EncryptionBlt</strong> method. For more information, see the Remarks for <strong>EncryptionBlt</strong>.</p><p>Each time this method is called, the driver generates a new key.</p><p>The <em>KeySize</em> should match the size of the session key.</p><p>The read back key is encrypted by the driver/hardware using the session key. </p>
            </remarks>
            <msdn-id>hh447712</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::GetEncryptionBltKey([In] ID3D11CryptoSession* pCryptoSession,[In] unsigned int KeySize,[Out, Buffer] void* pReadbackKey)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::GetEncryptionBltKey</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.NegotiateAuthenticatedChannelKeyExchange(SharpDX.Direct3D11.AuthenticatedChannel,System.Int32,System.IntPtr)">
            <summary>
            <p>Establishes a session key for an authenticated channel. </p>
            </summary>
            <param name = "channelRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedChannel"/></strong> interface.  This method will fail if the channel type is    <strong>D3D11_AUTHENTICATED_CHANNEL_D3D11</strong>, because the Direct3D11 channel does not support authentication.</p> </dd></param>
            <param name = "dataSize"><dd> <p>The size of the data in the <em>pData</em> array, in bytes.</p> </dd></param>
            <param name = "dataRef"><dd> <p>A reference to a byte array that contains the encrypted session key. The buffer must contain 256 bytes of data, encrypted using RSA Encryption Scheme - Optimal Asymmetric Encryption Padding (RSAES-OAEP).</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>This method will fail if the channel type is    <strong>D3D11_AUTHENTICATED_CHANNEL_D3D11</strong>, because the Direct3D11 channel does not support authentication.</p>
            </remarks>
            <msdn-id>hh447713</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::NegotiateAuthenticatedChannelKeyExchange([In] ID3D11AuthenticatedChannel* pChannel,[In] unsigned int DataSize,[Out, Buffer] void* pData)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::NegotiateAuthenticatedChannelKeyExchange</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.QueryAuthenticatedChannel(SharpDX.Direct3D11.AuthenticatedChannel,System.Int32,System.IntPtr,System.Int32,System.IntPtr)">
            <summary>
            <p>Sends a query to an authenticated channel. </p>
            </summary>
            <param name = "channelRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedChannel"/></strong> interface.</p> </dd></param>
            <param name = "inputSize"><dd> <p>The size of the <em>pInput</em> array, in bytes.</p> </dd></param>
            <param name = "inputRef"><dd> <p>A reference to a byte array that contains input data for the query. This array always starts with a <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryInput"/></strong> structure. The <strong>QueryType</strong> member of the structure specifies the query and defines the meaning of the rest of the array.</p> </dd></param>
            <param name = "outputSize"><dd> <p>The size of the <em>pOutput</em> array, in bytes.</p> </dd></param>
            <param name = "outputRef"><dd> <p>A reference to a byte array that receives the result of the query. This array always starts with a <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryOutput"/></strong> structure. The meaning of the rest of the array depends on the query.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447715</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::QueryAuthenticatedChannel([In] ID3D11AuthenticatedChannel* pChannel,[In] unsigned int InputSize,[In, Buffer] const void* pInput,[In] unsigned int OutputSize,[Out, Buffer] void* pOutput)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::QueryAuthenticatedChannel</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.ConfigureAuthenticatedChannel(SharpDX.Direct3D11.AuthenticatedChannel,System.Int32,System.IntPtr,SharpDX.Direct3D11.AuthenticatedConfigureOutput@)">
            <summary>
            <p>Sends a configuration command to an authenticated channel.</p>
            </summary>
            <param name = "channelRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedChannel"/></strong> interface.</p> </dd></param>
            <param name = "inputSize"><dd> <p>The size of the <em>pInput</em> array, in bytes.</p> </dd></param>
            <param name = "inputRef"><dd> <p>A reference to a byte array that contains input data for the command. This buffer always starts with a <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedConfigureInput"/></strong> structure. The <strong>ConfigureType</strong> member of the structure specifies the command and defines the meaning of the rest of the buffer.</p> </dd></param>
            <param name = "outputRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedConfigureOutput"/></strong> structure that receives the response to the command.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447704</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext::ConfigureAuthenticatedChannel([In] ID3D11AuthenticatedChannel* pChannel,[In] unsigned int InputSize,[In, Buffer] const void* pInput,[Out] D3D11_AUTHENTICATED_CONFIGURE_OUTPUT* pOutput)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::ConfigureAuthenticatedChannel</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorSetStreamRotation(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool,SharpDX.Direct3D11.VideoProcessorRotation)">
            <summary>
            <p>Sets the stream rotation for an input stream on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enable"><dd> <p>Specifies if the stream is to be rotated in a clockwise orientation. </p> </dd></param>
            <param name = "rotation"><dd> <p>Specifies the rotation of the stream.</p> </dd></param>
            <remarks>
            <p>This is an optional state and the application should only use it if    <strong>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ROTATION</strong> is reported in  <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorCaps"/>.FeatureCaps</strong>.</p><p>The stream source rectangle will be specified in the pre-rotation coordinates (typically landscape) and the stream destination rectangle will be specified in the post-rotation coordinates (typically portrait).   The application must update the stream destination rectangle correctly when using a rotation value other than 0? and 180?.</p>
            </remarks>
            <msdn-id>jj160517</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorSetStreamRotation([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In] D3D11_VIDEO_PROCESSOR_ROTATION Rotation)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorSetStreamRotation</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext.VideoProcessorGetStreamRotation(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool@,SharpDX.Direct3D11.VideoProcessorRotation@)">
            <summary>
            <p>Gets the stream rotation  for an input stream on the video processor.</p>
            </summary>
            <param name = "videoProcessorRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessor</strong>.</p> </dd></param>
            <param name = "streamIndex"><dd> <p>The zero-based index of the input stream. To get the maximum number of streams, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>MaxStreamStates</strong> structure member.</p> </dd></param>
            <param name = "enableRef"><dd> <p>Specifies if the stream is rotated. </p> </dd></param>
            <param name = "rotationRef"><dd> <p>Specifies the rotation of the stream in a clockwise orientation.</p> </dd></param>
            <msdn-id>jj160516</msdn-id>
            <unmanaged>void ID3D11VideoContext::VideoProcessorGetStreamRotation([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnable,[Out] D3D11_VIDEO_PROCESSOR_ROTATION* pRotation)</unmanaged>
            <unmanaged-short>ID3D11VideoContext::VideoProcessorGetStreamRotation</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AsynchronousFlags.DoNotFlush">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476084</msdn-id>
            <unmanaged>D3D11_ASYNC_GETDATA_DONOTFLUSH</unmanaged>
            <unmanaged-short>D3D11_ASYNC_GETDATA_DONOTFLUSH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AsynchronousFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedChannelType">
            <summary>
            <p>Specifies the type of Microsoft Direct3D authenticated channel. </p>
            </summary>
            <msdn-id>hh447599</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_CHANNEL_TYPE</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_CHANNEL_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedChannelType.D3D11">
            <summary>
            <dd> <p>Direct3D?11 channel. This channel provides communication with the Direct3D runtime. </p> </dd>
            </summary>
            <msdn-id>hh447599</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_CHANNEL_D3D11</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_CHANNEL_D3D11</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedChannelType.DriverSoftware">
            <summary>
            <dd> <p>Software driver channel. This channel provides communication with a driver that implements content protection mechanisms in software.</p> </dd>
            </summary>
            <msdn-id>hh447599</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_CHANNEL_DRIVER_SOFTWARE</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_CHANNEL_DRIVER_SOFTWARE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedChannelType.DriverHardware">
            <summary>
            <dd> <p>Hardware driver channel. This channel provides communication with a driver that implements content protection mechanisms in the GPU hardware. </p> </dd>
            </summary>
            <msdn-id>hh447599</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_CHANNEL_DRIVER_HARDWARE</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_CHANNEL_DRIVER_HARDWARE</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedProcessIdentifierType">
            <summary>
            <p>Specifies the type of process that is identified in the <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryRestrictedSharedResourceProcessOutput"/></strong> structure.</p>
            </summary>
            <msdn-id>hh447606</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_PROCESS_IDENTIFIER_TYPE</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_PROCESS_IDENTIFIER_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedProcessIdentifierType.ProcessidtypeUnknown">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447606</msdn-id>
            <unmanaged>D3D11_PROCESSIDTYPE_UNKNOWN</unmanaged>
            <unmanaged-short>D3D11_PROCESSIDTYPE_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedProcessIdentifierType.ProcessidtypeDwm">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447606</msdn-id>
            <unmanaged>D3D11_PROCESSIDTYPE_DWM</unmanaged>
            <unmanaged-short>D3D11_PROCESSIDTYPE_DWM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedProcessIdentifierType.ProcessidtypeHandle">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447606</msdn-id>
            <unmanaged>D3D11_PROCESSIDTYPE_HANDLE</unmanaged>
            <unmanaged-short>D3D11_PROCESSIDTYPE_HANDLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BindFlags.VertexBuffer">
            <summary>
            <dd> <p>Bind a buffer as a vertex buffer to the input-assembler stage.</p> </dd>
            </summary>
            <msdn-id>ff476085</msdn-id>
            <unmanaged>D3D11_BIND_VERTEX_BUFFER</unmanaged>
            <unmanaged-short>D3D11_BIND_VERTEX_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BindFlags.IndexBuffer">
            <summary>
            <dd> <p>Bind a buffer as an index buffer to the input-assembler stage.</p> </dd>
            </summary>
            <msdn-id>ff476085</msdn-id>
            <unmanaged>D3D11_BIND_INDEX_BUFFER</unmanaged>
            <unmanaged-short>D3D11_BIND_INDEX_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BindFlags.ConstantBuffer">
            <summary>
            <dd> <p>Bind a buffer as a constant buffer to a shader stage; this flag may NOT be combined with any other bind flag.</p> </dd>
            </summary>
            <msdn-id>ff476085</msdn-id>
            <unmanaged>D3D11_BIND_CONSTANT_BUFFER</unmanaged>
            <unmanaged-short>D3D11_BIND_CONSTANT_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BindFlags.ShaderResource">
            <summary>
            <dd> <p>Bind a buffer or texture to a shader stage; this flag cannot be used with the <strong>D3D11_MAP_WRITE_NO_OVERWRITE</strong> flag.</p> <strong>Note</strong>??The Direct3D 11.1 runtime, which is available starting with Windows?8, enables  mapping dynamic constant buffers and shader resource views (SRVs) of dynamic buffers with <strong>D3D11_MAP_WRITE_NO_OVERWRITE</strong>.  The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers. To determine if a Direct3D device supports these features, call <strong>ID3D11Device::CheckFeatureSupport</strong> with <strong>D3D11_FEATURE_D3D11_OPTIONS</strong>. <strong>CheckFeatureSupport</strong> fills members of a <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options"/></strong> structure with the device's features. The relevant members here are <strong>MapNoOverwriteOnDynamicConstantBuffer</strong> and <strong>MapNoOverwriteOnDynamicBufferSRV</strong>. ? </dd>
            </summary>
            <msdn-id>ff476085</msdn-id>
            <unmanaged>D3D11_BIND_SHADER_RESOURCE</unmanaged>
            <unmanaged-short>D3D11_BIND_SHADER_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BindFlags.StreamOutput">
            <summary>
            <dd> <p>Bind an output buffer for the stream-output stage.</p> </dd>
            </summary>
            <msdn-id>ff476085</msdn-id>
            <unmanaged>D3D11_BIND_STREAM_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_BIND_STREAM_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BindFlags.RenderTarget">
            <summary>
            <dd> <p>Bind a texture as a render target for the output-merger stage.</p> </dd>
            </summary>
            <msdn-id>ff476085</msdn-id>
            <unmanaged>D3D11_BIND_RENDER_TARGET</unmanaged>
            <unmanaged-short>D3D11_BIND_RENDER_TARGET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BindFlags.DepthStencil">
            <summary>
            <dd> <p>Bind a texture as a depth-stencil target for the output-merger stage.</p> </dd>
            </summary>
            <msdn-id>ff476085</msdn-id>
            <unmanaged>D3D11_BIND_DEPTH_STENCIL</unmanaged>
            <unmanaged-short>D3D11_BIND_DEPTH_STENCIL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BindFlags.UnorderedAccess">
            <summary>
            <dd> <p>Bind an unordered access resource.</p> </dd>
            </summary>
            <msdn-id>ff476085</msdn-id>
            <unmanaged>D3D11_BIND_UNORDERED_ACCESS</unmanaged>
            <unmanaged-short>D3D11_BIND_UNORDERED_ACCESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BindFlags.Decoder">
            <summary>
            <dd> <p>Set this flag to indicate that a  2D texture is used to receive output from the decoder API. The common way to create resources for a decoder output is by calling the  <strong>ID3D11Device::CreateTexture2D</strong> method to create an array of 2D  textures. However, you cannot use texture arrays that are created with this flag in calls to <strong>ID3D11Device::CreateShaderResourceView</strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476085</msdn-id>
            <unmanaged>D3D11_BIND_DECODER</unmanaged>
            <unmanaged-short>D3D11_BIND_DECODER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BindFlags.VideoEncoder">
            <summary>
            <dd> <p>Set this flag to indicate that a  2D texture is used to receive input from the video encoder API. The common way to create resources for a video encoder is by calling the  <strong>ID3D11Device::CreateTexture2D</strong> method to create an array of 2D  textures. However, you cannot use texture arrays that are created with this flag in calls to <strong>ID3D11Device::CreateShaderResourceView</strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476085</msdn-id>
            <unmanaged>D3D11_BIND_VIDEO_ENCODER</unmanaged>
            <unmanaged-short>D3D11_BIND_VIDEO_ENCODER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BindFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.BlendOperation">
            <summary>
            <p>RGB or alpha blending operation.</p>
            </summary>
            <remarks>
            <p>The runtime implements RGB blending and alpha blending separately. Therefore, blend state requires separate blend operations for RGB data and alpha data. These blend operations are specified in a <strong>blend description</strong>. The two sources ?source 1 and source 2? are shown in the blending block diagram.</p><p>Blend state is used by the output-merger stage to determine how to blend together two RGB pixel values and two alpha values. The two RGB pixel values and two alpha values are the RGB pixel value and alpha value that the pixel shader outputs and the RGB pixel value and alpha value already in the output render target. The <strong>blend option</strong> controls the data source that the blending stage uses to modulate values for the pixel shader, render target, or both. The <strong>blend operation</strong> controls how the blending stage mathematically combines these modulated values.</p>
            </remarks>
            <msdn-id>ff476088</msdn-id>
            <unmanaged>D3D11_BLEND_OP</unmanaged>
            <unmanaged-short>D3D11_BLEND_OP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOperation.Add">
            <summary>
            <dd> <p>Add source 1 and source 2.</p> </dd>
            </summary>
            <msdn-id>ff476088</msdn-id>
            <unmanaged>D3D11_BLEND_OP_ADD</unmanaged>
            <unmanaged-short>D3D11_BLEND_OP_ADD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOperation.Subtract">
            <summary>
            <dd> <p>Subtract source 1 from source 2.</p> </dd>
            </summary>
            <msdn-id>ff476088</msdn-id>
            <unmanaged>D3D11_BLEND_OP_SUBTRACT</unmanaged>
            <unmanaged-short>D3D11_BLEND_OP_SUBTRACT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOperation.ReverseSubtract">
            <summary>
            <dd> <p>Subtract source 2 from source 1.</p> </dd>
            </summary>
            <msdn-id>ff476088</msdn-id>
            <unmanaged>D3D11_BLEND_OP_REV_SUBTRACT</unmanaged>
            <unmanaged-short>D3D11_BLEND_OP_REV_SUBTRACT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOperation.Minimum">
            <summary>
            <dd> <p>Find the minimum of source 1 and source 2.</p> </dd>
            </summary>
            <msdn-id>ff476088</msdn-id>
            <unmanaged>D3D11_BLEND_OP_MIN</unmanaged>
            <unmanaged-short>D3D11_BLEND_OP_MIN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOperation.Maximum">
            <summary>
            <dd> <p>Find the maximum of source 1 and source 2.</p> </dd>
            </summary>
            <msdn-id>ff476088</msdn-id>
            <unmanaged>D3D11_BLEND_OP_MAX</unmanaged>
            <unmanaged-short>D3D11_BLEND_OP_MAX</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.BlendOption">
            <summary>
            <p>Blend factors, which modulate values for the pixel shader and render target.</p>
            </summary>
            <remarks>
            <p>Blend operations are specified in a <strong>blend description</strong>.</p>
            </remarks>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND</unmanaged>
            <unmanaged-short>D3D11_BLEND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.Zero">
            <summary>
            <dd> <p>The blend factor is (0, 0, 0, 0). No pre-blend operation.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_ZERO</unmanaged>
            <unmanaged-short>D3D11_BLEND_ZERO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.One">
            <summary>
            <dd> <p>The blend factor is (1, 1, 1, 1). No pre-blend operation.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_ONE</unmanaged>
            <unmanaged-short>D3D11_BLEND_ONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.SourceColor">
            <summary>
            <dd> <p>The blend factor is (R?, G?, B?, A?), that is color data (RGB) from a pixel shader. No pre-blend operation.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_SRC_COLOR</unmanaged>
            <unmanaged-short>D3D11_BLEND_SRC_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.InverseSourceColor">
            <summary>
            <dd> <p>The blend factor is (1 - R?, 1 - G?, 1 - B?, 1 - A?), that is color data (RGB) from a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_INV_SRC_COLOR</unmanaged>
            <unmanaged-short>D3D11_BLEND_INV_SRC_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.SourceAlpha">
            <summary>
            <dd> <p>The blend factor is (A?, A?, A?, A?), that is alpha data (A) from a pixel shader. No pre-blend operation.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_SRC_ALPHA</unmanaged>
            <unmanaged-short>D3D11_BLEND_SRC_ALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.InverseSourceAlpha">
            <summary>
            <dd> <p>The blend factor is ( 1 - A?, 1 - A?, 1 - A?, 1 - A?), that is alpha data (A) from a pixel shader. The pre-blend operation inverts the data, generating 1 - A.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_INV_SRC_ALPHA</unmanaged>
            <unmanaged-short>D3D11_BLEND_INV_SRC_ALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.DestinationAlpha">
            <summary>
            <dd> <p>The blend factor is (Ad Ad Ad Ad), that is alpha data from a render target. No pre-blend operation.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_DEST_ALPHA</unmanaged>
            <unmanaged-short>D3D11_BLEND_DEST_ALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.InverseDestinationAlpha">
            <summary>
            <dd> <p>The blend factor is (1 - Ad 1 - Ad 1 - Ad 1 - Ad), that is alpha data from a render target. The pre-blend operation inverts the data, generating 1 - A.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_INV_DEST_ALPHA</unmanaged>
            <unmanaged-short>D3D11_BLEND_INV_DEST_ALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.DestinationColor">
            <summary>
            <dd> <p>The blend factor is (Rd, Gd, Bd, Ad), that is color data from a render target. No pre-blend operation.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_DEST_COLOR</unmanaged>
            <unmanaged-short>D3D11_BLEND_DEST_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.InverseDestinationColor">
            <summary>
            <dd> <p>The blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad), that is color data from a render target. The pre-blend operation inverts the data, generating 1 - RGB.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_INV_DEST_COLOR</unmanaged>
            <unmanaged-short>D3D11_BLEND_INV_DEST_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.SourceAlphaSaturate">
            <summary>
            <dd> <p>The blend factor is (f, f, f, 1); where f = min(A?, 1 - Ad). The pre-blend operation clamps the data to 1 or less. 
            </p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_SRC_ALPHA_SAT</unmanaged>
            <unmanaged-short>D3D11_BLEND_SRC_ALPHA_SAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.BlendFactor">
            <summary>
            <dd> <p>The blend factor is the blend factor set with <strong>ID3D11DeviceContext::OMSetBlendState</strong>. No pre-blend operation.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_BLEND_FACTOR</unmanaged>
            <unmanaged-short>D3D11_BLEND_BLEND_FACTOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.InverseBlendFactor">
            <summary>
            <dd> <p>The blend factor is the blend factor set with <strong>ID3D11DeviceContext::OMSetBlendState</strong>. The pre-blend operation inverts the blend factor, generating 1 - blend_factor.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_INV_BLEND_FACTOR</unmanaged>
            <unmanaged-short>D3D11_BLEND_INV_BLEND_FACTOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.SecondarySourceColor">
            <summary>
            <dd> <p>The blend factor is data sources both as color data output by a pixel shader. There is no pre-blend operation. This blend factor supports dual-source color blending.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_SRC1_COLOR</unmanaged>
            <unmanaged-short>D3D11_BLEND_SRC1_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.InverseSecondarySourceColor">
            <summary>
            <dd> <p>The blend factor is data sources both as color data output by a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB. This blend factor supports dual-source color blending.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_INV_SRC1_COLOR</unmanaged>
            <unmanaged-short>D3D11_BLEND_INV_SRC1_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.SecondarySourceAlpha">
            <summary>
            <dd> <p>The blend factor is data sources as alpha data output by a pixel shader. There is no pre-blend operation. This blend factor supports dual-source color blending.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_SRC1_ALPHA</unmanaged>
            <unmanaged-short>D3D11_BLEND_SRC1_ALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.InverseSecondarySourceAlpha">
            <summary>
            <dd> <p>The blend factor is data sources as alpha data output by a pixel shader. The pre-blend operation inverts the data, generating 1 - A. This blend factor supports dual-source color blending.</p> </dd>
            </summary>
            <msdn-id>ff476086</msdn-id>
            <unmanaged>D3D11_BLEND_INV_SRC1_ALPHA</unmanaged>
            <unmanaged-short>D3D11_BLEND_INV_SRC1_ALPHA</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.BusType">
            <summary>
            <p>Specifies the type of I/O bus that is used by the graphics adapter.</p>
            </summary>
            <msdn-id>hh447628</msdn-id>
            <unmanaged>D3D11_BUS_TYPE</unmanaged>
            <unmanaged-short>D3D11_BUS_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BusType.TypeOther">
            <summary>
            <dd> <p>Indicates a type of bus other than the types listed here.
            </p> </dd>
            </summary>
            <msdn-id>hh447628</msdn-id>
            <unmanaged>D3D11_BUS_TYPE_OTHER</unmanaged>
            <unmanaged-short>D3D11_BUS_TYPE_OTHER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BusType.TypePci">
            <summary>
            <dd> <p>PCI bus.
            </p> </dd>
            </summary>
            <msdn-id>hh447628</msdn-id>
            <unmanaged>D3D11_BUS_TYPE_PCI</unmanaged>
            <unmanaged-short>D3D11_BUS_TYPE_PCI</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BusType.TypePcix">
            <summary>
            <dd> <p>PCI-X bus.
            </p> </dd>
            </summary>
            <msdn-id>hh447628</msdn-id>
            <unmanaged>D3D11_BUS_TYPE_PCIX</unmanaged>
            <unmanaged-short>D3D11_BUS_TYPE_PCIX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BusType.TypePciexpress">
            <summary>
            <dd> <p>PCI Express bus.
            </p> </dd>
            </summary>
            <msdn-id>hh447628</msdn-id>
            <unmanaged>D3D11_BUS_TYPE_PCIEXPRESS</unmanaged>
            <unmanaged-short>D3D11_BUS_TYPE_PCIEXPRESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BusType.TypeAgp">
            <summary>
            <dd> <p>Accelerated Graphics Port (AGP) bus.
            </p> </dd>
            </summary>
            <msdn-id>hh447628</msdn-id>
            <unmanaged>D3D11_BUS_TYPE_AGP</unmanaged>
            <unmanaged-short>D3D11_BUS_TYPE_AGP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BusType.ImplModifierInsideOfChipset">
            <summary>
            <dd> <p>The implementation for the graphics adapter is in a motherboard chipset's north bridge. This flag implies that data never goes over an expansion bus (such as PCI or AGP) when it is transferred from main memory to the graphics adapter.</p> </dd>
            </summary>
            <msdn-id>hh447628</msdn-id>
            <unmanaged>D3D11_BUS_IMPL_MODIFIER_INSIDE_OF_CHIPSET</unmanaged>
            <unmanaged-short>D3D11_BUS_IMPL_MODIFIER_INSIDE_OF_CHIPSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BusType.ImplModifierTracksOnMotherBoardToChip">
            <summary>
            <dd> <p>Indicates that the graphics adapter is connected to a motherboard chipset's north bridge by tracks on the motherboard, and all of the graphics adapter's chips are soldered to the motherboard. This flag implies that data never goes over an expansion bus (such as PCI or AGP) when it is transferred from main memory to the graphics adapter.</p> </dd>
            </summary>
            <msdn-id>hh447628</msdn-id>
            <unmanaged>D3D11_BUS_IMPL_MODIFIER_TRACKS_ON_MOTHER_BOARD_TO_CHIP</unmanaged>
            <unmanaged-short>D3D11_BUS_IMPL_MODIFIER_TRACKS_ON_MOTHER_BOARD_TO_CHIP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BusType.ImplModifierTracksOnMotherBoardToSocket">
            <summary>
            <dd> <p>The graphics adapter is connected to a motherboard chipset's north bridge by tracks on the motherboard, and all of the graphics adapter's chips are connected through sockets to the motherboard.
            </p> </dd>
            </summary>
            <msdn-id>hh447628</msdn-id>
            <unmanaged>D3D11_BUS_IMPL_MODIFIER_TRACKS_ON_MOTHER_BOARD_TO_SOCKET</unmanaged>
            <unmanaged-short>D3D11_BUS_IMPL_MODIFIER_TRACKS_ON_MOTHER_BOARD_TO_SOCKET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BusType.ImplModifierDaughterBoardConnector">
            <summary>
            <dd> <p>The graphics adapter is connected to the motherboard through a daughterboard connector.
            </p> </dd>
            </summary>
            <msdn-id>hh447628</msdn-id>
            <unmanaged>D3D11_BUS_IMPL_MODIFIER_DAUGHTER_BOARD_CONNECTOR</unmanaged>
            <unmanaged-short>D3D11_BUS_IMPL_MODIFIER_DAUGHTER_BOARD_CONNECTOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BusType.ImplModifierDaughterBoardConnectorInsideOfNuae">
            <summary>
            <dd> <p>The graphics adapter is connected to the motherboard through a daughterboard connector, and the graphics adapter is inside an enclosure that is not user accessible.
            </p> </dd>
            </summary>
            <msdn-id>hh447628</msdn-id>
            <unmanaged>D3D11_BUS_IMPL_MODIFIER_DAUGHTER_BOARD_CONNECTOR_INSIDE_OF_NUAE</unmanaged>
            <unmanaged-short>D3D11_BUS_IMPL_MODIFIER_DAUGHTER_BOARD_CONNECTOR_INSIDE_OF_NUAE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.BusType.ImplModifierNonStandard">
            <summary>
            <dd> <p>One of the <strong>D3D11_BUS_IMPL_MODIFIER_Xxx</strong> flags is set.
            </p> </dd>
            </summary>
            <msdn-id>hh447628</msdn-id>
            <unmanaged>D3D11_BUS_IMPL_MODIFIER_NON_STANDARD</unmanaged>
            <unmanaged-short>D3D11_BUS_IMPL_MODIFIER_NON_STANDARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CheckMultisampleQualityLevelsFlags.TiledResource">
            <summary>
            <dd> <p>Indicates to check the multisample quality levels of a tiled resource.</p> </dd>
            </summary>
            <msdn-id>dn280374</msdn-id>
            <unmanaged>D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_TILED_RESOURCE</unmanaged>
            <unmanaged-short>D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_TILED_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CheckMultisampleQualityLevelsFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ColorWriteMaskFlags.Red">
            <summary>
            <dd> <p>Allow data to be stored in the red component.</p> </dd>
            </summary>
            <msdn-id>ff476100</msdn-id>
            <unmanaged>D3D11_COLOR_WRITE_ENABLE_RED</unmanaged>
            <unmanaged-short>D3D11_COLOR_WRITE_ENABLE_RED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ColorWriteMaskFlags.Green">
            <summary>
            <dd> <p>Allow data to be stored in the green component.</p> </dd>
            </summary>
            <msdn-id>ff476100</msdn-id>
            <unmanaged>D3D11_COLOR_WRITE_ENABLE_GREEN</unmanaged>
            <unmanaged-short>D3D11_COLOR_WRITE_ENABLE_GREEN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ColorWriteMaskFlags.Blue">
            <summary>
            <dd> <p>Allow data to be stored in the blue component.</p> </dd>
            </summary>
            <msdn-id>ff476100</msdn-id>
            <unmanaged>D3D11_COLOR_WRITE_ENABLE_BLUE</unmanaged>
            <unmanaged-short>D3D11_COLOR_WRITE_ENABLE_BLUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ColorWriteMaskFlags.Alpha">
            <summary>
            <dd> <p>Allow data to be stored in the alpha component.</p> </dd>
            </summary>
            <msdn-id>ff476100</msdn-id>
            <unmanaged>D3D11_COLOR_WRITE_ENABLE_ALPHA</unmanaged>
            <unmanaged-short>D3D11_COLOR_WRITE_ENABLE_ALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ColorWriteMaskFlags.All">
            <summary>
            <dd> <p>Allow data to be stored in all components.</p> </dd>
            </summary>
            <msdn-id>ff476100</msdn-id>
            <unmanaged>D3D11_COLOR_WRITE_ENABLE_ALL</unmanaged>
            <unmanaged-short>D3D11_COLOR_WRITE_ENABLE_ALL</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.Comparison">
            <summary>
            <p>Comparison options.</p>
            </summary>
            <remarks>
            <p>A comparison option determines whether how the runtime compares source (new) data against destination (existing) data before storing the new data. The comparison option is declared in a description before an object is created. The API allows you to set a comparison option for a depth-stencil buffer (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilStateDescription"/></strong>), depth-stencil operations (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilOperationDescription"/></strong>), or sampler state (see <strong><see cref = "T:SharpDX.Direct3D11.SamplerStateDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476101</msdn-id>
            <unmanaged>D3D11_COMPARISON_FUNC</unmanaged>
            <unmanaged-short>D3D11_COMPARISON_FUNC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Comparison.Never">
            <summary>
            <dd> <p>Never pass the comparison.</p> </dd>
            </summary>
            <msdn-id>ff476101</msdn-id>
            <unmanaged>D3D11_COMPARISON_NEVER</unmanaged>
            <unmanaged-short>D3D11_COMPARISON_NEVER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Comparison.Less">
            <summary>
            <dd> <p>If the source data is less than the destination data, the comparison passes.</p> </dd>
            </summary>
            <msdn-id>ff476101</msdn-id>
            <unmanaged>D3D11_COMPARISON_LESS</unmanaged>
            <unmanaged-short>D3D11_COMPARISON_LESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Comparison.Equal">
            <summary>
            <dd> <p>If the source data is equal to the destination data, the comparison passes.</p> </dd>
            </summary>
            <msdn-id>ff476101</msdn-id>
            <unmanaged>D3D11_COMPARISON_EQUAL</unmanaged>
            <unmanaged-short>D3D11_COMPARISON_EQUAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Comparison.LessEqual">
            <summary>
            <dd> <p>If the source data is less than or equal to the destination data, the comparison passes.</p> </dd>
            </summary>
            <msdn-id>ff476101</msdn-id>
            <unmanaged>D3D11_COMPARISON_LESS_EQUAL</unmanaged>
            <unmanaged-short>D3D11_COMPARISON_LESS_EQUAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Comparison.Greater">
            <summary>
            <dd> <p>If the source data is greater than the destination data, the comparison passes.</p> </dd>
            </summary>
            <msdn-id>ff476101</msdn-id>
            <unmanaged>D3D11_COMPARISON_GREATER</unmanaged>
            <unmanaged-short>D3D11_COMPARISON_GREATER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Comparison.NotEqual">
            <summary>
            <dd> <p>If the source data is not equal to the destination data, the comparison passes.</p> </dd>
            </summary>
            <msdn-id>ff476101</msdn-id>
            <unmanaged>D3D11_COMPARISON_NOT_EQUAL</unmanaged>
            <unmanaged-short>D3D11_COMPARISON_NOT_EQUAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Comparison.GreaterEqual">
            <summary>
            <dd> <p>If the source data is greater than or equal to the destination data, the comparison passes.</p> </dd>
            </summary>
            <msdn-id>ff476101</msdn-id>
            <unmanaged>D3D11_COMPARISON_GREATER_EQUAL</unmanaged>
            <unmanaged-short>D3D11_COMPARISON_GREATER_EQUAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Comparison.Always">
            <summary>
            <dd> <p>Always pass the comparison.</p> </dd>
            </summary>
            <msdn-id>ff476101</msdn-id>
            <unmanaged>D3D11_COMPARISON_ALWAYS</unmanaged>
            <unmanaged-short>D3D11_COMPARISON_ALWAYS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.AtomicAdd">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476135</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_ADD</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_ADD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.AtomicBitwiseOperations">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476135</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.AtomicCompareStoreOrCompareExchange">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476135</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.AtomicExchange">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476135</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.AtomicSignedMinimumOrMaximum">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476135</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.AtomicUnsignedMinimumOrMaximum">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476135</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.TypedLoad">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476135</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.TypedStore">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476135</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.OutputMergerLogicOperation">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476135</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.Tiled">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476135</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT2_TILED</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT2_TILED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.Shareable">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476135</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT2_SHAREABLE</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT2_SHAREABLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.MultiplaneOverlay">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476135</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT2_MULTIPLANE_OVERLAY</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT2_MULTIPLANE_OVERLAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ConservativeRasterizationMode">
            <summary>
            <p>Identifies whether conservative rasterization is on or off.</p>
            </summary>
            <msdn-id>dn859360</msdn-id>
            <unmanaged>D3D11_CONSERVATIVE_RASTERIZATION_MODE</unmanaged>
            <unmanaged-short>D3D11_CONSERVATIVE_RASTERIZATION_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ConservativeRasterizationMode.Off">
            <summary>
            <dd> <p>Conservative rasterization is off.</p> </dd>
            </summary>
            <msdn-id>dn859360</msdn-id>
            <unmanaged>D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF</unmanaged>
            <unmanaged-short>D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ConservativeRasterizationMode.On">
            <summary>
            <dd> <p>Conservative rasterization is on.</p> </dd>
            </summary>
            <msdn-id>dn859360</msdn-id>
            <unmanaged>D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON</unmanaged>
            <unmanaged-short>D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ConservativeRasterizationTier">
            <summary>
            <p>Specifies if the hardware and driver support conservative rasterization and at what tier level.</p>
            </summary>
            <msdn-id>dn859364</msdn-id>
            <unmanaged>D3D11_CONSERVATIVE_RASTERIZATION_TIER</unmanaged>
            <unmanaged-short>D3D11_CONSERVATIVE_RASTERIZATION_TIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ConservativeRasterizationTier.NotSupported">
            <summary>
            <dd> <p>Conservative rasterization isn't supported.</p> </dd>
            </summary>
            <msdn-id>dn859364</msdn-id>
            <unmanaged>D3D11_CONSERVATIVE_RASTERIZATION_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_CONSERVATIVE_RASTERIZATION_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ConservativeRasterizationTier.Tier1">
            <summary>
            <dd> <p>Tier_1 conservative rasterization is supported.</p> </dd>
            </summary>
            <msdn-id>dn859364</msdn-id>
            <unmanaged>D3D11_CONSERVATIVE_RASTERIZATION_TIER_1</unmanaged>
            <unmanaged-short>D3D11_CONSERVATIVE_RASTERIZATION_TIER_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ConservativeRasterizationTier.Tier2">
            <summary>
            <dd> <p>Tier_2 conservative rasterization is supported.</p> </dd>
            </summary>
            <msdn-id>dn859364</msdn-id>
            <unmanaged>D3D11_CONSERVATIVE_RASTERIZATION_TIER_2</unmanaged>
            <unmanaged-short>D3D11_CONSERVATIVE_RASTERIZATION_TIER_2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ConservativeRasterizationTier.Tier3">
            <summary>
            <dd> <p>Tier_3 conservative rasterization is supported.</p> </dd>
            </summary>
            <msdn-id>dn859364</msdn-id>
            <unmanaged>D3D11_CONSERVATIVE_RASTERIZATION_TIER_3</unmanaged>
            <unmanaged-short>D3D11_CONSERVATIVE_RASTERIZATION_TIER_3</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ContentProtectionCaps">
            <summary>
            <p>Contains flags that describe content-protection capabilities.</p>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.Software">
            <summary>
            <dd> <p>The content protection is implemented in software by the driver.</p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_SOFTWARE</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_SOFTWARE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.Hardware">
            <summary>
            <dd> <p>The content protection is implemented in hardware by the GPU.
            </p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_HARDWARE</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_HARDWARE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.ProtectionAlwaysOn">
            <summary>
            <dd> <p>Content protection is always applied to a protected surface, regardless of whether the application explicitly enables protection.</p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_PROTECTION_ALWAYS_ON</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_PROTECTION_ALWAYS_ON</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.PartialDecryption">
            <summary>
            <dd> <p>The driver can use partially encrypted buffers. If this capability is not present, the entire buffer must be either encrypted or clear.</p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_PARTIAL_DECRYPTION</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_PARTIAL_DECRYPTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.ContentKey">
            <summary>
            <dd> <p>The driver can encrypt data using a separate content key that is encrypted using the session key.</p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_CONTENT_KEY</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_CONTENT_KEY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.FreshenSessionKey">
            <summary>
            <dd> <p>The driver can refresh the session key without renegotiating the key.</p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_FRESHEN_SESSION_KEY</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_FRESHEN_SESSION_KEY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.EncryptedReadBack">
            <summary>
            <dd> <p>The driver can read back encrypted data from a protected surface. For more information, see <strong>ID3D11VideoContext::EncryptionBlt</strong>.</p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.EncryptedReadBackKey">
            <summary>
            <dd> <p>The driver requires a separate key to read encrypted data from a protected surface.</p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK_KEY</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_ENCRYPTED_READ_BACK_KEY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.SequentialCtrIv">
            <summary>
            <dd> <p>If the encryption type is <strong>D3DCRYPTOTYPE_AES128_CTR</strong>, the application must use a sequential count in the <strong><see cref = "T:SharpDX.Direct3D11.AesCtrIv"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_SEQUENTIAL_CTR_IV</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_SEQUENTIAL_CTR_IV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.EncryptSlicedataOnly">
            <summary>
            <dd> <p>The driver supports encrypted slice data, but does not support any other encrypted data in the compressed buffer.  The caller should not encrypt any data within the buffer other than the slice data.</p> <strong>Note</strong>??The driver should only report this flag for the specific profiles that have this limitation. ? </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_ENCRYPT_SLICEDATA_ONLY</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_ENCRYPT_SLICEDATA_ONLY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.DecryptionBlit">
            <summary>
            <dd> <p>The driver can copy encrypted data from one resource to another, decrypting the data as part of the process.</p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_DECRYPTION_BLT</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_DECRYPTION_BLT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.HardwareProtectUncompressed">
            <summary>
            <dd> <p>The hardware supports the protection of specific resources. This means that:</p> <ul> <li>The contents of a protected allocation can never be read by the CPU.</li> <li>The hardware can ensure a protected resource cannot be copied to an unprotected resource.</li> </ul> <p><strong>Note</strong>??This enumeration value is supported starting with Windows?10.</p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_PROTECT_UNCOMPRESSED</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_PROTECT_UNCOMPRESSED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.HardwareProtectedMemoryPageable">
            <summary>
            <dd> <p>Physical pages of a protected resource can be evicted and potentially paged to disk in low memory conditions without losing the contents of the resource when paged back in. </p> <p><strong>Note</strong>??This enumeration value is supported starting with Windows?10.</p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_PROTECTED_MEMORY_PAGEABLE</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_PROTECTED_MEMORY_PAGEABLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.HardwareTeardown">
            <summary>
            <dd> <p>The hardware supports an automatic teardown mechanism that could trigger hardware keys or protected content to become lost in some conditions.  The application can register to be notified when these events occur.</p> <p><strong>Note</strong>??This enumeration value is supported starting with Windows?10.</p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_TEARDOWN</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_TEARDOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContentProtectionCaps.HardwareDrmCommunication">
            <summary>
            <dd> <p>The secure environment is tightly coupled with the GPU and an <strong><see cref = "T:SharpDX.Direct3D11.CryptoSession"/></strong> should be used for communication between the user mode DRM component and the secure execution environment.</p> <p><strong>Note</strong>??This enumeration value is supported starting with Windows?10.</p> </dd>
            </summary>
            <msdn-id>hh447629</msdn-id>
            <unmanaged>D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_DRM_COMMUNICATION</unmanaged>
            <unmanaged-short>D3D11_CONTENT_PROTECTION_CAPS_HARDWARE_DRM_COMMUNICATION</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ContextType">
            <summary>
            <p>Specifies the context in which a query occurs.</p>
            </summary>
            <remarks>
            <p> This enum is used by the following: </p><ul> <li> <strong><see cref = "T:SharpDX.Direct3D11.QueryDescription1"/></strong> structure </li> <li> A CD3D11_QUERY_DESC1 constructor.</li> <li> <strong>ID3D11DeviceContext3::Flush1</strong> method </li> </ul>
            </remarks>
            <msdn-id>dn859366</msdn-id>
            <unmanaged>D3D11_CONTEXT_TYPE</unmanaged>
            <unmanaged-short>D3D11_CONTEXT_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContextType.All">
            <summary>
            <dd> <p>The query can occur in all contexts.</p> </dd>
            </summary>
            <msdn-id>dn859366</msdn-id>
            <unmanaged>D3D11_CONTEXT_TYPE_ALL</unmanaged>
            <unmanaged-short>D3D11_CONTEXT_TYPE_ALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContextType.ThreeDimensions">
            <summary>
            <dd> <p>The query occurs in the context of a 3D command queue.</p> </dd>
            </summary>
            <msdn-id>dn859366</msdn-id>
            <unmanaged>D3D11_CONTEXT_TYPE_3D</unmanaged>
            <unmanaged-short>D3D11_CONTEXT_TYPE_3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContextType.Compute">
            <summary>
            <dd> <p>The query occurs in the context of a 3D compute queue.</p> </dd>
            </summary>
            <msdn-id>dn859366</msdn-id>
            <unmanaged>D3D11_CONTEXT_TYPE_COMPUTE</unmanaged>
            <unmanaged-short>D3D11_CONTEXT_TYPE_COMPUTE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContextType.Copy">
            <summary>
            <dd> <p>The query occurs in the context of a 3D copy queue.</p> </dd>
            </summary>
            <msdn-id>dn859366</msdn-id>
            <unmanaged>D3D11_CONTEXT_TYPE_COPY</unmanaged>
            <unmanaged-short>D3D11_CONTEXT_TYPE_COPY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ContextType.Video">
            <summary>
            <dd> <p>The query occurs in the context of video.</p> </dd>
            </summary>
            <msdn-id>dn859366</msdn-id>
            <unmanaged>D3D11_CONTEXT_TYPE_VIDEO</unmanaged>
            <unmanaged-short>D3D11_CONTEXT_TYPE_VIDEO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CopyFlags.NoOverwrite">
            <summary>
            <dd> <p>The existing contents of the resource cannot be overwritten.</p> </dd>
            </summary>
            <msdn-id>hh404451</msdn-id>
            <unmanaged>D3D11_COPY_NO_OVERWRITE</unmanaged>
            <unmanaged-short>D3D11_COPY_NO_OVERWRITE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CopyFlags.Discard">
            <summary>
            <dd> <p>The existing contents of the resource are undefined and can be discarded.</p> </dd>
            </summary>
            <msdn-id>hh404451</msdn-id>
            <unmanaged>D3D11_COPY_DISCARD</unmanaged>
            <unmanaged-short>D3D11_COPY_DISCARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CopyFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.CounterKind">
            <summary>
            <p>Options for performance counters.</p>
            </summary>
            <remarks>
            <p>Independent hardware vendors may define their own set of performance counters for their devices, by giving the enumeration value a number that is greater than the value for D3D11_COUNTER_DEVICE_DEPENDENT_0.</p><p>This enumeration is used by <strong><see cref = "T:SharpDX.Direct3D11.CounterDescription"/></strong> and <strong><see cref = "T:SharpDX.Direct3D11.CounterCapabilities"/></strong>.</p>
            </remarks>
            <msdn-id>ff476102</msdn-id>
            <unmanaged>D3D11_COUNTER</unmanaged>
            <unmanaged-short>D3D11_COUNTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CounterKind.DeviceDependent0">
            <summary>
            <dd> <p>Define a performance counter that is dependent on the hardware device.</p> </dd>
            </summary>
            <msdn-id>ff476102</msdn-id>
            <unmanaged>D3D11_COUNTER_DEVICE_DEPENDENT_0</unmanaged>
            <unmanaged-short>D3D11_COUNTER_DEVICE_DEPENDENT_0</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.CounterType">
            <summary>
            <p>Data type of a performance counter.</p>
            </summary>
            <remarks>
            <p>These flags are an output parameter in <strong>ID3D11Device::CheckCounter</strong>.</p>
            </remarks>
            <msdn-id>ff476105</msdn-id>
            <unmanaged>D3D11_COUNTER_TYPE</unmanaged>
            <unmanaged-short>D3D11_COUNTER_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CounterType.Float32">
            <summary>
            <dd> <p>32-bit floating point.</p> </dd>
            </summary>
            <msdn-id>ff476105</msdn-id>
            <unmanaged>D3D11_COUNTER_TYPE_FLOAT32</unmanaged>
            <unmanaged-short>D3D11_COUNTER_TYPE_FLOAT32</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CounterType.UInt16">
            <summary>
            <dd> <p>16-bit unsigned integer.</p> </dd>
            </summary>
            <msdn-id>ff476105</msdn-id>
            <unmanaged>D3D11_COUNTER_TYPE_UINT16</unmanaged>
            <unmanaged-short>D3D11_COUNTER_TYPE_UINT16</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CounterType.UInt32">
            <summary>
            <dd> <p>32-bit unsigned integer.</p> </dd>
            </summary>
            <msdn-id>ff476105</msdn-id>
            <unmanaged>D3D11_COUNTER_TYPE_UINT32</unmanaged>
            <unmanaged-short>D3D11_COUNTER_TYPE_UINT32</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CounterType.UInt64">
            <summary>
            <dd> <p>64-bit unsigned integer.</p> </dd>
            </summary>
            <msdn-id>ff476105</msdn-id>
            <unmanaged>D3D11_COUNTER_TYPE_UINT64</unmanaged>
            <unmanaged-short>D3D11_COUNTER_TYPE_UINT64</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CpuAccessFlags.Write">
            <summary>
            <dd> <p>The resource is to be mappable so that the CPU can change its contents. Resources created with this flag cannot be set as outputs of the pipeline and must be created with either dynamic or staging usage (see <strong><see cref = "T:SharpDX.Direct3D11.ResourceUsage"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476106</msdn-id>
            <unmanaged>D3D11_CPU_ACCESS_WRITE</unmanaged>
            <unmanaged-short>D3D11_CPU_ACCESS_WRITE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CpuAccessFlags.Read">
            <summary>
            <dd> <p>The resource is to be mappable so that the CPU can read its contents. Resources created with this flag cannot be set as either inputs or outputs to the pipeline and must be created with staging usage (see <strong><see cref = "T:SharpDX.Direct3D11.ResourceUsage"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476106</msdn-id>
            <unmanaged>D3D11_CPU_ACCESS_READ</unmanaged>
            <unmanaged-short>D3D11_CPU_ACCESS_READ</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CpuAccessFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CreateDeviceContextStateFlags.SingleThreaded">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh404432</msdn-id>
            <unmanaged>D3D11_1_CREATE_DEVICE_CONTEXT_STATE_SINGLETHREADED</unmanaged>
            <unmanaged-short>D3D11_1_CREATE_DEVICE_CONTEXT_STATE_SINGLETHREADED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CreateDeviceContextStateFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.CryptoSessionStatus">
            <summary>
            <p>Represents the status of an <strong><see cref = "T:SharpDX.Direct3D11.CryptoSession"/></strong> interface.</p>
            </summary>
            <msdn-id>dn894114</msdn-id>
            <unmanaged>D3D11_CRYPTO_SESSION_STATUS</unmanaged>
            <unmanaged-short>D3D11_CRYPTO_SESSION_STATUS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CryptoSessionStatus.Ok">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894114</msdn-id>
            <unmanaged>D3D11_CRYPTO_SESSION_STATUS_OK</unmanaged>
            <unmanaged-short>D3D11_CRYPTO_SESSION_STATUS_OK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CryptoSessionStatus.KeyLost">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894114</msdn-id>
            <unmanaged>D3D11_CRYPTO_SESSION_STATUS_KEY_LOST</unmanaged>
            <unmanaged-short>D3D11_CRYPTO_SESSION_STATUS_KEY_LOST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CryptoSessionStatus.KeyAndContentLost">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894114</msdn-id>
            <unmanaged>D3D11_CRYPTO_SESSION_STATUS_KEY_AND_CONTENT_LOST</unmanaged>
            <unmanaged-short>D3D11_CRYPTO_SESSION_STATUS_KEY_AND_CONTENT_LOST</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.CullMode">
            <summary>
            <p>Indicates triangles facing a particular direction are not drawn.</p>
            </summary>
            <remarks>
            <p>This enumeration is part of a rasterizer-state object description (see <strong><see cref = "T:SharpDX.Direct3D11.RasterizerStateDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476108</msdn-id>
            <unmanaged>D3D11_CULL_MODE</unmanaged>
            <unmanaged-short>D3D11_CULL_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CullMode.None">
            <summary>
            <dd> <p>Always draw all triangles.</p> </dd>
            </summary>
            <msdn-id>ff476108</msdn-id>
            <unmanaged>D3D11_CULL_NONE</unmanaged>
            <unmanaged-short>D3D11_CULL_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CullMode.Front">
            <summary>
            <dd> <p>Do not draw triangles that are front-facing.</p> </dd>
            </summary>
            <msdn-id>ff476108</msdn-id>
            <unmanaged>D3D11_CULL_FRONT</unmanaged>
            <unmanaged-short>D3D11_CULL_FRONT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CullMode.Back">
            <summary>
            <dd> <p>Do not draw triangles that are back-facing.</p> </dd>
            </summary>
            <msdn-id>ff476108</msdn-id>
            <unmanaged>D3D11_CULL_BACK</unmanaged>
            <unmanaged-short>D3D11_CULL_BACK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DebugFeatureFlags.FlushPerRender">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_DEBUG_FEATURE_FLUSH_PER_RENDER_OP</unmanaged>
            <unmanaged-short>D3D11_DEBUG_FEATURE_FLUSH_PER_RENDER_OP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DebugFeatureFlags.FinishPerRender">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_DEBUG_FEATURE_FINISH_PER_RENDER_OP</unmanaged>
            <unmanaged-short>D3D11_DEBUG_FEATURE_FINISH_PER_RENDER_OP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DebugFeatureFlags.PresentPerRender">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_DEBUG_FEATURE_PRESENT_PER_RENDER_OP</unmanaged>
            <unmanaged-short>D3D11_DEBUG_FEATURE_PRESENT_PER_RENDER_OP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DebugFeatureFlags.AlwaysDiscardOfferedResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_DEBUG_FEATURE_ALWAYS_DISCARD_OFFERED_RESOURCE</unmanaged>
            <unmanaged-short>D3D11_DEBUG_FEATURE_ALWAYS_DISCARD_OFFERED_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DebugFeatureFlags.NeverDiscardOfferedResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_DEBUG_FEATURE_NEVER_DISCARD_OFFERED_RESOURCE</unmanaged>
            <unmanaged-short>D3D11_DEBUG_FEATURE_NEVER_DISCARD_OFFERED_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DebugFeatureFlags.AvoidBehaviorChangingDebugAids">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_DEBUG_FEATURE_AVOID_BEHAVIOR_CHANGING_DEBUG_AIDS</unmanaged>
            <unmanaged-short>D3D11_DEBUG_FEATURE_AVOID_BEHAVIOR_CHANGING_DEBUG_AIDS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DebugFeatureFlags.DisableTiledResourceMappingTrackingAndValidation">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION</unmanaged>
            <unmanaged-short>D3D11_DEBUG_FEATURE_DISABLE_TILED_RESOURCE_MAPPING_TRACKING_AND_VALIDATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilClearFlags.Depth">
            <summary>
            <dd> <p>Clear the depth buffer, using fast clear if possible, then place the resource in a compressed state.</p> </dd>
            </summary>
            <msdn-id>ff476099</msdn-id>
            <unmanaged>D3D11_CLEAR_DEPTH</unmanaged>
            <unmanaged-short>D3D11_CLEAR_DEPTH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilClearFlags.Stencil">
            <summary>
            <dd> <p>Clear the stencil buffer, using fast clear if possible, then place the resource in a compressed state.</p> </dd>
            </summary>
            <msdn-id>ff476099</msdn-id>
            <unmanaged>D3D11_CLEAR_STENCIL</unmanaged>
            <unmanaged-short>D3D11_CLEAR_STENCIL</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilViewDimension">
            <summary>
            <p>Specifies how to access a resource used in a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>This enumeration is used in <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilViewDescription"/></strong> to create a depth-stencil view.</p>
            </remarks>
            <msdn-id>ff476115</msdn-id>
            <unmanaged>D3D11_DSV_DIMENSION</unmanaged>
            <unmanaged-short>D3D11_DSV_DIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDimension.Unknown">
            <summary>
            <dd> <p><em>D3D11_DSV_DIMENSION_UNKNOWN</em> is not a valid value for <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilViewDescription"/></strong> and is not used.</p> </dd>
            </summary>
            <msdn-id>ff476115</msdn-id>
            <unmanaged>D3D11_DSV_DIMENSION_UNKNOWN</unmanaged>
            <unmanaged-short>D3D11_DSV_DIMENSION_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDimension.Texture1D">
            <summary>
            <dd> <p>The resource will be accessed as a 1D texture.</p> </dd>
            </summary>
            <msdn-id>ff476115</msdn-id>
            <unmanaged>D3D11_DSV_DIMENSION_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D11_DSV_DIMENSION_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDimension.Texture1DArray">
            <summary>
            <dd> <p>The resource will be accessed as an array of 1D textures.</p> </dd>
            </summary>
            <msdn-id>ff476115</msdn-id>
            <unmanaged>D3D11_DSV_DIMENSION_TEXTURE1DARRAY</unmanaged>
            <unmanaged-short>D3D11_DSV_DIMENSION_TEXTURE1DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDimension.Texture2D">
            <summary>
            <dd> <p>The resource will be accessed as a 2D texture.</p> </dd>
            </summary>
            <msdn-id>ff476115</msdn-id>
            <unmanaged>D3D11_DSV_DIMENSION_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D11_DSV_DIMENSION_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDimension.Texture2DArray">
            <summary>
            <dd> <p>The resource will be accessed as an array of 2D textures.</p> </dd>
            </summary>
            <msdn-id>ff476115</msdn-id>
            <unmanaged>D3D11_DSV_DIMENSION_TEXTURE2DARRAY</unmanaged>
            <unmanaged-short>D3D11_DSV_DIMENSION_TEXTURE2DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDimension.Texture2DMultisampled">
            <summary>
            <dd> <p>The resource will be accessed as a 2D texture with multisampling.</p> </dd>
            </summary>
            <msdn-id>ff476115</msdn-id>
            <unmanaged>D3D11_DSV_DIMENSION_TEXTURE2DMS</unmanaged>
            <unmanaged-short>D3D11_DSV_DIMENSION_TEXTURE2DMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDimension.Texture2DMultisampledArray">
            <summary>
            <dd> <p>The resource will be accessed as an array of 2D textures with multisampling.</p> </dd>
            </summary>
            <msdn-id>ff476115</msdn-id>
            <unmanaged>D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY</unmanaged>
            <unmanaged-short>D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewFlags.ReadOnlyDepth">
            <summary>
            <dd> <p>Indicates that depth values are read only.</p> </dd>
            </summary>
            <msdn-id>ff476116</msdn-id>
            <unmanaged>D3D11_DSV_READ_ONLY_DEPTH</unmanaged>
            <unmanaged-short>D3D11_DSV_READ_ONLY_DEPTH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewFlags.ReadOnlyStencil">
            <summary>
            <dd> <p>Indicates that stencil values are read only.</p> </dd>
            </summary>
            <msdn-id>ff476116</msdn-id>
            <unmanaged>D3D11_DSV_READ_ONLY_STENCIL</unmanaged>
            <unmanaged-short>D3D11_DSV_READ_ONLY_STENCIL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DepthWriteMask">
            <summary>
            <p>Identify the portion of a depth-stencil buffer for writing depth data.</p>
            </summary>
            <msdn-id>ff476113</msdn-id>
            <unmanaged>D3D11_DEPTH_WRITE_MASK</unmanaged>
            <unmanaged-short>D3D11_DEPTH_WRITE_MASK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthWriteMask.Zero">
            <summary>
            <dd> <p>Turn off writes to the depth-stencil buffer.</p> </dd>
            </summary>
            <msdn-id>ff476113</msdn-id>
            <unmanaged>D3D11_DEPTH_WRITE_MASK_ZERO</unmanaged>
            <unmanaged-short>D3D11_DEPTH_WRITE_MASK_ZERO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthWriteMask.All">
            <summary>
            <dd> <p>Turn on writes to the depth-stencil buffer.</p> </dd>
            </summary>
            <msdn-id>ff476113</msdn-id>
            <unmanaged>D3D11_DEPTH_WRITE_MASK_ALL</unmanaged>
            <unmanaged-short>D3D11_DEPTH_WRITE_MASK_ALL</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DeviceContextType">
            <summary>
            <p>Device context options.</p>
            </summary>
            <remarks>
            <p>This enumeration is used by <strong>ID3D11DeviceContext::GetType</strong>.</p>
            </remarks>
            <msdn-id>ff476114</msdn-id>
            <unmanaged>D3D11_DEVICE_CONTEXT_TYPE</unmanaged>
            <unmanaged-short>D3D11_DEVICE_CONTEXT_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DeviceContextType.Immediate">
            <summary>
            <dd> <p>The device context is an immediate context.</p> </dd>
            </summary>
            <msdn-id>ff476114</msdn-id>
            <unmanaged>D3D11_DEVICE_CONTEXT_IMMEDIATE</unmanaged>
            <unmanaged-short>D3D11_DEVICE_CONTEXT_IMMEDIATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DeviceContextType.Deferred">
            <summary>
            <dd> <p>The device context is a deferred context.</p> </dd>
            </summary>
            <msdn-id>ff476114</msdn-id>
            <unmanaged>D3D11_DEVICE_CONTEXT_DEFERRED</unmanaged>
            <unmanaged-short>D3D11_DEVICE_CONTEXT_DEFERRED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DeviceCreationFlags.SingleThreaded">
            <summary>
            <dd> <p>Use this flag if your application will only call methods of Direct3D?11 interfaces from a single thread. By default, the <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong> object is  thread-safe.  By using this flag, you can increase performance. However, if you use this flag and your application calls methods of Direct3D?11 interfaces from multiple threads, undefined behavior might result.</p> </dd>
            </summary>
            <msdn-id>ff476107</msdn-id>
            <unmanaged>D3D11_CREATE_DEVICE_SINGLETHREADED</unmanaged>
            <unmanaged-short>D3D11_CREATE_DEVICE_SINGLETHREADED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DeviceCreationFlags.Debug">
            <summary>
            <dd> <p>Creates a device that supports the debug layer. </p> <p>To use this flag, you must have D3D11*SDKLayers.dll installed; otherwise, device creation fails. To get D3D11_1SDKLayers.dll, install the SDK for Windows?8.</p> </dd>
            </summary>
            <msdn-id>ff476107</msdn-id>
            <unmanaged>D3D11_CREATE_DEVICE_DEBUG</unmanaged>
            <unmanaged-short>D3D11_CREATE_DEVICE_DEBUG</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DeviceCreationFlags.SwitchToRef">
            <summary>
            <dd> <strong>Note</strong>??This flag is not supported in Direct3D?11. ? </dd>
            </summary>
            <msdn-id>ff476107</msdn-id>
            <unmanaged>D3D11_CREATE_DEVICE_SWITCH_TO_REF</unmanaged>
            <unmanaged-short>D3D11_CREATE_DEVICE_SWITCH_TO_REF</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DeviceCreationFlags.PreventThreadingOptimizations">
            <summary>
            <dd> <p>Prevents multiple threads from being created. When this flag is used with a Windows Advanced Rasterization Platform (WARP) device, no additional threads will be created by WARP  and all rasterization will occur on the calling thread. This flag is not recommended for general use. See remarks.</p> </dd>
            </summary>
            <msdn-id>ff476107</msdn-id>
            <unmanaged>D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS</unmanaged>
            <unmanaged-short>D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport">
            <summary>
            <dd> <p>Creates a device that supports BGRA formats (<strong>DXGI_FORMAT_B8G8R8A8_UNORM</strong> and <strong>DXGI_FORMAT_B8G8R8A8_UNORM_SRGB</strong>). All 10level9 and higher hardware with WDDM 1.1+ drivers support BGRA formats. </p> <strong>Note</strong>??Required for Direct2D interoperability with Direct3D resources. ? </dd>
            </summary>
            <msdn-id>ff476107</msdn-id>
            <unmanaged>D3D11_CREATE_DEVICE_BGRA_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_CREATE_DEVICE_BGRA_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DeviceCreationFlags.Debuggable">
            <summary>
            <dd> <p>Causes the device and driver to keep information that you can use for shader debugging.  The exact impact from this flag will vary from driver to driver.  </p> <p>To use this flag, you must have D3D11_1SDKLayers.dll installed; otherwise, device creation fails. The created device supports the debug layer. To get D3D11_1SDKLayers.dll, install the SDK for Windows?8.</p> <p>If you use this flag and the current driver does not support shader debugging, device creation fails. Shader debugging requires a driver that is implemented to the WDDM for Windows?8 (WDDM 1.2).</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476107</msdn-id>
            <unmanaged>D3D11_CREATE_DEVICE_DEBUGGABLE</unmanaged>
            <unmanaged-short>D3D11_CREATE_DEVICE_DEBUGGABLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DeviceCreationFlags.PreventAlteringLayerSettingsFromRegistry">
            <summary>
            <dd> <p>Causes the Direct3D runtime to ignore registry settings that turn on the debug layer. You can turn on the debug layer by using the DirectX Control Panel that was included as part of the DirectX SDK. We shipped the last version of the DirectX SDK in June 2010; you can download it from the Microsoft Download Center. You can set this flag in your app, typically in release builds only, to prevent end users from using the DirectX Control Panel to monitor how the app uses Direct3D.</p> <strong>Note</strong>??You can also set this flag in your app to prevent Direct3D debugging tools, such as Visual Studio Ultimate?2012, from hooking your app. ? <p><strong>Windows?8.1:??</strong>This flag doesn't prevent Visual Studio?2013 and later running on Windows?8.1 and later from hooking your app; instead use <strong>ID3D11DeviceContext2::IsAnnotationEnabled</strong>. This flag still prevents Visual Studio?2013 and later running on Windows?8 and earlier from hooking your app. </p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476107</msdn-id>
            <unmanaged>D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY</unmanaged>
            <unmanaged-short>D3D11_CREATE_DEVICE_PREVENT_ALTERING_LAYER_SETTINGS_FROM_REGISTRY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DeviceCreationFlags.DisableGpuTimeout">
            <summary>
            <dd> <p>Use this flag if the device will produce GPU workloads that take more than two seconds to complete, and you want the operating system to allow them to successfully finish. If this flag is not set, the operating system performs timeout detection and recovery when it detects a GPU packet that took more than two seconds to execute. If this flag is set, the operating system allows such a long running packet to execute without resetting the GPU. We recommend not to set this flag if your device needs to be highly responsive so that the operating system can detect and recover from GPU timeouts. We recommend to set this flag if your device needs to perform time consuming background tasks such as compute, image recognition, and video encoding to allow such tasks to successfully finish.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476107</msdn-id>
            <unmanaged>D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT</unmanaged>
            <unmanaged-short>D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DeviceCreationFlags.VideoSupport">
            <summary>
            <dd> <p>Forces the creation of the Direct3D device to fail if the display driver is not implemented to the WDDM for Windows?8 (WDDM 1.2). When the display driver is not implemented to WDDM 1.2, only a Direct3D device that is created with feature level 9.1, 9.2, or 9.3 supports video; therefore, if this flag is set, the runtime creates the Direct3D device only for feature level 9.1, 9.2, or 9.3. We recommend not to specify this flag for applications that want to favor Direct3D capability over video. If feature level 10 and higher is available, the runtime will use that feature level regardless of video support.</p> <p>If this flag is set, device creation on the Basic Render Device (BRD) will succeed regardless of the BRD's missing support for video decode. This is because the Media Foundation video stack operates in software mode on BRD. In this situation, if you force the video stack to create the Direct3D device twice (create the device once with this flag, next discover BRD, then again create the device without the flag), you actually degrade performance.</p> <p>If you attempt to create a Direct3D device with driver type <strong>D3D_DRIVER_TYPE_NULL</strong>, <strong>D3D_DRIVER_TYPE_REFERENCE</strong>, or <strong>D3D_DRIVER_TYPE_SOFTWARE</strong>, device creation fails at any feature level because none of the associated drivers provide video capability. If you attempt to create a Direct3D device with driver type <strong>D3D_DRIVER_TYPE_WARP</strong>, device creation succeeds to allow software fallback for video.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476107</msdn-id>
            <unmanaged>D3D11_CREATE_DEVICE_VIDEO_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_CREATE_DEVICE_VIDEO_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DeviceCreationFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.Feature">
            <summary>
            <p>Direct3D 11 feature options.</p>
            </summary>
            <remarks>
            <p> This enumeration is used when querying a driver about support for these features by calling <strong>ID3D11Device::CheckFeatureSupport</strong>. Each value in this enumeration has a corresponding data structure that is required to be passed to the <em>pFeatureSupportData</em> parameter of <strong>ID3D11Device::CheckFeatureSupport</strong>. </p>
            </remarks>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE</unmanaged>
            <unmanaged-short>D3D11_FEATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.Threading">
            <summary>
            <dd> <p> The driver supports multithreading. To see an example of testing a driver for multithread support, see How To: Check for Driver Support. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataThreading"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_THREADING</unmanaged>
            <unmanaged-short>D3D11_FEATURE_THREADING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.ShaderDoubles">
            <summary>
            <dd> <p>Supports the use of the double-precision shaders in HLSL. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataDoubles"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_DOUBLES</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DOUBLES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.FormatSupport">
            <summary>
            <dd> <p> Supports the formats in <strong><see cref = "T:SharpDX.Direct3D11.FormatSupport"/></strong>. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataFormatSupport"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_FORMAT_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_FEATURE_FORMAT_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.ComputeShaders">
            <summary>
            <dd> <p> Supports the formats in <strong><see cref = "T:SharpDX.Direct3D11.ComputeShaderFormatSupport"/></strong>. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataFormatSupport2"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_FORMAT_SUPPORT2</unmanaged>
            <unmanaged-short>D3D11_FEATURE_FORMAT_SUPPORT2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.D3D10XHardwareOptions">
            <summary>
            <dd> <p>Supports compute shaders and raw and structured buffers. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D10XHardwareOptions"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS</unmanaged>
            <unmanaged-short>D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.D3D11Options">
            <summary>
            <dd> <p>Supports Direct3D 11.1 feature options. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options"/></strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_D3D11_OPTIONS</unmanaged>
            <unmanaged-short>D3D11_FEATURE_D3D11_OPTIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.ArchitectureInformation">
            <summary>
            <dd> <p>Supports specific adapter architecture. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataArchitectureInformation"/></strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_ARCHITECTURE_INFO</unmanaged>
            <unmanaged-short>D3D11_FEATURE_ARCHITECTURE_INFO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.D3D9Options">
            <summary>
            <dd> <p> Supports Direct3D?9 feature options. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D9Options"/></strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_D3D9_OPTIONS</unmanaged>
            <unmanaged-short>D3D11_FEATURE_D3D9_OPTIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.ShaderMinimumPrecisionSupport">
            <summary>
            <dd> <p> Supports minimum precision of shaders. For more info about HLSL minimum precision, see using HLSL minimum precision. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataShaderMinimumPrecisionSupport"/></strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_SHADER_MIN_PRECISION_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_FEATURE_SHADER_MIN_PRECISION_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.D3D9ShadowSupport">
            <summary>
            <dd> <p> Supports Direct3D?9 shadowing feature. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D9ShadowSupport"/></strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_D3D9_SHADOW_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_FEATURE_D3D9_SHADOW_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.D3D11Options1">
            <summary>
            <dd> <p>Supports Direct3D 11.2 feature options. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.2.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_D3D11_OPTIONS1</unmanaged>
            <unmanaged-short>D3D11_FEATURE_D3D11_OPTIONS1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.D3D9SimpleInstancingSupport">
            <summary>
            <dd> <p>Supports Direct3D 11.2 instancing options. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D9SimpleInstancingSupport"/></strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.2.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.MarkerSupport">
            <summary>
            <dd> <p>Supports Direct3D 11.2 marker options. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataMarkerSupport"/></strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.2.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_MARKER_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_FEATURE_MARKER_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.D3D9Options1">
            <summary>
            <dd> <p> Supports Direct3D?9 feature options, which includes the Direct3D?9 shadowing feature and instancing support. Refer to  <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D9Options1"/></strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.2.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_D3D9_OPTIONS1</unmanaged>
            <unmanaged-short>D3D11_FEATURE_D3D9_OPTIONS1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.D3D11Options2">
            <summary>
            <dd> <p> Supports Direct3D 11.3 conservative rasterization feature options. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options2"/></strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.3.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_D3D11_OPTIONS2</unmanaged>
            <unmanaged-short>D3D11_FEATURE_D3D11_OPTIONS2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.D3D11Options3">
            <summary>
            <dd> <p> Supports Direct3D 11.4 conservative rasterization feature options. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options3"/></strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.4.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_D3D11_OPTIONS3</unmanaged>
            <unmanaged-short>D3D11_FEATURE_D3D11_OPTIONS3</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.GpuVirtualAddressSupport">
            <summary>
            <dd> <p> Supports GPU virtual addresses. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataGpuVirtualAddressSupport"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.D3D11Options4">
            <summary>
            <dd> <p> Supports a single boolean for NV12 shared textures. Refer to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options4"/></strong>.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.4.</p> </dd>
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_D3D11_OPTIONS4</unmanaged>
            <unmanaged-short>D3D11_FEATURE_D3D11_OPTIONS4</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Feature.ShaderCache">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476124</msdn-id>
            <unmanaged>D3D11_FEATURE_SHADER_CACHE</unmanaged>
            <unmanaged-short>D3D11_FEATURE_SHADER_CACHE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FenceFlags.None">
            <summary>
            <dd> <p>The device context is an immediate context.</p> </dd>
            </summary>
            <msdn-id>ff476114</msdn-id>
            <unmanaged>D3D11_FENCE_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D11_FENCE_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FenceFlags.Shared">
            <summary>
            <dd> <p>The device context is a deferred context.</p> </dd>
            </summary>
            <msdn-id>ff476114</msdn-id>
            <unmanaged>D3D11_FENCE_FLAG_SHARED</unmanaged>
            <unmanaged-short>D3D11_FENCE_FLAG_SHARED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FenceFlags.SharedCrossAdapter">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476114</msdn-id>
            <unmanaged>D3D11_FENCE_FLAG_SHARED_CROSS_ADAPTER</unmanaged>
            <unmanaged-short>D3D11_FENCE_FLAG_SHARED_CROSS_ADAPTER</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FillMode">
            <summary>
            <p>Determines the fill mode to use when rendering triangles.</p>
            </summary>
            <remarks>
            <p>This enumeration is part of a rasterizer-state object description (see <strong><see cref = "T:SharpDX.Direct3D11.RasterizerStateDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476131</msdn-id>
            <unmanaged>D3D11_FILL_MODE</unmanaged>
            <unmanaged-short>D3D11_FILL_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FillMode.Wireframe">
            <summary>
            <dd> <p>Draw lines connecting the vertices. Adjacent vertices are not drawn.</p> </dd>
            </summary>
            <msdn-id>ff476131</msdn-id>
            <unmanaged>D3D11_FILL_WIREFRAME</unmanaged>
            <unmanaged-short>D3D11_FILL_WIREFRAME</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FillMode.Solid">
            <summary>
            <dd> <p>Fill the triangles formed by the vertices. Adjacent vertices are not drawn.</p> </dd>
            </summary>
            <msdn-id>ff476131</msdn-id>
            <unmanaged>D3D11_FILL_SOLID</unmanaged>
            <unmanaged-short>D3D11_FILL_SOLID</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.Filter">
            <summary>
            <p>Filtering options during texture sampling.</p>
            </summary>
            <remarks>
            <strong>Note</strong>??If you use different filter types for min versus mag filter, undefined behavior occurs in certain cases where the choice between whether magnification or minification happens is ambiguous.  To prevent this undefined behavior, use filter modes that use similar filter operations for both min and mag (or use anisotropic filtering, which avoids the issue as well).?<p>During texture sampling, one or more texels are read and combined (this is calling filtering) to produce a single value. Point sampling reads a single texel while linear sampling reads two texels (endpoints) and linearly interpolates a third value between the endpoints.</p><p>HLSL texture-sampling functions also support comparison filtering during texture sampling. Comparison filtering compares each sampled texel against a comparison value. The boolean result is blended the same way that normal texture filtering is blended.</p><p>You can use HLSL intrinsic texture-sampling functions that implement texture filtering only or companion functions that use texture filtering with comparison filtering.</p><table> <tr><th>Texture Sampling Function</th><th>Texture Sampling Function with Comparison Filtering</th></tr> <tr><td>sample</td><td>samplecmp or samplecmplevelzero</td></tr> </table><p>?</p><p>Comparison filters only work with textures that have the following DXGI formats: R32_FLOAT_X8X24_TYPELESS, R32_FLOAT, R24_UNORM_X8_TYPELESS, R16_UNORM.</p>
            </remarks>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER</unmanaged>
            <unmanaged-short>D3D11_FILTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinMagMipPoint">
            <summary>
            <dd> <p>Use point sampling for minification, magnification, and mip-level sampling.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MIN_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_MIN_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinMagPointMipLinear">
            <summary>
            <dd> <p>Use point sampling for minification and magnification; use linear interpolation for mip-level sampling.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinPointMagLinearMipPoint">
            <summary>
            <dd> <p>Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinPointMagMipLinear">
            <summary>
            <dd> <p>Use point sampling for minification; use linear interpolation for magnification and mip-level sampling.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinLinearMagMipPoint">
            <summary>
            <dd> <p>Use linear interpolation for minification; use point sampling for magnification and mip-level sampling.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinLinearMagPointMipLinear">
            <summary>
            <dd> <p>Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinMagLinearMipPoint">
            <summary>
            <dd> <p>Use linear interpolation for minification and magnification; use point sampling for mip-level sampling.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinMagMipLinear">
            <summary>
            <dd> <p>Use linear interpolation for minification, magnification, and mip-level sampling.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MIN_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_MIN_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.Anisotropic">
            <summary>
            <dd> <p>Use anisotropic interpolation for minification, magnification, and mip-level sampling.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_ANISOTROPIC</unmanaged>
            <unmanaged-short>D3D11_FILTER_ANISOTROPIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.ComparisonMinMagMipPoint">
            <summary>
            <dd> <p>Use point sampling for minification, magnification, and mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.ComparisonMinMagPointMipLinear">
            <summary>
            <dd> <p>Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.ComparisonMinPointMagLinearMipPoint">
            <summary>
            <dd> <p>Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.ComparisonMinPointMagMipLinear">
            <summary>
            <dd> <p>Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.ComparisonMinLinearMagMipPoint">
            <summary>
            <dd> <p>Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.ComparisonMinLinearMagPointMipLinear">
            <summary>
            <dd> <p>Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.ComparisonMinMagLinearMipPoint">
            <summary>
            <dd> <p>Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.ComparisonMinMagMipLinear">
            <summary>
            <dd> <p>Use linear interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.ComparisonAnisotropic">
            <summary>
            <dd> <p>Use anisotropic interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_COMPARISON_ANISOTROPIC</unmanaged>
            <unmanaged-short>D3D11_FILTER_COMPARISON_ANISOTROPIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinimumMinMagMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_MAG_MIP_POINT and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MINIMUM_MIN_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_MINIMUM_MIN_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinimumMinMagPointMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinimumMinPointMagLinearMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinimumMinPointMagMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinimumMinLinearMagMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinimumMinLinearMagPointMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinimumMinMagLinearMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinimumMinMagMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_MAG_MIP_LINEAR and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MinimumAnisotropic">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_ANISOTROPIC and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MINIMUM_ANISOTROPIC</unmanaged>
            <unmanaged-short>D3D11_FILTER_MINIMUM_ANISOTROPIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MaximumMinMagMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_MAG_MIP_POINT and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MaximumMinMagPointMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MaximumMinPointMagLinearMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MaximumMinPointMagMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MaximumMinLinearMagMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MaximumMinLinearMagPointMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MaximumMinMagLinearMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MaximumMinMagMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_MIN_MAG_MIP_LINEAR and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Filter.MaximumAnisotropic">
            <summary>
            <dd> <p>Fetch the same set of texels as D3D11_FILTER_ANISOTROPIC and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <msdn-id>ff476132</msdn-id>
            <unmanaged>D3D11_FILTER_MAXIMUM_ANISOTROPIC</unmanaged>
            <unmanaged-short>D3D11_FILTER_MAXIMUM_ANISOTROPIC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FilterReductionType">
            <summary>
            <p> Specifies the type of sampler filter reduction. </p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D11.SamplerStateDescription"/></strong> structure. </p>
            </remarks>
            <msdn-id>dn912870</msdn-id>
            <unmanaged>D3D11_FILTER_REDUCTION_TYPE</unmanaged>
            <unmanaged-short>D3D11_FILTER_REDUCTION_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FilterReductionType.Standard">
            <summary>
            <dd> <p> Indicates standard (default) filter reduction. </p> </dd>
            </summary>
            <msdn-id>dn912870</msdn-id>
            <unmanaged>D3D11_FILTER_REDUCTION_TYPE_STANDARD</unmanaged>
            <unmanaged-short>D3D11_FILTER_REDUCTION_TYPE_STANDARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FilterReductionType.Comparison">
            <summary>
            <dd> <p> Indicates a comparison filter reduction. </p> </dd>
            </summary>
            <msdn-id>dn912870</msdn-id>
            <unmanaged>D3D11_FILTER_REDUCTION_TYPE_COMPARISON</unmanaged>
            <unmanaged-short>D3D11_FILTER_REDUCTION_TYPE_COMPARISON</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FilterReductionType.Minimum">
            <summary>
            <dd> <p> Indicates minimum filter reduction. </p> </dd>
            </summary>
            <msdn-id>dn912870</msdn-id>
            <unmanaged>D3D11_FILTER_REDUCTION_TYPE_MINIMUM</unmanaged>
            <unmanaged-short>D3D11_FILTER_REDUCTION_TYPE_MINIMUM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FilterReductionType.Maximum">
            <summary>
            <dd> <p> Indicates maximum filter reduction. </p> </dd>
            </summary>
            <msdn-id>dn912870</msdn-id>
            <unmanaged>D3D11_FILTER_REDUCTION_TYPE_MAXIMUM</unmanaged>
            <unmanaged-short>D3D11_FILTER_REDUCTION_TYPE_MAXIMUM</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FilterType">
            <summary>
            <p>Types of magnification or minification sampler filters.</p>
            </summary>
            <msdn-id>ff476133</msdn-id>
            <unmanaged>D3D11_FILTER_TYPE</unmanaged>
            <unmanaged-short>D3D11_FILTER_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FilterType.Point">
            <summary>
            <dd> <p>Point filtering used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter to be used between mipmap levels is nearest-point mipmap filtering. The rasterizer uses the color from the texel of the nearest mipmap texture. </p> </dd>
            </summary>
            <msdn-id>ff476133</msdn-id>
            <unmanaged>D3D11_FILTER_TYPE_POINT</unmanaged>
            <unmanaged-short>D3D11_FILTER_TYPE_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FilterType.Linear">
            <summary>
            <dd> <p>Bilinear interpolation filtering used as a texture magnification or minification filter. A weighted average of a 2 x 2 area of texels surrounding the desired pixel is used. The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer linearly interpolates pixel color, using the texels of the two nearest mipmap textures. </p> </dd>
            </summary>
            <msdn-id>ff476133</msdn-id>
            <unmanaged>D3D11_FILTER_TYPE_LINEAR</unmanaged>
            <unmanaged-short>D3D11_FILTER_TYPE_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.Buffer">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_BUFFER</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.InputAssemblyVertexBuffer">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.InputAssemblyIndexBuffer">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.StreamOutputBuffer">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_SO_BUFFER</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_SO_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.Texture1D">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.Texture2D">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.Texture3D">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_TEXTURE3D</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_TEXTURE3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.TextureCube">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_TEXTURECUBE</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_TEXTURECUBE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.ShaderLoad">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_SHADER_LOAD</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_SHADER_LOAD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.ShaderSample">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_SHADER_SAMPLE</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_SHADER_SAMPLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.ShaderSampleComparison">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.ShaderSampleMonoText">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.Mip">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_MIP</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_MIP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.MipAutogen">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_MIP_AUTOGEN</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_MIP_AUTOGEN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.RenderTarget">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_RENDER_TARGET</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_RENDER_TARGET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.Blendable">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_BLENDABLE</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_BLENDABLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.DepthStencil">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_DEPTH_STENCIL</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_DEPTH_STENCIL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.CpuLockable">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_CPU_LOCKABLE</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_CPU_LOCKABLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.MultisampleResolve">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.Display">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_DISPLAY</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_DISPLAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.CastWithinBitLayout">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.MultisampleRenderTarget">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.MultisampleLoad">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.ShaderGather">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_SHADER_GATHER</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_SHADER_GATHER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.BackBufferCast">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_BACK_BUFFER_CAST</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_BACK_BUFFER_CAST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.TypedUnorderedAccessView">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.ShaderGatherComparison">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_SHADER_GATHER_COMPARISON</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_SHADER_GATHER_COMPARISON</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.DecoderOutput">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_DECODER_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_DECODER_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.VideoProcessorOutput">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.VideoProcessorInput">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_INPUT</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_VIDEO_PROCESSOR_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.VideoEncoder">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476134</msdn-id>
            <unmanaged>D3D11_FORMAT_SUPPORT_VIDEO_ENCODER</unmanaged>
            <unmanaged-short>D3D11_FORMAT_SUPPORT_VIDEO_ENCODER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.InputClassification">
            <summary>
            <p>Type of data contained in an input slot.</p>
            </summary>
            <remarks>
            <p>Use these values to specify the type of data for a particular input element (see <strong><see cref = "T:SharpDX.Direct3D11.InputElement"/></strong>) of an input-layout object.</p>
            </remarks>
            <msdn-id>ff476179</msdn-id>
            <unmanaged>D3D11_INPUT_CLASSIFICATION</unmanaged>
            <unmanaged-short>D3D11_INPUT_CLASSIFICATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InputClassification.PerVertexData">
            <summary>
            <dd> <p>Input data is per-vertex data.</p> </dd>
            </summary>
            <msdn-id>ff476179</msdn-id>
            <unmanaged>D3D11_INPUT_PER_VERTEX_DATA</unmanaged>
            <unmanaged-short>D3D11_INPUT_PER_VERTEX_DATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InputClassification.PerInstanceData">
            <summary>
            <dd> <p>Input data is per-instance data.</p> </dd>
            </summary>
            <msdn-id>ff476179</msdn-id>
            <unmanaged>D3D11_INPUT_PER_INSTANCE_DATA</unmanaged>
            <unmanaged-short>D3D11_INPUT_PER_INSTANCE_DATA</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.LogicOperation">
            <summary>
            <strong>Note</strong>??This enumeration is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?<p>Specifies logical operations to configure for a render target.</p>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.Clear">
            <summary>
            <dd> <p>Clears the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_CLEAR</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_CLEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.Set">
            <summary>
            <dd> <p>Sets the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_SET</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.Copy">
            <summary>
            <dd> <p>Copys the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_COPY</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_COPY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.CopyInverted">
            <summary>
            <dd> <p>Performs an inverted-copy of the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_COPY_INVERTED</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_COPY_INVERTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.Noop">
            <summary>
            <dd> <p>No operation is performed on the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_NOOP</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_NOOP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.Invert">
            <summary>
            <dd> <p>Inverts the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_INVERT</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_INVERT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.And">
            <summary>
            <dd> <p>Performs a logical AND operation on the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_AND</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_AND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.Nand">
            <summary>
            <dd> <p>Performs a logical NAND operation on the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_NAND</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_NAND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.Or">
            <summary>
            <dd> <p>Performs a logical OR operation on the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_OR</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_OR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.Nor">
            <summary>
            <dd> <p>Performs a logical NOR operation on the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_NOR</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_NOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.Xor">
            <summary>
            <dd> <p>Performs a logical XOR operation on the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_XOR</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_XOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.Equiv">
            <summary>
            <dd> <p>Performs a logical equal operation on the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_EQUIV</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_EQUIV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.AndReverse">
            <summary>
            <dd> <p>Performs a logical AND and reverse operation on the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_AND_REVERSE</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_AND_REVERSE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.AndInverted">
            <summary>
            <dd> <p>Performs a logical AND and invert operation on the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_AND_INVERTED</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_AND_INVERTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.OrReverse">
            <summary>
            <dd> <p>Performs a logical OR and reverse operation on the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_OR_REVERSE</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_OR_REVERSE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.LogicOperation.OrInverted">
            <summary>
            <dd> <p>Performs a logical OR and invert operation on the render target.</p> </dd>
            </summary>
            <msdn-id>hh404484</msdn-id>
            <unmanaged>D3D11_LOGIC_OP_OR_INVERTED</unmanaged>
            <unmanaged-short>D3D11_LOGIC_OP_OR_INVERTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MapFlags.DoNotWait">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476183</msdn-id>
            <unmanaged>D3D11_MAP_FLAG_DO_NOT_WAIT</unmanaged>
            <unmanaged-short>D3D11_MAP_FLAG_DO_NOT_WAIT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MapFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.MapMode">
            <summary>
            <p>Identifies a resource to be accessed for reading and writing by the CPU. Applications may combine one or more of these flags.</p>
            </summary>
            <remarks>
            <p>This enumeration is used in <strong>ID3D11DeviceContext::Map</strong>.</p><p>These remarks are divided into the following topics:</p><p> </p><ul> <li>Meaning</li> <li>Common</li> </ul>
            </remarks>
            <msdn-id>ff476181</msdn-id>
            <unmanaged>D3D11_MAP</unmanaged>
            <unmanaged-short>D3D11_MAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MapMode.Read">
            <summary>
            <dd> <p>Resource is mapped for reading. The resource must have been created with read access  (see <strong>D3D11_CPU_ACCESS_READ</strong>).</p> </dd>
            </summary>
            <msdn-id>ff476181</msdn-id>
            <unmanaged>D3D11_MAP_READ</unmanaged>
            <unmanaged-short>D3D11_MAP_READ</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MapMode.Write">
            <summary>
            <dd> <p>Resource is mapped for writing. The resource must have been created with write  access (see <strong>D3D11_CPU_ACCESS_WRITE</strong>).</p> </dd>
            </summary>
            <msdn-id>ff476181</msdn-id>
            <unmanaged>D3D11_MAP_WRITE</unmanaged>
            <unmanaged-short>D3D11_MAP_WRITE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MapMode.ReadWrite">
            <summary>
            <dd> <p>Resource is mapped for reading and writing. The resource must have been created with read and write  access (see <strong>D3D11_CPU_ACCESS_READ and D3D11_CPU_ACCESS_WRITE</strong>).</p> </dd>
            </summary>
            <msdn-id>ff476181</msdn-id>
            <unmanaged>D3D11_MAP_READ_WRITE</unmanaged>
            <unmanaged-short>D3D11_MAP_READ_WRITE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MapMode.WriteDiscard">
            <summary>
            <dd> <p>Resource is mapped for writing; the previous contents of the resource will be undefined. The resource must have been created with write access  and dynamic usage (See <strong>D3D11_CPU_ACCESS_WRITE</strong> and <strong>D3D11_USAGE_DYNAMIC</strong>).</p> </dd>
            </summary>
            <msdn-id>ff476181</msdn-id>
            <unmanaged>D3D11_MAP_WRITE_DISCARD</unmanaged>
            <unmanaged-short>D3D11_MAP_WRITE_DISCARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MapMode.WriteNoOverwrite">
            <summary>
            <dd> <p>Resource is mapped for writing; the existing contents of the resource cannot be overwritten (see Remarks). This flag is only valid on vertex and  index buffers. The resource must have been created with write access (see <strong>D3D11_CPU_ACCESS_WRITE</strong>).  Cannot be used on a resource created with the <strong>D3D11_BIND_CONSTANT_BUFFER</strong> flag.</p> <strong>Note</strong>??The Direct3D 11.1 runtime, which is available starting with Windows?8, enables  mapping dynamic constant buffers and shader resource views (SRVs) of dynamic buffers with <strong>D3D11_MAP_WRITE_NO_OVERWRITE</strong>.  The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers. To determine if a Direct3D device supports these features, call <strong>ID3D11Device::CheckFeatureSupport</strong> with <strong>D3D11_FEATURE_D3D11_OPTIONS</strong>. <strong>CheckFeatureSupport</strong> fills members of a <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options"/></strong> structure with the device's features. The relevant members here are <strong>MapNoOverwriteOnDynamicConstantBuffer</strong> and <strong>MapNoOverwriteOnDynamicBufferSRV</strong>. ? </dd>
            </summary>
            <msdn-id>ff476181</msdn-id>
            <unmanaged>D3D11_MAP_WRITE_NO_OVERWRITE</unmanaged>
            <unmanaged-short>D3D11_MAP_WRITE_NO_OVERWRITE</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.MessageCategory">
            <summary>
            <p>Categories of debug messages. This will identify the category of a message when retrieving a message with <strong>ID3D11InfoQueue::GetMessage</strong> and when adding a message with <strong>ID3D11InfoQueue::AddMessage</strong>. When creating an <strong>info queue filter</strong>, these values can be used to allow or deny any categories of messages to pass through the storage and retrieval filters.</p>
            </summary>
            <remarks>
            <p>This is part of the Information Queue feature. See <strong><see cref = "T:SharpDX.Direct3D11.InfoQueue"/> Interface</strong>.</p>
            </remarks>
            <msdn-id>ff476185</msdn-id>
            <unmanaged>D3D11_MESSAGE_CATEGORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_CATEGORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageCategory.ApplicationDefined">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476185</msdn-id>
            <unmanaged>D3D11_MESSAGE_CATEGORY_APPLICATION_DEFINED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_CATEGORY_APPLICATION_DEFINED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageCategory.Miscellaneous">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476185</msdn-id>
            <unmanaged>D3D11_MESSAGE_CATEGORY_MISCELLANEOUS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_CATEGORY_MISCELLANEOUS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageCategory.Initialization">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476185</msdn-id>
            <unmanaged>D3D11_MESSAGE_CATEGORY_INITIALIZATION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_CATEGORY_INITIALIZATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageCategory.Cleanup">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476185</msdn-id>
            <unmanaged>D3D11_MESSAGE_CATEGORY_CLEANUP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_CATEGORY_CLEANUP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageCategory.Compilation">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476185</msdn-id>
            <unmanaged>D3D11_MESSAGE_CATEGORY_COMPILATION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_CATEGORY_COMPILATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageCategory.StateCreation">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476185</msdn-id>
            <unmanaged>D3D11_MESSAGE_CATEGORY_STATE_CREATION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_CATEGORY_STATE_CREATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageCategory.StateSetting">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476185</msdn-id>
            <unmanaged>D3D11_MESSAGE_CATEGORY_STATE_SETTING</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_CATEGORY_STATE_SETTING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageCategory.StateGetting">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476185</msdn-id>
            <unmanaged>D3D11_MESSAGE_CATEGORY_STATE_GETTING</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_CATEGORY_STATE_GETTING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageCategory.ResourceManipulation">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476185</msdn-id>
            <unmanaged>D3D11_MESSAGE_CATEGORY_RESOURCE_MANIPULATION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_CATEGORY_RESOURCE_MANIPULATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageCategory.Execution">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476185</msdn-id>
            <unmanaged>D3D11_MESSAGE_CATEGORY_EXECUTION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_CATEGORY_EXECUTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageCategory.Shader">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476185</msdn-id>
            <unmanaged>D3D11_MESSAGE_CATEGORY_SHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_CATEGORY_SHADER</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.MessageId">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdUnknown">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_UNKNOWN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblySetVertexBuffersHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblySetIndexBufferHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceVertexShaderSetShaderResourcesHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceVertexShaderSetConstantBuffersHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceGeometryShaderSetShaderResourcesHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceGeometryShaderSetConstantBuffersHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDevicePixelShaderSetShaderResourcesHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDevicePixelShaderSetConstantBuffersHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceOutputMergerSetRenderTargetsHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceStreamOutputSetTargetsHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SOSETTARGETS_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SOSETTARGETS_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdStringFromApplication">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_STRING_FROM_APPLICATION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_STRING_FROM_APPLICATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedThis">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_THIS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_THIS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter1">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER1</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter2">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER2</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter3">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER3</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER3</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter4">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER4</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER4</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter5">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER5</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER5</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter6">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER6</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER6</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter8">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER8</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER8</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter9">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER9</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER9</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter10">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER10</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER10</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter11">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER11</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER11</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter12">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER12</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER12</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter13">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER13</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER13</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter14">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER14</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER14</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedParameter15">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER15</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER15</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCorruptedMultithreading">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_MULTITHREADING</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_MULTITHREADING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdMessageReportingOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_MESSAGE_REPORTING_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_MESSAGE_REPORTING_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdInputAssemblySetInputLayoutUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_IASETINPUTLAYOUT_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_IASETINPUTLAYOUT_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdInputAssemblySetVertexBuffersUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdInputAssemblySetIndexBufferUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_IASETINDEXBUFFER_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_IASETINDEXBUFFER_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVertexShaderSetShaderUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VSSETSHADER_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VSSETSHADER_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVertexShaderSetShaderResourcesUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VSSETSHADERRESOURCES_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VSSETSHADERRESOURCES_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVertexShaderSetConstantBuffersUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVertexShaderSetSamplersUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VSSETSAMPLERS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VSSETSAMPLERS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGeometryShaderSetShaderUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GSSETSHADER_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GSSETSHADER_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGeometryShaderSetShaderResourcesUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GSSETSHADERRESOURCES_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GSSETSHADERRESOURCES_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGeometryShaderSetConstantBuffersUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGeometryShaderSetSamplersUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GSSETSAMPLERS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GSSETSAMPLERS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdStreamOutputSetTargetsUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SOSETTARGETS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SOSETTARGETS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdPixelShaderSetShaderUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_PSSETSHADER_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_PSSETSHADER_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdPixelShaderSetShaderResourcesUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_PSSETSHADERRESOURCES_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_PSSETSHADERRESOURCES_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdPixelShaderSetConstantBuffersUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdPixelShaderSetSamplersUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_PSSETSAMPLERS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_PSSETSAMPLERS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRasterizerSetStateUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RSSETSTATE_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RSSETSTATE_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdOutputMergerSetBlendStateUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_OMSETBLENDSTATE_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_OMSETBLENDSTATE_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdOutputMergerSetDepthStencilStateUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_OMSETDEPTHSTENCILSTATE_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_OMSETDEPTHSTENCILSTATE_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdOutputMergerSetRenderTargetsUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_OMSETRENDERTARGETS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_OMSETRENDERTARGETS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSetPredicationUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SETPREDICATION_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SETPREDICATION_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetPrivateDataMoreData">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETPRIVATEDATA_MOREDATA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETPRIVATEDATA_MOREDATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSetPrivateDataInvalidFreeData">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDFREEDATA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDFREEDATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSetPrivateDataInvalidIUnknown">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDIUNKNOWN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDIUNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSetPrivateDataInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SETPRIVATEDATA_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSetPrivateDataChangingparams">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSetPrivateDataOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SETPRIVATEDATA_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SETPRIVATEDATA_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferUnrecognizedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferInvalidSamples">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDSAMPLES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDSAMPLES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferUnrecognizedUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferUnrecognizedBindFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDBINDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDBINDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferUnrecognizedCpuAccessFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDCPUACCESSFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDCPUACCESSFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferUnrecognizedMiscFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDMISCFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_UNRECOGNIZEDMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferInvalidCpuAccessFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDCPUACCESSFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDCPUACCESSFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferInvalidBindFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDBINDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDBINDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferInvalidInitialData">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDINITIALDATA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDINITIALDATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferInvalidDimensions">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDDIMENSIONS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDDIMENSIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferInvalidMipLevels">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDMIPLEVELS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDMIPLEVELS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferInvalidMiscFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDMISCFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferNullDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_NULLDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_NULLDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferInvalidConstantBufferBindingS">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDCONSTANTBUFFERBINDINGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDCONSTANTBUFFERBINDINGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferLargeAllocation">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_LARGEALLOCATION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_LARGEALLOCATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DUnrecognizedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DUnsupportedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_UNSUPPORTEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_UNSUPPORTEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DInvalidSamples">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDSAMPLES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDSAMPLES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DUnrecognizedUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DUnrecognizedBindFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDBINDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDBINDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DUnrecognizedCpuAccessFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDCPUACCESSFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDCPUACCESSFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DUnrecognizedMiscFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDMISCFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_UNRECOGNIZEDMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DInvalidCpuAccessFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDCPUACCESSFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDCPUACCESSFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DInvalidBindFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDBINDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDBINDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DInvalidInitialData">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDINITIALDATA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDINITIALDATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DInvalidDimensions">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDDIMENSIONS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDDIMENSIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DInvalidMipLevels">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDMIPLEVELS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDMIPLEVELS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DInvalidMiscFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDMISCFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DNullDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_NULLDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_NULLDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DLargeAllocation">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_LARGEALLOCATION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_LARGEALLOCATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DUnrecognizedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DUnsupportedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_UNSUPPORTEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_UNSUPPORTEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DInvalidSamples">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDSAMPLES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDSAMPLES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DUnrecognizedUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DUnrecognizedBindFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDBINDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDBINDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DUnrecognizedCpuAccessFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDCPUACCESSFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDCPUACCESSFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DUnrecognizedMiscFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDMISCFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_UNRECOGNIZEDMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DInvalidCpuAccessFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDCPUACCESSFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDCPUACCESSFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DInvalidBindFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDBINDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDBINDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DInvalidInitialData">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDINITIALDATA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDINITIALDATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DInvalidDimensions">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDDIMENSIONS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDDIMENSIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DInvalidMipLevels">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDMIPLEVELS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDMIPLEVELS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DInvalidMiscFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDMISCFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DNullDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_NULLDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_NULLDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DLargeAllocation">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_LARGEALLOCATION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_LARGEALLOCATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DUnrecognizedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DUnsupportedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_UNSUPPORTEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_UNSUPPORTEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DInvalidSamples">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDSAMPLES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDSAMPLES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DUnrecognizedUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DUnrecognizedBindFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDBINDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDBINDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DUnrecognizedCpuAccessFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDCPUACCESSFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDCPUACCESSFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DUnrecognizedMiscFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDMISCFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_UNRECOGNIZEDMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DInvalidCpuAccessFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDCPUACCESSFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDCPUACCESSFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DInvalidBindFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDBINDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDBINDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DInvalidInitialData">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDINITIALDATA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDINITIALDATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DInvalidDimensions">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDDIMENSIONS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDDIMENSIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DInvalidMipLevels">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDMIPLEVELS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDMIPLEVELS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DInvalidMiscFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDMISCFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DNullDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_NULLDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_NULLDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3DLargeAllocation">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE3D_LARGEALLOCATION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE3D_LARGEALLOCATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewUnrecognizedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_UNRECOGNIZEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_UNRECOGNIZEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewInvalidDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewInvalidDimensions">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDIMENSIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewInvalidResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewTooManyObjects">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_TOOMANYOBJECTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_TOOMANYOBJECTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetViewUnrecognizedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_UNRECOGNIZEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_UNRECOGNIZEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetViewUnsupportedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_UNSUPPORTEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_UNSUPPORTEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetViewInvalidDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetViewInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetViewInvalidDimensions">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDIMENSIONS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDIMENSIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetViewInvalidResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetViewTooManyObjects">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_TOOMANYOBJECTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_TOOMANYOBJECTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetViewInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetViewOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilViewUnrecognizedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_UNRECOGNIZEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_UNRECOGNIZEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilViewInvalidDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilViewInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilViewInvalidDimensions">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDIMENSIONS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDDIMENSIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilViewInvalidResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilViewTooManyObjects">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_TOOMANYOBJECTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_TOOMANYOBJECTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilViewInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilViewOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutTooManyElements">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TOOMANYELEMENTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TOOMANYELEMENTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutIncompatibleformat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INCOMPATIBLEFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INCOMPATIBLEFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutInvalidSlot">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutInvalidInputsLotclass">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDINPUTSLOTCLASS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDINPUTSLOTCLASS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutSteprateslotclassmismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_STEPRATESLOTCLASSMISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_STEPRATESLOTCLASSMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutInvalidSlotClassChange">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOTCLASSCHANGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSLOTCLASSCHANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutInvalidStepratechange">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSTEPRATECHANGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDSTEPRATECHANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutInvalidAlignment">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDALIGNMENT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_INVALIDALIGNMENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutDuplicatesemantic">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_DUPLICATESEMANTIC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_DUPLICATESEMANTIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutUnparseableinputsignature">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutNullSemantic">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_NULLSEMANTIC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_NULLSEMANTIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutMissingElement">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_MISSINGELEMENT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_MISSINGELEMENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutNullDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_NULLDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_NULLDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVertexShaderOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVERTEXSHADER_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVERTEXSHADER_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVertexShaderInvalidShaderBytecode">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERBYTECODE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERBYTECODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVertexShaderInvalidShaderType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDSHADERTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderInvalidShaderBytecode">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERBYTECODE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERBYTECODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderInvalidShaderType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDSHADERTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputInvalidShaderBytecode">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERBYTECODE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERBYTECODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputInvalidShaderType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSHADERTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputInvalidNumentries">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMENTRIES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMENTRIES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputOutputStreamsTrideunused">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSTREAMSTRIDEUNUSED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSTREAMSTRIDEUNUSED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputUnexpectedDeclaration">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDDECL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDDECL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputExpectedDeclaration">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_EXPECTEDDECL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_EXPECTEDDECL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputOutputSlot0expected">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSLOT0EXPECTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_OUTPUTSLOT0EXPECTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputInvalidOutputSlot">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSLOT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSLOT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputOnlyoneelementperslot">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_ONLYONEELEMENTPERSLOT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_ONLYONEELEMENTPERSLOT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputInvalidComponentcount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCOMPONENTCOUNT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCOMPONENTCOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputInvalidStartcomponentandcomponentcount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTARTCOMPONENTANDCOMPONENTCOUNT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTARTCOMPONENTANDCOMPONENTCOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputInvalidGapdefinition">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDGAPDEFINITION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDGAPDEFINITION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputRepeatedoutput">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_REPEATEDOUTPUT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_REPEATEDOUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputInvalidOutputStreamsTride">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSTREAMSTRIDE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDOUTPUTSTREAMSTRIDE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputMissingSemantic">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGSEMANTIC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGSEMANTIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputMaskmismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MASKMISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MASKMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputCanthaveonlygaps">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_CANTHAVEONLYGAPS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_CANTHAVEONLYGAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputDeclarationTooComplex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DECLTOOCOMPLEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DECLTOOCOMPLEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputMissingOutputSignature">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGOUTPUTSIGNATURE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_MISSINGOUTPUTSIGNATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreatePixelShaderOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEPIXELSHADER_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEPIXELSHADER_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreatePixelShaderInvalidShaderBytecode">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERBYTECODE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERBYTECODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreatePixelShaderInvalidShaderType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDSHADERTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRasterizerstateInvalidFillmode">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFILLMODE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFILLMODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRasterizerstateInvalidCullmode">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDCULLMODE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDCULLMODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRasterizerstateInvalidDepthBiasclamp">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDDEPTHBIASCLAMP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDDEPTHBIASCLAMP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRasterizerstateInvalidSlopescaleddepthbias">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDSLOPESCALEDDEPTHBIAS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDSLOPESCALEDDEPTHBIAS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRasterizerstateTooManyObjects">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_TOOMANYOBJECTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_TOOMANYOBJECTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRasterizerstateNullDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_NULLDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_NULLDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilStateInvalidDepthWriteMask">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHWRITEMASK</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHWRITEMASK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilStateInvalidDepthFunction">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHFUNC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDDEPTHFUNC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilStateInvalidFrontfacestencilfailop">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFAILOP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFAILOP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilStateInvalidFrontfacestencilzfailop">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILZFAILOP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILZFAILOP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilStateInvalidFrontfacestencilpassop">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILPASSOP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILPASSOP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilStateInvalidFrontfacestencilfunc">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFUNC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDFRONTFACESTENCILFUNC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilStateInvalidBackfaceStencilFailop">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFAILOP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFAILOP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilStateInvalidBackfaceStencilZfailop">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILZFAILOP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILZFAILOP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilStateInvalidBackfaceStencilPassop">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILPASSOP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILPASSOP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilStateInvalidBackfaceStencilFunction">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFUNC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_INVALIDBACKFACESTENCILFUNC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilStateTooManyObjects">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_TOOMANYOBJECTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_TOOMANYOBJECTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilStateNullDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_NULLDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_NULLDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateInvalidSourceBlend">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLEND</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLEND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateInvalidDestinationBlend">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLEND</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLEND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateInvalidBlendOperation">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateInvalidSourceBlendAlpha">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLENDALPHA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDSRCBLENDALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateInvalidDestinationBlendAlpha">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLENDALPHA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDDESTBLENDALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateInvalidBlendOperationAlpha">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOPALPHA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDBLENDOPALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateInvalidRenderTargetWriteMask">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDRENDERTARGETWRITEMASK</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDRENDERTARGETWRITEMASK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateTooManyObjects">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_TOOMANYOBJECTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_TOOMANYOBJECTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateNullDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_NULLDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_NULLDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateInvalidFilter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDFILTER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDFILTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateInvalidAddressU">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSU</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSU</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateInvalidAddressV">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSV</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateInvalidAddressW">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDADDRESSW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateInvalidMiplodbias">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMIPLODBIAS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMIPLODBIAS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateInvalidMaximumAnisotropy">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXANISOTROPY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXANISOTROPY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateInvalidComparisonfunc">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDCOMPARISONFUNC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDCOMPARISONFUNC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateInvalidMinimumLod">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMINLOD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMINLOD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateInvalidMaximumLod">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXLOD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_INVALIDMAXLOD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateTooManyObjects">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_TOOMANYOBJECTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_TOOMANYOBJECTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateNullDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NULLDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NULLDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateQueryOrpredicateInvalidQuery">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDQUERY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDQUERY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateQueryOrpredicateInvalidMiscFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDMISCFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateQueryOrpredicateUnexpectedMiscFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_UNEXPECTEDMISCFLAG</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_UNEXPECTEDMISCFLAG</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateQueryOrpredicateNullDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_NULLDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_NULLDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblySetPrimitivetopologyTopologyUnrecognized">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNRECOGNIZED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNRECOGNIZED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblySetPrimitivetopologyTopologyUndefined">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNDEFINED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNDEFINED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdInputAssemblySetVertexBuffersInvalidBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_INVALIDBUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_INVALIDBUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblySetVertexBuffersOffsetTooLarge">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_OFFSET_TOO_LARGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_OFFSET_TOO_LARGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblySetVertexBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdInputAssemblySetIndexBufferInvalidBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_IASETINDEXBUFFER_INVALIDBUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_IASETINDEXBUFFER_INVALIDBUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblySetIndexBufferFormatInvalid">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_FORMAT_INVALID</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_FORMAT_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblySetIndexBufferOffsetTooLarge">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_TOO_LARGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_TOO_LARGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblySetIndexBufferOffsetUnaligned">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_UNALIGNED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_OFFSET_UNALIGNED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceVertexShaderSetShaderResourcesViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVertexShaderSetConstantBuffersInvalidBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_INVALIDBUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_INVALIDBUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceVertexShaderSetConstantBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceVertexShaderSetSamplersSamplersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_VSSETSAMPLERS_SAMPLERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_VSSETSAMPLERS_SAMPLERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceGeometryShaderSetShaderResourcesViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGeometryShaderSetConstantBuffersInvalidBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_INVALIDBUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_INVALIDBUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceGeometryShaderSetConstantBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceGeometryShaderSetSamplersSamplersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_GSSETSAMPLERS_SAMPLERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_GSSETSAMPLERS_SAMPLERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdStreamOutputSetTargetsInvalidBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SOSETTARGETS_INVALIDBUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SOSETTARGETS_INVALIDBUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceStreamOutputSetTargetsOffsetUnaligned">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SOSETTARGETS_OFFSET_UNALIGNED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SOSETTARGETS_OFFSET_UNALIGNED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDevicePixelShaderSetShaderResourcesViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdPixelShaderSetConstantBuffersInvalidBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_INVALIDBUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_INVALIDBUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDevicePixelShaderSetConstantBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDevicePixelShaderSetSamplersSamplersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_PSSETSAMPLERS_SAMPLERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_PSSETSAMPLERS_SAMPLERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceRasterizerSetViewportsInvalidViewport">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_INVALIDVIEWPORT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_INVALIDVIEWPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceRasterizerSetScissorRectanglesInvalidScissor">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_INVALIDSCISSOR</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_INVALIDSCISSOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdClearrendertargetviewDenormflush">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CLEARRENDERTARGETVIEW_DENORMFLUSH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CLEARRENDERTARGETVIEW_DENORMFLUSH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCleardepthstencilviewDenormflush">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DENORMFLUSH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DENORMFLUSH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCleardepthstencilviewInvalid">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_INVALID</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblyGetVertexBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IAGETVERTEXBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IAGETVERTEXBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceVertexShaderGetShaderResourcesViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_VSGETSHADERRESOURCES_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_VSGETSHADERRESOURCES_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceVertexShaderGetConstantBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_VSGETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_VSGETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceVertexShaderGetSamplersSamplersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_VSGETSAMPLERS_SAMPLERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_VSGETSAMPLERS_SAMPLERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceGeometryShaderGetShaderResourcesViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_GSGETSHADERRESOURCES_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_GSGETSHADERRESOURCES_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceGeometryShaderGetConstantBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_GSGETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_GSGETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceGeometryShaderGetSamplersSamplersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_GSGETSAMPLERS_SAMPLERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_GSGETSAMPLERS_SAMPLERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceStreamOutputGetTargetsBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SOGETTARGETS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SOGETTARGETS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDevicePixelShaderGetShaderResourcesViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_PSGETSHADERRESOURCES_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_PSGETSHADERRESOURCES_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDevicePixelShaderGetConstantBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_PSGETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_PSGETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDevicePixelShaderGetSamplersSamplersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_PSGETSAMPLERS_SAMPLERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_PSGETSAMPLERS_SAMPLERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceRasterizerGetViewportsViewportsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_RSGETVIEWPORTS_VIEWPORTS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_RSGETVIEWPORTS_VIEWPORTS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceRasterizerGetScissorRectanglesRectanglesEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_RSGETSCISSORRECTS_RECTS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_RSGETSCISSORRECTS_RECTS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceGeneratemipsResourceInvalid">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_GENERATEMIPS_RESOURCE_INVALID</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_GENERATEMIPS_RESOURCE_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopySubResourceRegionInvalidDestinationSubResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopySubResourceRegionInvalidSourceSubResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESUBRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopySubResourceRegionInvalidSourceBox">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCEBOX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCEBOX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopySubResourceRegionInvalidSource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopySubResourceRegionInvalidDestinationState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDDESTINATIONSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopySubResourceRegionInvalidSourceState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_INVALIDSOURCESTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopyResourceInvalidSource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopyResourceInvalidDestinationState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDDESTINATIONSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDDESTINATIONSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopyResourceInvalidSourceState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCESTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCESTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdUpdatesUbresourceInvalidDestinationSubResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdUpdatesUbresourceInvalidDestinationBox">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONBOX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONBOX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdUpdatesUbresourceInvalidDestinationState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceResolvesubresourceDestinationInvalid">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_INVALID</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceResolvesubresourceDestinationSubResourceInvalid">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_SUBRESOURCE_INVALID</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_DESTINATION_SUBRESOURCE_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceResolvesubresourceSourceInvalid">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_INVALID</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceResolvesubresourceSourceSubResourceInvalid">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_SUBRESOURCE_INVALID</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_SOURCE_SUBRESOURCE_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceResolvesubresourceFormatInvalid">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_FORMAT_INVALID</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_RESOLVESUBRESOURCE_FORMAT_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdBufferMapInvalidMaptype">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_BUFFER_MAP_INVALIDMAPTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_BUFFER_MAP_INVALIDMAPTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdBufferMapInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_BUFFER_MAP_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_BUFFER_MAP_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdBufferMapAlreadymapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_BUFFER_MAP_ALREADYMAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_BUFFER_MAP_ALREADYMAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdBufferMapDeviceremovedReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_BUFFER_MAP_DEVICEREMOVED_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_BUFFER_MAP_DEVICEREMOVED_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdBufferUnmapNotMapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_BUFFER_UNMAP_NOTMAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_BUFFER_UNMAP_NOTMAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture1DMapInvalidMaptype">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDMAPTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDMAPTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture1DMapInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture1DMapInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE1D_MAP_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture1DMapAlreadymapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE1D_MAP_ALREADYMAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE1D_MAP_ALREADYMAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture1DMapDeviceremovedReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE1D_MAP_DEVICEREMOVED_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE1D_MAP_DEVICEREMOVED_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture1DUnmapInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE1D_UNMAP_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE1D_UNMAP_INVALIDSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture1DUnmapNotMapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE1D_UNMAP_NOTMAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE1D_UNMAP_NOTMAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture2DMapInvalidMaptype">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDMAPTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDMAPTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture2DMapInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture2DMapInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE2D_MAP_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture2DMapAlreadymapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE2D_MAP_ALREADYMAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE2D_MAP_ALREADYMAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture2DMapDeviceremovedReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE2D_MAP_DEVICEREMOVED_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE2D_MAP_DEVICEREMOVED_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture2DUnmapInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE2D_UNMAP_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE2D_UNMAP_INVALIDSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture2DUnmapNotMapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE2D_UNMAP_NOTMAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE2D_UNMAP_NOTMAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture3DMapInvalidMaptype">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDMAPTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDMAPTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture3DMapInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture3DMapInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE3D_MAP_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture3DMapAlreadymapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE3D_MAP_ALREADYMAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE3D_MAP_ALREADYMAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture3DMapDeviceremovedReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE3D_MAP_DEVICEREMOVED_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE3D_MAP_DEVICEREMOVED_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture3DUnmapInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE3D_UNMAP_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE3D_UNMAP_INVALIDSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTexture3DUnmapNotMapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXTURE3D_UNMAP_NOTMAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXTURE3D_UNMAP_NOTMAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckFormatSupportFormatDeprecated">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_DEPRECATED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_DEPRECATED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckMultisamplequalitylevelsFormatDeprecated">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_FORMAT_DEPRECATED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_FORMAT_DEPRECATED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSetExceptionmodeUnrecognizedFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SETEXCEPTIONMODE_UNRECOGNIZEDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SETEXCEPTIONMODE_UNRECOGNIZEDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSetExceptionmodeInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SETEXCEPTIONMODE_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SETEXCEPTIONMODE_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSetExceptionmodeDeviceremovedReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SETEXCEPTIONMODE_DEVICEREMOVED_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SETEXCEPTIONMODE_DEVICEREMOVED_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefSimulatingInfinitelyFastHardware">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_SIMULATING_INFINITELY_FAST_HARDWARE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_SIMULATING_INFINITELY_FAST_HARDWARE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefThreadingMode">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_THREADING_MODE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_THREADING_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefUmdriverException">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_UMDRIVER_EXCEPTION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_UMDRIVER_EXCEPTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefKmdriverException">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_KMDRIVER_EXCEPTION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_KMDRIVER_EXCEPTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefHardwareException">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_HARDWARE_EXCEPTION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_HARDWARE_EXCEPTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefAccessIngIndexAbleTempOutOfRange">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_ACCESSING_INDEXABLE_TEMP_OUT_OF_RANGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_ACCESSING_INDEXABLE_TEMP_OUT_OF_RANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefProblemParsingShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_PROBLEM_PARSING_SHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_PROBLEM_PARSING_SHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefOutOfMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_OUT_OF_MEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_OUT_OF_MEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefInformation">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_INFO</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_INFO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawVertexPosOverflow">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEXPOS_OVERFLOW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEXPOS_OVERFLOW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawIndexedIndexPosOverflow">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAWINDEXED_INDEXPOS_OVERFLOW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAWINDEXED_INDEXPOS_OVERFLOW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawInstancedVertexPosOverflow">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAWINSTANCED_VERTEXPOS_OVERFLOW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAWINSTANCED_VERTEXPOS_OVERFLOW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawInstancedInstancePosOverflow">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAWINSTANCED_INSTANCEPOS_OVERFLOW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAWINSTANCED_INSTANCEPOS_OVERFLOW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawIndexedInstancedInstancePosOverflow">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INSTANCEPOS_OVERFLOW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INSTANCEPOS_OVERFLOW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawIndexedInstancedIndexPosOverflow">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INDEXPOS_OVERFLOW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INDEXPOS_OVERFLOW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawVertexShaderNotSet">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_SHADER_NOT_SET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_SHADER_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceShaderLinkageSemanticnameNotFound">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceShaderLinkageRegisterindex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceShaderLinkageComponenttype">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_COMPONENTTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_COMPONENTTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceShaderLinkageRegistermask">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERMASK</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERMASK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceShaderLinkageSystemvalue">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SYSTEMVALUE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SYSTEMVALUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceShaderLinkageNeverwrittenAlwaysreads">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawVertexBufferNotSet">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_NOT_SET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawInputLayoutNotSet">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_INPUTLAYOUT_NOT_SET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_INPUTLAYOUT_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawConstantBufferNotSet">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_NOT_SET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawConstantBufferTooSmall">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawSamplerNotSet">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_NOT_SET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawShaderResourceViewNotSet">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_SHADERRESOURCEVIEW_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawViewDimensionMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_VIEW_DIMENSION_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_VIEW_DIMENSION_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawVertexBufferStrideTooSmall">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_STRIDE_TOO_SMALL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_STRIDE_TOO_SMALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawVertexBufferTooSmall">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawIndexBufferNotSet">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_NOT_SET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawIndexBufferFormatInvalid">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_FORMAT_INVALID</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_FORMAT_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawIndexBufferTooSmall">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_TOO_SMALL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_BUFFER_TOO_SMALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawGeometryShaderInputPrimitiveMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_GS_INPUT_PRIMITIVE_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_GS_INPUT_PRIMITIVE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawResourceReturnTypeMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_RETURN_TYPE_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_RETURN_TYPE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawPositionNotPresent">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_POSITION_NOT_PRESENT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_POSITION_NOT_PRESENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawOutputStreamNotSet">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_NOT_SET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawBoundResourceMapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_BOUND_RESOURCE_MAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_BOUND_RESOURCE_MAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawInvalidPrimitivetopology">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_PRIMITIVETOPOLOGY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_PRIMITIVETOPOLOGY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawVertexOffsetUnaligned">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_OFFSET_UNALIGNED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_OFFSET_UNALIGNED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawVertexStrideUnaligned">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_STRIDE_UNALIGNED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_STRIDE_UNALIGNED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawIndexOffsetUnaligned">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_OFFSET_UNALIGNED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_INDEX_OFFSET_UNALIGNED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawOutputStreamOffsetUnaligned">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_OFFSET_UNALIGNED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_OUTPUT_STREAM_OFFSET_UNALIGNED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawResourceFormatLdUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_LD_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_LD_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawResourceFormatSampleUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawResourceFormatSampleCUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_C_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_SAMPLE_C_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawResourceMultisampleUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_MULTISAMPLE_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_MULTISAMPLE_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawStreamOutputTargetsBoundWithoutSource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_SO_TARGETS_BOUND_WITHOUT_SOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_SO_TARGETS_BOUND_WITHOUT_SOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawStreamOutputStrideLargeRThanBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_SO_STRIDE_LARGER_THAN_BUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_SO_STRIDE_LARGER_THAN_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawOutputMergerRenderTargetDoesNotSupportBlending">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_BLENDING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawOutputMergerDualSourceBlendingCanOnlyHaveRenderTarget0">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_OM_DUAL_SOURCE_BLENDING_CAN_ONLY_HAVE_RENDER_TARGET_0</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_OM_DUAL_SOURCE_BLENDING_CAN_ONLY_HAVE_RENDER_TARGET_0</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceRemovalProcessAtFault">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_AT_FAULT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_AT_FAULT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceRemovalProcessPossiblyAtFault">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceRemovalProcessNotAtFault">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceOpenSharedResourceInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceOpenSharedResourceOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceOpenSharedResourceBadinterfaceReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawViewportNotSet">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_VIEWPORT_NOT_SET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_VIEWPORT_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutTrailingDigitInSemantic">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputTrailingDigitInSemantic">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceRasterizerSetViewportsDenormflush">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_DENORMFLUSH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_DENORMFLUSH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdOutputMergerSetRenderTargetsInvalidView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_OMSETRENDERTARGETS_INVALIDVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_OMSETRENDERTARGETS_INVALIDVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceSetTextFiltersizeInvalidDimensions">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawSamplerMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutTypeMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdBlendStateGetDescriptionLegacy">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_BLENDSTATE_GETDESC_LEGACY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_BLENDSTATE_GETDESC_LEGACY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdShaderResourceViewGetDescriptionLegacy">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SHADERRESOURCEVIEW_GETDESC_LEGACY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SHADERRESOURCEVIEW_GETDESC_LEGACY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateQueryOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEQUERY_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEQUERY_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreatePredicateOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEPREDICATE_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEPREDICATE_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateCounterOufOfRangeCounter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATECOUNTER_OUTOFRANGE_COUNTER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATECOUNTER_OUTOFRANGE_COUNTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateCounterSimultaneousActiveCountersExhausted">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATECOUNTER_SIMULTANEOUS_ACTIVE_COUNTERS_EXHAUSTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATECOUNTER_SIMULTANEOUS_ACTIVE_COUNTERS_EXHAUSTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateCounterUnsupportedWellknownCounter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATECOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATECOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateCounterOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATECOUNTER_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATECOUNTER_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateCounterNonexclusiveReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATECOUNTER_NONEXCLUSIVE_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATECOUNTER_NONEXCLUSIVE_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateCounterNullDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATECOUNTER_NULLDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATECOUNTER_NULLDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckCounterOufOfRangeCounter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKCOUNTER_OUTOFRANGE_COUNTER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKCOUNTER_OUTOFRANGE_COUNTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckCounterUnsupportedWellknownCounter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKCOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKCOUNTER_UNSUPPORTED_WELLKNOWN_COUNTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSetPredicationInvalidPredicateState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SETPREDICATION_INVALID_PREDICATE_STATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SETPREDICATION_INVALID_PREDICATE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdQueryBeginUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_QUERY_BEGIN_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_QUERY_BEGIN_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdPredicateBeginDuringPredication">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_PREDICATE_BEGIN_DURING_PREDICATION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_PREDICATE_BEGIN_DURING_PREDICATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdQueryBeginDuplicate">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_QUERY_BEGIN_DUPLICATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_QUERY_BEGIN_DUPLICATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdQueryBeginAbandoningPreviousResults">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdPredicateEndDuringPredication">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_PREDICATE_END_DURING_PREDICATION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_PREDICATE_END_DURING_PREDICATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdQueryEndAbandoningPreviousResults">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_QUERY_END_ABANDONING_PREVIOUS_RESULTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_QUERY_END_ABANDONING_PREVIOUS_RESULTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdQueryEndWithoutBegin">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_QUERY_END_WITHOUT_BEGIN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_QUERY_END_WITHOUT_BEGIN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdQueryGetDataInvalidDataSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_DATASIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_DATASIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdQueryGetDataInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_FLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_FLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdQueryGetDataInvalidCall">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_CALL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_QUERY_GETDATA_INVALID_CALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawPixelShaderOutputTypeMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawResourceFormatGatherUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawInvalidUseOfCenterMultisamplePattern">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblySetVertexBuffersStrideTooLarge">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblySetVertexBuffersInvalidRange">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutEmptyLayout">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawResourceSampleCountMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveObjectSummary">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_OBJECT_SUMMARY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_OBJECT_SUMMARY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_BUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveTexture1D">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveTexture2D">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveTexture3D">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_TEXTURE3D</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_TEXTURE3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveShaderResourceView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveRenderTargetView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_RENDERTARGETVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_RENDERTARGETVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveDepthStencilView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveVertexShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_VERTEXSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_VERTEXSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveGeometryShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_GEOMETRYSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_GEOMETRYSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLivePixelShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_PIXELSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_PIXELSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveInputLayout">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_INPUTLAYOUT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_INPUTLAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveSampler">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_SAMPLER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_SAMPLER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveBlendState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_BLENDSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_BLENDSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveDepthStencilState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveRasterizerstate">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_RASTERIZERSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_RASTERIZERSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveQuery">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_QUERY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_QUERY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLivePredicate">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_PREDICATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_PREDICATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveCounter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_COUNTER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_COUNTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveDevice">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_DEVICE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_DEVICE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveSwapchain">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_SWAPCHAIN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_SWAPCHAIN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdD3D10MessagesEnd">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_D3D10_MESSAGES_END</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_D3D10_MESSAGES_END</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdD3D10L9MessagesStart">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_D3D10L9_MESSAGES_START</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_D3D10L9_MESSAGES_START</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilStateStencilNoTwoSided">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_STENCIL_NO_TWO_SIDED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_STENCIL_NO_TWO_SIDED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRasterizerstateDepthBiasClampNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_DepthBiasClamp_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_DepthBiasClamp_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateNoComparisonSupport">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NO_COMPARISON_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NO_COMPARISON_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateExcessiveAnisotropy">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_EXCESSIVE_ANISOTROPY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_EXCESSIVE_ANISOTROPY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateBorderOutOfRange">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_OUT_OF_RANGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_OUT_OF_RANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVertexShaderSetSamplersNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VSSETSAMPLERS_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VSSETSAMPLERS_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVertexShaderSetSamplersTooManySamplers">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VSSETSAMPLERS_TOO_MANY_SAMPLERS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VSSETSAMPLERS_TOO_MANY_SAMPLERS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdPixelShaderSetSamplersTooManySamplers">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_PSSETSAMPLERS_TOO_MANY_SAMPLERS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_PSSETSAMPLERS_TOO_MANY_SAMPLERS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceNoArrays">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_NO_ARRAYS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_NO_ARRAYS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceNoVertexBufferAndIndexBufferBind">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_NO_VB_AND_IB_BIND</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_NO_VB_AND_IB_BIND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceNoTexture1D">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_NO_TEXTURE_1D</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_NO_TEXTURE_1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceDimensionOutOfRange">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_DIMENSION_OUT_OF_RANGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_DIMENSION_OUT_OF_RANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceNotBindableAsShaderResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_SHADER_RESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_SHADER_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdOutputMergerSetRenderTargetsTooManyRenderTargets">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_OMSETRENDERTARGETS_TOO_MANY_RENDER_TARGETS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_OMSETRENDERTARGETS_TOO_MANY_RENDER_TARGETS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdOutputMergerSetRenderTargetsNoDifferingBitDepthS">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_OMSETRENDERTARGETS_NO_DIFFERING_BIT_DEPTHS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_OMSETRENDERTARGETS_NO_DIFFERING_BIT_DEPTHS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdInputAssemblySetVertexBuffersBadBufferIndex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_BAD_BUFFER_INDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_BAD_BUFFER_INDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceRasterizerSetViewportsTooManyViewports">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_TOO_MANY_VIEWPORTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_TOO_MANY_VIEWPORTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblySetPrimitivetopologyWithAdjacencyUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_ADJACENCY_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_ADJACENCY_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceRasterizerSetScissorRectanglesTooManyScissors">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_TOO_MANY_SCISSORS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_TOO_MANY_SCISSORS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopyResourceOnlyTexture2DWithinGpuMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYRESOURCE_ONLY_TEXTURE_2D_WITHIN_GPU_MEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYRESOURCE_ONLY_TEXTURE_2D_WITHIN_GPU_MEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopyResourceNoTexture3DReadback">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_3D_READBACK</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_3D_READBACK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopyResourceNoTextureOnlyReadback">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_ONLY_READBACK</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYRESOURCE_NO_TEXTURE_ONLY_READBACK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutUnsupportedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_UNSUPPORTED_FORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_UNSUPPORTED_FORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateNoAlphaToCoverage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_ALPHA_TO_COVERAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_ALPHA_TO_COVERAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRasterizerstateDepthClipEnableMustBeTrue">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_DepthClipEnable_MUST_BE_TRUE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_DepthClipEnable_MUST_BE_TRUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDrawIndexedStartindexlocationMustBePositive">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DRAWINDEXED_STARTINDEXLOCATION_MUST_BE_POSITIVE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DRAWINDEXED_STARTINDEXLOCATION_MUST_BE_POSITIVE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewMustUseLowestLod">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_MUST_USE_LOWEST_LOD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_MUST_USE_LOWEST_LOD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateMinimumLodMustNotBeFractional">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_MINLOD_MUST_NOT_BE_FRACTIONAL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_MINLOD_MUST_NOT_BE_FRACTIONAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateMaximumLodMustBeFltMaximum">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_MAXLOD_MUST_BE_FLT_MAX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_MAXLOD_MUST_BE_FLT_MAX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewFirstArraySliceMustBeZero">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_FIRSTARRAYSLICE_MUST_BE_ZERO</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_FIRSTARRAYSLICE_MUST_BE_ZERO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewCubeSMustHave6Sides">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_CUBES_MUST_HAVE_6_SIDES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_CUBES_MUST_HAVE_6_SIDES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceNotBindableAsRenderTarget">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_RENDER_TARGET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_NOT_BINDABLE_AS_RENDER_TARGET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceNoDwordIndexBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_NO_DWORD_INDEX_BUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_NO_DWORD_INDEX_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceMSAAPrecludesShaderResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_MSAA_PRECLUDES_SHADER_RESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_MSAA_PRECLUDES_SHADER_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourcePresentationPrecludesShaderResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_PRESENTATION_PRECLUDES_SHADER_RESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_PRESENTATION_PRECLUDES_SHADER_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateNoIndependentBlendEnable">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_BLEND_ENABLE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_BLEND_ENABLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateNoIndependentWriteMasks">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_WRITE_MASKS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_INDEPENDENT_WRITE_MASKS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceNoStreamOut">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_NO_STREAM_OUT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_NO_STREAM_OUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceOnlyVertexBufferIndexBufferForBuffers">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_ONLY_VB_IB_FOR_BUFFERS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_ONLY_VB_IB_FOR_BUFFERS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceNoAutogenForVolumes">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_NO_AUTOGEN_FOR_VOLUMES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_NO_AUTOGEN_FOR_VOLUMES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceDxgiFormatR8G8B8A8CannotBeShared">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_DXGI_FORMAT_R8G8B8A8_CANNOT_BE_SHARED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_DXGI_FORMAT_R8G8B8A8_CANNOT_BE_SHARED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVertexShaderShaderResourcesNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VSSHADERRESOURCES_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VSSHADERRESOURCES_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGeometryShaderNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GEOMETRY_SHADER_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GEOMETRY_SHADER_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdStreamOutNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_STREAM_OUT_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_STREAM_OUT_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTextFilterNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TEXT_FILTER_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TEXT_FILTER_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateNoSeparateAlphaBlend">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_SEPARATE_ALPHA_BLEND</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_SEPARATE_ALPHA_BLEND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateNoMrtBlend">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_MRT_BLEND</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_NO_MRT_BLEND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateOperationNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_OPERATION_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_OPERATION_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateNoMirrorOnce">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NO_MIRRORONCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_NO_MIRRORONCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDrawInstancedNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DRAWINSTANCED_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DRAWINSTANCED_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDrawIndexedInstancedNotSupportedBelow93">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DRAWINDEXEDINSTANCED_NOT_SUPPORTED_BELOW_9_3</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DRAWINDEXEDINSTANCED_NOT_SUPPORTED_BELOW_9_3</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDrawIndexedPointListUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DRAWINDEXED_POINTLIST_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DRAWINDEXED_POINTLIST_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSetBlendStateSampleMaskCannotBeZero">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SETBLENDSTATE_SAMPLE_MASK_CANNOT_BE_ZERO</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SETBLENDSTATE_SAMPLE_MASK_CANNOT_BE_ZERO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceDimensionExceedsFeatureLevelDefinition">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_DIMENSION_EXCEEDS_FEATURE_LEVEL_DEFINITION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_DIMENSION_EXCEEDS_FEATURE_LEVEL_DEFINITION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceOnlySingleMipLevelDepthStencilSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_ONLY_SINGLE_MIP_LEVEL_DEPTH_STENCIL_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_ONLY_SINGLE_MIP_LEVEL_DEPTH_STENCIL_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceRasterizerSetScissorRectanglesNegativeScissor">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_NEGATIVESCISSOR</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_NEGATIVESCISSOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSlotZeroMustBeD3D10InputPerVertexData">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SLOT_ZERO_MUST_BE_D3D10_INPUT_PER_VERTEX_DATA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SLOT_ZERO_MUST_BE_D3D10_INPUT_PER_VERTEX_DATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateResourceNonPow2Mipmap">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERESOURCE_NON_POW_2_MIPMAP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERESOURCE_NON_POW_2_MIPMAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSamplerStateBorderNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdOutputMergerSetRenderTargetsNoSRgbMrt">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_OMSETRENDERTARGETS_NO_SRGB_MRT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_OMSETRENDERTARGETS_NO_SRGB_MRT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopyResourceNo3DMismatchedUpdates">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYRESOURCE_NO_3D_MISMATCHED_UPDATES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYRESOURCE_NO_3D_MISMATCHED_UPDATES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdD3D10L9MessagesEnd">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_D3D10L9_MESSAGES_END</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_D3D10L9_MESSAGES_END</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdD3D11MessagesStart">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_D3D11_MESSAGES_START</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_D3D11_MESSAGES_START</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilViewInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVertexShaderInvalidClassLinkage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDCLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDCLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderInvalidClassLinkage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDCLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDCLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputInvalidNumstreams">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTREAMS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTREAMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputInvalidStreamTorasterizer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAMTORASTERIZER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAMTORASTERIZER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputUnexpectedStreams">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTREAMS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTREAMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputInvalidClassLinkage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreatePixelShaderInvalidClassLinkage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDCLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEPIXELSHADER_INVALIDCLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDeferredContextInvalidCommandlistflags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALID_COMMANDLISTFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALID_COMMANDLISTFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDeferredContextSingleThreaded">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_SINGLETHREADED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_SINGLETHREADED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDeferredContextInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDeferredContextInvalidCallReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALID_CALL_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_INVALID_CALL_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDeferredContextOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEFERREDCONTEXT_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdFinishDisplayListOnimmediatecontext">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_FINISHDISPLAYLIST_ONIMMEDIATECONTEXT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_FINISHDISPLAYLIST_ONIMMEDIATECONTEXT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdFinishDisplayListOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_FINISHDISPLAYLIST_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_FINISHDISPLAYLIST_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdFinishDisplayListInvalidCallReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_FINISHDISPLAYLIST_INVALID_CALL_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_FINISHDISPLAYLIST_INVALID_CALL_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputUnexpectedEntries">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDENTRIES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDENTRIES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputUnexpectedStrides">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTRIDES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTRIDES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShaderWithStreamOutputInvalidNumstrides">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTRIDES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTRIDES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceHullShaderSetShaderResourcesHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_HSSETSHADERRESOURCES_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_HSSETSHADERRESOURCES_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceHullShaderSetConstantBuffersHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_HSSETCONSTANTBUFFERS_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_HSSETCONSTANTBUFFERS_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdHullShaderSetShaderResourcesUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_HSSETSHADERRESOURCES_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_HSSETSHADERRESOURCES_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdHullShaderSetConstantBuffersUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateHullShaderInvalidCall">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDCALL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDCALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateHullShaderOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEHULLSHADER_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEHULLSHADER_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateHullShaderInvalidShaderBytecode">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERBYTECODE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERBYTECODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateHullShaderInvalidShaderType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateHullShaderInvalidClassLinkage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDCLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEHULLSHADER_INVALIDCLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceHullShaderSetShaderResourcesViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_HSSETSHADERRESOURCES_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_HSSETSHADERRESOURCES_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdHullShaderSetConstantBuffersInvalidBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_INVALIDBUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_INVALIDBUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceHullShaderSetConstantBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_HSSETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_HSSETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceHullShaderSetSamplersSamplersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_HSSETSAMPLERS_SAMPLERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_HSSETSAMPLERS_SAMPLERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceHullShaderGetShaderResourcesViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_HSGETSHADERRESOURCES_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_HSGETSHADERRESOURCES_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceHullShaderGetConstantBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_HSGETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_HSGETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceHullShaderGetSamplersSamplersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_HSGETSAMPLERS_SAMPLERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_HSGETSAMPLERS_SAMPLERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDomainShaderSetShaderResourcesHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DSSETSHADERRESOURCES_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DSSETSHADERRESOURCES_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDomainShaderSetConstantBuffersHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DSSETCONSTANTBUFFERS_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DSSETCONSTANTBUFFERS_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDomainShaderSetShaderResourcesUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DSSETSHADERRESOURCES_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DSSETSHADERRESOURCES_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDomainShaderSetConstantBuffersUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDomainShaderInvalidCall">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCALL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDomainShaderOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDOMAINSHADER_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDOMAINSHADER_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDomainShaderInvalidShaderBytecode">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERBYTECODE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERBYTECODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDomainShaderInvalidShaderType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDSHADERTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDomainShaderInvalidClassLinkage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDomainShaderSetShaderResourcesViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DSSETSHADERRESOURCES_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DSSETSHADERRESOURCES_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDomainShaderSetConstantBuffersInvalidBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_INVALIDBUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_INVALIDBUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDomainShaderSetConstantBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DSSETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DSSETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDomainShaderSetSamplersSamplersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DSSETSAMPLERS_SAMPLERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DSSETSAMPLERS_SAMPLERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDomainShaderGetShaderResourcesViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DSGETSHADERRESOURCES_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DSGETSHADERRESOURCES_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDomainShaderGetConstantBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DSGETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DSGETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDomainShaderGetSamplersSamplersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DSGETSAMPLERS_SAMPLERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DSGETSAMPLERS_SAMPLERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawHullShaderXorDomainShaderMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_HS_XOR_DS_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_HS_XOR_DS_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeferredContextRemovalProcessAtFault">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEFERRED_CONTEXT_REMOVAL_PROCESS_AT_FAULT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEFERRED_CONTEXT_REMOVAL_PROCESS_AT_FAULT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawIndirectInvalidArgumentBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_INVALID_ARG_BUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_INVALID_ARG_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawIndirectOffsetUnaligned">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_UNALIGNED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_UNALIGNED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawIndirectOffsetOverflow">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_OVERFLOW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAWINDIRECT_OFFSET_OVERFLOW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdResourceMapInvalidMaptype">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDMAPTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDMAPTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdResourceMapInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdResourceMapInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RESOURCE_MAP_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdResourceMapAlreadymapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RESOURCE_MAP_ALREADYMAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RESOURCE_MAP_ALREADYMAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdResourceMapDeviceremovedReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RESOURCE_MAP_DEVICEREMOVED_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RESOURCE_MAP_DEVICEREMOVED_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdResourceMapOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RESOURCE_MAP_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RESOURCE_MAP_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdResourceMapWithoutInitialDiscard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RESOURCE_MAP_WITHOUT_INITIAL_DISCARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RESOURCE_MAP_WITHOUT_INITIAL_DISCARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdResourceUnmapInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RESOURCE_UNMAP_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RESOURCE_UNMAP_INVALIDSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdResourceUnmapNotMapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RESOURCE_UNMAP_NOTMAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RESOURCE_UNMAP_NOTMAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawRasterizingControlPoints">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_RASTERIZING_CONTROL_POINTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_RASTERIZING_CONTROL_POINTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceInputAssemblySetPrimitivetopologyTopologyUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawHullShaderDomainShaderSignatureMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_SIGNATURE_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_SIGNATURE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawHullShaderInputTopologyMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_HULL_SHADER_INPUT_TOPOLOGY_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_HULL_SHADER_INPUT_TOPOLOGY_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawHullShaderDomainShaderControlPointCountMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_CONTROL_POINT_COUNT_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_CONTROL_POINT_COUNT_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawHullShaderDomainShaderTessellatorDomainMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_TESSELLATOR_DOMAIN_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_HS_DS_TESSELLATOR_DOMAIN_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateContext">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_CONTEXT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_CONTEXT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveContext">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_CONTEXT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_CONTEXT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyContext">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_CONTEXT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_CONTEXT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_BUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveBufferWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_BUFFER_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_BUFFER_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_BUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1D">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveTexture1DWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_TEXTURE1D_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_TEXTURE1D_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyTexture1D">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2D">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveTexture2DWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_TEXTURE2D_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_TEXTURE2D_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyTexture2D">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture3D">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_TEXTURE3D</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_TEXTURE3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveTexture3DWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_TEXTURE3D_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_TEXTURE3D_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyTexture3D">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_TEXTURE3D</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_TEXTURE3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_SHADERRESOURCEVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_SHADERRESOURCEVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveShaderResourceViewWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyShaderResourceView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_SHADERRESOURCEVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_SHADERRESOURCEVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_RENDERTARGETVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_RENDERTARGETVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveRenderTargetViewWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_RENDERTARGETVIEW_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_RENDERTARGETVIEW_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyRenderTargetView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_RENDERTARGETVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_RENDERTARGETVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_DEPTHSTENCILVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_DEPTHSTENCILVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveDepthStencilViewWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyDepthStencilView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_DEPTHSTENCILVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_DEPTHSTENCILVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVertexShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_VERTEXSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_VERTEXSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveVertexShaderWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_VERTEXSHADER_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_VERTEXSHADER_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyVertexShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_VERTEXSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_VERTEXSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateHullShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_HULLSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_HULLSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveHullShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_HULLSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_HULLSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyHullShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_HULLSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_HULLSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDomainShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_DOMAINSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_DOMAINSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveDomainShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_DOMAINSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_DOMAINSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyDomainShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_DOMAINSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_DOMAINSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateGeometryShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_GEOMETRYSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_GEOMETRYSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveGeometryShaderWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_GEOMETRYSHADER_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_GEOMETRYSHADER_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyGeometryShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_GEOMETRYSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_GEOMETRYSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreatePixelShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_PIXELSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_PIXELSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLivePixelShaderWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_PIXELSHADER_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_PIXELSHADER_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyPixelShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_PIXELSHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_PIXELSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayout">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_INPUTLAYOUT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_INPUTLAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveInputLayoutWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_INPUTLAYOUT_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_INPUTLAYOUT_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyInputLayout">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_INPUTLAYOUT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_INPUTLAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateSampler">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_SAMPLER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_SAMPLER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveSamplerWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_SAMPLER_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_SAMPLER_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroySampler">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_SAMPLER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_SAMPLER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_BLENDSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_BLENDSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveBlendStateWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_BLENDSTATE_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_BLENDSTATE_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyBlendState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_BLENDSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_BLENDSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDepthStencilState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_DEPTHSTENCILSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_DEPTHSTENCILSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveDepthStencilStateWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyDepthStencilState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_DEPTHSTENCILSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_DEPTHSTENCILSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRasterizerstate">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_RASTERIZERSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_RASTERIZERSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveRasterizerstateWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_RASTERIZERSTATE_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_RASTERIZERSTATE_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyRasterizerstate">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_RASTERIZERSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_RASTERIZERSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateQuery">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_QUERY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_QUERY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveQueryWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_QUERY_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_QUERY_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyQuery">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_QUERY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_QUERY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreatePredicate">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_PREDICATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_PREDICATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLivePredicateWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_PREDICATE_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_PREDICATE_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyPredicate">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_PREDICATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_PREDICATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateCounter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_COUNTER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_COUNTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyCounter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_COUNTER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_COUNTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateCommandlist">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_COMMANDLIST</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_COMMANDLIST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveCommandlist">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_COMMANDLIST</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_COMMANDLIST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyCommandlist">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_COMMANDLIST</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_COMMANDLIST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateClassInstance">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_CLASSINSTANCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_CLASSINSTANCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveClassInstance">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_CLASSINSTANCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_CLASSINSTANCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyClassInstance">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_CLASSINSTANCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_CLASSINSTANCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateClassLinkage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_CLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_CLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveClassLinkage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_CLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_CLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyClassLinkage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_CLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_CLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveDeviceWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_DEVICE_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_DEVICE_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveObjectSummaryWin7">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_OBJECT_SUMMARY_WIN7</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_OBJECT_SUMMARY_WIN7</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateComputeShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_COMPUTESHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_COMPUTESHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveComputeShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_COMPUTESHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_COMPUTESHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyComputeShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_COMPUTESHADER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_COMPUTESHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_UNORDEREDACCESSVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_UNORDEREDACCESSVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveUnorderedAccessView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_UNORDEREDACCESSVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_UNORDEREDACCESSVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyUnorderedAccessView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_UNORDEREDACCESSVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_UNORDEREDACCESSVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceSetShaderInterfacesFeaturelevel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INTERFACES_FEATURELEVEL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INTERFACES_FEATURELEVEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceSetShaderInterfaceCountMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INTERFACE_COUNT_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INTERFACE_COUNT_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceSetShaderInvalidInstance">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceSetShaderInvalidInstanceIndex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_INDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_INDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceSetShaderInvalidInstanceType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_TYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceSetShaderInvalidInstanceData">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_DATA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INVALID_INSTANCE_DATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceSetShaderUnboundInstanceData">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SETSHADER_UNBOUND_INSTANCE_DATA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SETSHADER_UNBOUND_INSTANCE_DATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceSetShaderInstanceDataBindingS">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INSTANCE_DATA_BINDINGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SETSHADER_INSTANCE_DATA_BINDINGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateShaderClassLinkageFull">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATESHADER_CLASSLINKAGE_FULL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATESHADER_CLASSLINKAGE_FULL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCheckFeaturesupportUnrecognizedFeature">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_UNRECOGNIZED_FEATURE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_UNRECOGNIZED_FEATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCheckFeaturesupportMismatchedDataSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_MISMATCHED_DATA_SIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_MISMATCHED_DATA_SIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCheckFeaturesupportInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderSetShaderResourcesHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderSetConstantBuffersHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdComputeShaderSetShaderResourcesUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CSSETSHADERRESOURCES_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CSSETSHADERRESOURCES_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdComputeShaderSetConstantBuffersUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateComputeShaderInvalidCall">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCALL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateComputeShaderOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATECOMPUTESHADER_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATECOMPUTESHADER_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateComputeShaderInvalidShaderBytecode">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERBYTECODE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERBYTECODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateComputeShaderInvalidShaderType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDSHADERTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateComputeShaderInvalidClassLinkage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderSetShaderResourcesViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSSETSHADERRESOURCES_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdComputeShaderSetConstantBuffersInvalidBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_INVALIDBUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_INVALIDBUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderSetConstantBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSSETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderSetSamplersSamplersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSSETSAMPLERS_SAMPLERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSSETSAMPLERS_SAMPLERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderGetShaderResourcesViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSGETSHADERRESOURCES_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSGETSHADERRESOURCES_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderGetConstantBuffersBuffersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSGETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSGETCONSTANTBUFFERS_BUFFERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderGetSamplersSamplersEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSGETSAMPLERS_SAMPLERS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSGETSAMPLERS_SAMPLERS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateVertexShaderDoubleFloatopsnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateHullShaderDoubleFloatopsnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateDomainShaderDoubleFloatopsnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateGeometryShaderDoubleFloatopsnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateGeometryShaderWithStreamOutputDoubleFloatopsnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreatePixelShaderDoubleFloatopsnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateComputeShaderDoubleFloatopsnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEFLOATOPSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferInvalidStructurestride">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDSTRUCTURESTRIDE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDSTRUCTURESTRIDE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessViewInvalidResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessViewInvalidDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDESC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessViewInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessViewInvalidDimensions">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDIMENSIONS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDIMENSIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessViewUnrecognizedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_UNRECOGNIZEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_UNRECOGNIZEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceOutputMergerSetRenderTargetsAndUnorderedAccessViewsHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceOutputMergerSetRenderTargetsAndUnorderedAccessViewsOverlappingOldSlots">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_OVERLAPPING_OLD_SLOTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_OVERLAPPING_OLD_SLOTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceOutputMergerSetRenderTargetsAndUnorderedAccessViewsNoOperation">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_NO_OP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_NO_OP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdComputeShaderSetUnorderedAccessViewsUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CSSETUNORDEREDACCESSVIEWS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CSSETUNORDEREDACCESSVIEWS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdPixelShaderSetUnorderedAccessViewsUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_PSSETUNORDEREDACCESSVIEWS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_PSSETUNORDEREDACCESSVIEWS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessViewInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessViewOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessViewTooManyObjects">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_TOOMANYOBJECTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_TOOMANYOBJECTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderSetUnorderedAccessViewsHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdClearunorderedaccessviewDenormflush">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEW_DENORMFLUSH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEW_DENORMFLUSH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderSetUnorderedAccessSViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSS_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSS_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderGetUnorderedAccessSViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSGETUNORDEREDACCESSS_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSGETUNORDEREDACCESSS_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessViewInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResesourceviewTooManyObjects">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESESOURCEVIEW_TOOMANYOBJECTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESESOURCEVIEW_TOOMANYOBJECTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDispatchindirectInvalidArgumentBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_INVALID_ARG_BUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_INVALID_ARG_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDispatchindirectOffsetUnaligned">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_UNALIGNED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_UNALIGNED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDispatchindirectOffsetOverflow">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_OVERFLOW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_OVERFLOW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceSetResourceMinimumLodInvalidContext">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDCONTEXT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDCONTEXT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceSetResourceMinimumLodInvalidResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceSetResourceMinimumLodInvalidMinimumLod">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDMINLOD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SETRESOURCEMINLOD_INVALIDMINLOD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceGetResourceMinimumLodInvalidContext">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_GETRESOURCEMINLOD_INVALIDCONTEXT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_GETRESOURCEMINLOD_INVALIDCONTEXT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceGetResourceMinimumLodInvalidResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_GETRESOURCEMINLOD_INVALIDRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_GETRESOURCEMINLOD_INVALIDRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdOutputMergerSetDepthStencilUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_OMSETDEPTHSTENCIL_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_OMSETDEPTHSTENCIL_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCleardepthstencilviewDepthReadonly">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DEPTH_READONLY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DEPTH_READONLY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCleardepthstencilviewStencilReadonly">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_STENCIL_READONLY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_STENCIL_READONLY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckFeaturesupportFormatDeprecated">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKFEATURESUPPORT_FORMAT_DEPRECATED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKFEATURESUPPORT_FORMAT_DEPRECATED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewReturnTypeMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RETURN_TYPE_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RETURN_TYPE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewNotSet">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawUnorderedAccessViewRenderTargetViewOverlap">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_UNORDEREDACCESSVIEW_RENDERTARGETVIEW_OVERLAP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_UNORDEREDACCESSVIEW_RENDERTARGETVIEW_OVERLAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewDimensionMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_DIMENSION_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_DIMENSION_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewAppendUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_APPEND_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_APPEND_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewAtomicsUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMICS_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMICS_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewStructureStrideMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_STRUCTURE_STRIDE_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_STRUCTURE_STRIDE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewBufferTypeMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_BUFFER_TYPE_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_BUFFER_TYPE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewRawUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RAW_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RAW_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewFormatLdUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_LD_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_LD_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewFormatStoreUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_STORE_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_STORE_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewAtomicAddUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_ADD_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_ADD_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewAtomicBitwiseOperationsUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_BITWISE_OPS_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_BITWISE_OPS_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewAtomicCmpstoreCmpexchangeUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_CMPSTORE_CMPEXCHANGE_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_CMPSTORE_CMPEXCHANGE_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewAtomicExchangeUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_EXCHANGE_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_EXCHANGE_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewAtomicSignedMinimumMaximumUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_SIGNED_MINMAX_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_SIGNED_MINMAX_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewAtomicUnsignedMinimumMaximumUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_UNSIGNED_MINMAX_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_UNSIGNED_MINMAX_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDispatchBoundResourceMapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DISPATCH_BOUND_RESOURCE_MAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DISPATCH_BOUND_RESOURCE_MAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDispatchThreadgroupcountOverflow">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_OVERFLOW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_OVERFLOW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDispatchThreadgroupcountZero">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_ZERO</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_ZERO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceShaderResourceViewStructureStrideMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_STRUCTURE_STRIDE_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_STRUCTURE_STRIDE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceShaderResourceViewBufferTypeMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_BUFFER_TYPE_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_BUFFER_TYPE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceShaderResourceViewRawUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_RAW_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_RAW_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDispatchUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DISPATCH_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DISPATCH_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDispatchindirectUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopyStructurecountInvalidOffset">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDOFFSET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDOFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopyStructurecountLargeOffset">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_LARGEOFFSET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_LARGEOFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopyStructurecountInvalidDestinationState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDDESTINATIONSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDDESTINATIONSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopyStructurecountInvalidSourceState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDSOURCESTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDSOURCESTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckFormatSupportFormatNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderSetUnorderedAccessViewsInvalidView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderSetUnorderedAccessViewsInvalidOffset">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDOFFSET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDOFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceComputeShaderSetUnorderedAccessViewsTooManyViews">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_TOOMANYVIEWS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_TOOMANYVIEWS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdClearunorderedaccessviewfloatInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_INVALIDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewCounterUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_COUNTER_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_COUNTER_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefWarning">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_WARNING</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_WARNING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawPixelShaderWithoutRenderTargetViewOrDepthStencilView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_PIXEL_SHADER_WITHOUT_RTV_OR_DSV</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_PIXEL_SHADER_WITHOUT_RTV_OR_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdShaderAbort">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SHADER_ABORT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SHADER_ABORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdShaderMessage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SHADER_MESSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SHADER_MESSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdShaderError">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SHADER_ERROR</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SHADER_ERROR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdOfferresourcesInvalidResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_OFFERRESOURCES_INVALIDRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_OFFERRESOURCES_INVALIDRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdHullShaderSetSamplersUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_HSSETSAMPLERS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_HSSETSAMPLERS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDomainShaderSetSamplersUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DSSETSAMPLERS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DSSETSAMPLERS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdComputeShaderSetSamplersUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CSSETSAMPLERS_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CSSETSAMPLERS_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdHullShaderSetShaderUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_HSSETSHADER_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_HSSETSHADER_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDomainShaderSetShaderUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DSSETSHADER_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DSSETSHADER_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdComputeShaderSetShaderUnbindDeletingObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CSSETSHADER_UNBINDDELETINGOBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CSSETSHADER_UNBINDDELETINGOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEnqueueSetEventInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENQUEUESETEVENT_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENQUEUESETEVENT_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEnqueueSetEventOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENQUEUESETEVENT_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENQUEUESETEVENT_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEnqueueSetEventAccessDeniedReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENQUEUESETEVENT_ACCESSDENIED_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENQUEUESETEVENT_ACCESSDENIED_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceOutputMergerSetRenderTargetsAndUnorderedAccessViewsNumuavsInvalidRange">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_NUMUAVS_INVALIDRANGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_NUMUAVS_INVALIDRANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdUseOfZeroRefcountObject">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_USE_OF_ZERO_REFCOUNT_OBJECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_USE_OF_ZERO_REFCOUNT_OBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdD3D11MessagesEnd">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_D3D11_MESSAGES_END</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_D3D11_MESSAGES_END</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdD3D111MessagesStart">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_D3D11_1_MESSAGES_START</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_D3D11_1_MESSAGES_START</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoder">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_VIDEODECODER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_VIDEODECODER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorEnum">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_VIDEOPROCESSORENUM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_VIDEOPROCESSORENUM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessor">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_VIDEOPROCESSOR</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_VIDEOPROCESSOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDecoderoutputview">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_DECODEROUTPUTVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_DECODEROUTPUTVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateProcessorInputView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_PROCESSORINPUTVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_PROCESSORINPUTVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateProcessorOutputView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_PROCESSOROUTPUTVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_PROCESSOROUTPUTVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDevicecontextstate">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_DEVICECONTEXTSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_DEVICECONTEXTSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveVideoDecoder">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_VIDEODECODER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_VIDEODECODER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveVideoProcessorEnum">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_VIDEOPROCESSORENUM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_VIDEOPROCESSORENUM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveVideoProcessor">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_VIDEOPROCESSOR</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_VIDEOPROCESSOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveDecoderoutputview">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_DECODEROUTPUTVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_DECODEROUTPUTVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveProcessorInputView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_PROCESSORINPUTVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_PROCESSORINPUTVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveProcessorOutputView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_PROCESSOROUTPUTVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_PROCESSOROUTPUTVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveDevicecontextstate">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_DEVICECONTEXTSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_DEVICECONTEXTSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyVideoDecoder">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_VIDEODECODER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_VIDEODECODER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyVideoProcessorEnum">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_VIDEOPROCESSORENUM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_VIDEOPROCESSORENUM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyVideoProcessor">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_VIDEOPROCESSOR</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_VIDEOPROCESSOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyDecoderoutputview">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_DECODEROUTPUTVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_DECODEROUTPUTVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyProcessorInputView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_PROCESSORINPUTVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_PROCESSORINPUTVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyProcessorOutputView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_PROCESSOROUTPUTVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_PROCESSOROUTPUTVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyDevicecontextstate">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_DEVICECONTEXTSTATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_DEVICECONTEXTSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDevicecontextstateInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDevicecontextstateInvalidFeaturelevel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_INVALIDFEATURELEVEL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_INVALIDFEATURELEVEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDevicecontextstateFeaturelevelsNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_FEATURELEVELS_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_FEATURELEVELS_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDevicecontextstateInvalidRefiid">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_INVALIDREFIID</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEVICECONTEXTSTATE_INVALIDREFIID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDiscardviewInvalidView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DISCARDVIEW_INVALIDVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DISCARDVIEW_INVALIDVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopySubResourceRegion1InvalidCopyFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION1_INVALIDCOPYFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION1_INVALIDCOPYFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdUpdatesUbresource1InvalidCopyFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_UPDATESUBRESOURCE1_INVALIDCOPYFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_UPDATESUBRESOURCE1_INVALIDCOPYFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRasterizerstateInvalidForcedSamplecount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFORCEDSAMPLECOUNT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFORCEDSAMPLECOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODER_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODER_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODER_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODER_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODER_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODER_INVALIDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderZerowidthheight">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODER_ZEROWIDTHHEIGHT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODER_ZEROWIDTHHEIGHT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderDriverInvalidBufferSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODER_DRIVER_INVALIDBUFFERSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODER_DRIVER_INVALIDBUFFERSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderDriverInvalidBufferUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODER_DRIVER_INVALIDBUFFERUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODER_DRIVER_INVALIDBUFFERUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoDecoderprofilecountOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEODECODERPROFILECOUNT_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEODECODERPROFILECOUNT_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoDecoderprofileNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEODECODERPROFILE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEODECODERPROFILE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoDecoderprofileInvalidIndex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEODECODERPROFILE_INVALIDINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEODECODERPROFILE_INVALIDINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoDecoderprofileOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEODECODERPROFILE_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEODECODERPROFILE_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckVideoDecoderformatNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKVIDEODECODERFORMAT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKVIDEODECODERFORMAT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckVideoDecoderformatOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKVIDEODECODERFORMAT_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKVIDEODECODERFORMAT_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoDecoderconfigcountNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEODECODERCONFIGCOUNT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEODECODERCONFIGCOUNT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoDecoderconfigcountOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEODECODERCONFIGCOUNT_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEODECODERCONFIGCOUNT_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoDecoderconfigNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEODECODERCONFIG_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEODECODERCONFIG_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoDecoderconfigInvalidIndex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEODECODERCONFIG_INVALIDINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEODECODERCONFIG_INVALIDINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoDecoderconfigOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEODECODERCONFIG_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEODECODERCONFIG_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetDecodercreationparamsNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETDECODERCREATIONPARAMS_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETDECODERCREATIONPARAMS_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetDecoderdriverhandleNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETDECODERDRIVERHANDLE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETDECODERDRIVERHANDLE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetDecoderbufferNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETDECODERBUFFER_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETDECODERBUFFER_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetDecoderbufferInvalidBuffer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETDECODERBUFFER_INVALIDBUFFER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETDECODERBUFFER_INVALIDBUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetDecoderbufferInvalidType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETDECODERBUFFER_INVALIDTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETDECODERBUFFER_INVALIDTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetDecoderbufferLocked">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETDECODERBUFFER_LOCKED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETDECODERBUFFER_LOCKED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdReleasedecoderbufferNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RELEASEDECODERBUFFER_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RELEASEDECODERBUFFER_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdReleasedecoderbufferInvalidType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RELEASEDECODERBUFFER_INVALIDTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RELEASEDECODERBUFFER_INVALIDTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdReleasedecoderbufferNotLocked">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RELEASEDECODERBUFFER_NOTLOCKED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RELEASEDECODERBUFFER_NOTLOCKED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecoderbeginframeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECODERBEGINFRAME_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECODERBEGINFRAME_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecoderbeginframeHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECODERBEGINFRAME_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECODERBEGINFRAME_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecoderendframeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECODERENDFRAME_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECODERENDFRAME_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSubMitdecoderbuffersNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SUBMITDECODERBUFFERS_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SUBMITDECODERBUFFERS_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSubMitdecoderbuffersInvalidType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SUBMITDECODERBUFFERS_INVALIDTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SUBMITDECODERBUFFERS_INVALIDTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecoderextensionNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECODEREXTENSION_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECODEREXTENSION_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecoderextensionInvalidResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECODEREXTENSION_INVALIDRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECODEREXTENSION_INVALIDRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorEnumeratorOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorEnumeratorNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorEnumeratorInvalidFrameFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDFRAMEFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDFRAMEFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorEnumeratorInvalidUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorEnumeratorInvalidInputFrameRate">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDINPUTFRAMERATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDINPUTFRAMERATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorEnumeratorInvalidOutputFrameRate">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDOUTPUTFRAMERATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDOUTPUTFRAMERATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorEnumeratorInvalidWidthheight">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDWIDTHHEIGHT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORENUMERATOR_INVALIDWIDTHHEIGHT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoProcessorContentdescNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEOPROCESSORCONTENTDESC_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEOPROCESSORCONTENTDESC_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckVideoProcessorFormatNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKVIDEOPROCESSORFORMAT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKVIDEOPROCESSORFORMAT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoProcessorCapsNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEOPROCESSORCAPS_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEOPROCESSORCAPS_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoProcessorRateConversioncapsNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEOPROCESSORRATECONVERSIONCAPS_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEOPROCESSORRATECONVERSIONCAPS_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoProcessorRateConversioncapsInvalidIndex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEOPROCESSORRATECONVERSIONCAPS_INVALIDINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEOPROCESSORRATECONVERSIONCAPS_INVALIDINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoProcessorCustomrateNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEOPROCESSORCUSTOMRATE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEOPROCESSORCUSTOMRATE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoProcessorCustomrateInvalidIndex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEOPROCESSORCUSTOMRATE_INVALIDINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEOPROCESSORCUSTOMRATE_INVALIDINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoProcessorFilterrangeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEOPROCESSORFILTERRANGE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEOPROCESSORFILTERRANGE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoProcessorFilterrangeUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEOPROCESSORFILTERRANGE_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEOPROCESSORFILTERRANGE_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOR_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOR_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOR_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOR_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputTargetRectangleNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTTARGETRECT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTTARGETRECT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputBackgroundColorNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTBACKGROUNDCOLOR_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTBACKGROUNDCOLOR_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputBackgroundColorInvalidAlpha">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTBACKGROUNDCOLOR_INVALIDALPHA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTBACKGROUNDCOLOR_INVALIDALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputColorSpaceNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCOLORSPACE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCOLORSPACE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputAlphaFillmodeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputAlphaFillmodeUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputAlphaFillmodeInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputAlphaFillmodeInvalidFillmode">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_INVALIDFILLMODE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTALPHAFILLMODE_INVALIDFILLMODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputConstrictionNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCONSTRICTION_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCONSTRICTION_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputStereoModeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSTEREOMODE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSTEREOMODE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputStereoModeUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSTEREOMODE_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSTEREOMODE_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputExtensionNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTEXTENSION_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTEXTENSION_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetOutputTargetRectangleNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTTARGETRECT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTTARGETRECT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetOutputBackgroundColorNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTBACKGROUNDCOLOR_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTBACKGROUNDCOLOR_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetOutputColorSpaceNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCOLORSPACE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCOLORSPACE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetOutputAlphaFillmodeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTALPHAFILLMODE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTALPHAFILLMODE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetOutputConstrictionNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCONSTRICTION_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCONSTRICTION_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputConstrictionUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCONSTRICTION_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCONSTRICTION_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputConstrictionInvalidSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCONSTRICTION_INVALIDSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCONSTRICTION_INVALIDSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetOutputStereoModeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTSTEREOMODE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTSTEREOMODE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetOutputExtensionNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTEXTENSION_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTEXTENSION_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamFrameFormatNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFRAMEFORMAT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFRAMEFORMAT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamFrameFormatInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFRAMEFORMAT_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFRAMEFORMAT_INVALIDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamFrameFormatInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFRAMEFORMAT_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFRAMEFORMAT_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamColorSpaceNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamColorSpaceInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamOutputRateNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamOutputRateInvalidRate">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_INVALIDRATE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_INVALIDRATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamOutputRateInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_INVALIDFLAG</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_INVALIDFLAG</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamOutputRateInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMOUTPUTRATE_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamSourceRectangleNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSOURCERECT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSOURCERECT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamSourceRectangleInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSOURCERECT_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSOURCERECT_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamSourceRectangleInvalidRectangle">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSOURCERECT_INVALIDRECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSOURCERECT_INVALIDRECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamDestinationRectangleNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMDESTRECT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMDESTRECT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamDestinationRectangleInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMDESTRECT_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMDESTRECT_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamDestinationRectangleInvalidRectangle">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMDESTRECT_INVALIDRECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMDESTRECT_INVALIDRECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamAlphaNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamAlphaInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamAlphaInvalidAlpha">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_INVALIDALPHA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_INVALIDALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamPaletteNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamPaletteInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamPaletteInvalidCount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_INVALIDCOUNT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_INVALIDCOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamPaletteInvalidAlpha">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_INVALIDALPHA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPALETTE_INVALIDALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamPixelAspectRatioNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamPixelAspectRatioInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamPixelAspectRatioInvalidRatio">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_INVALIDRATIO</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_INVALIDRATIO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamLumakeyNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamLumakeyInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamLumakeyInvalidRange">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_INVALIDRANGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_INVALIDRANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamLumakeyUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMLUMAKEY_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamStereoFormatNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamStereoFormatInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamStereoFormatUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamStereoFormatFlipUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_FLIPUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_FLIPUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamStereoFormatMonoOffsetUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_MONOOFFSETUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_MONOOFFSETUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamStereoFormatFormatUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_FORMATUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_FORMATUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamStereoFormatInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMSTEREOFORMAT_INVALIDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamAutoprocessingmodeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMAUTOPROCESSINGMODE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMAUTOPROCESSINGMODE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamAutoprocessingmodeInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMAUTOPROCESSINGMODE_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMAUTOPROCESSINGMODE_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamFilterNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamFilterInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamFilterInvalidFilter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_INVALIDFILTER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_INVALIDFILTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamFilterUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamFilterInvalidLevel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_INVALIDLEVEL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMFILTER_INVALIDLEVEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamExtensionNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMEXTENSION_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMEXTENSION_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamExtensionInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMEXTENSION_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMEXTENSION_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamFrameFormatNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFRAMEFORMAT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFRAMEFORMAT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamColorSpaceNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamOutputRateNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMOUTPUTRATE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMOUTPUTRATE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamSourceRectangleNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSOURCERECT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSOURCERECT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamDestinationRectangleNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMDESTRECT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMDESTRECT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamAlphaNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMALPHA_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMALPHA_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamPaletteNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPALETTE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPALETTE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamPixelAspectRatioNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPIXELASPECTRATIO_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPIXELASPECTRATIO_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamLumakeyNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMLUMAKEY_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMLUMAKEY_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamStereoFormatNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSTEREOFORMAT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSTEREOFORMAT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamAutoprocessingmodeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMAUTOPROCESSINGMODE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMAUTOPROCESSINGMODE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamFilterNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFILTER_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFILTER_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamExtensionNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMEXTENSION_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMEXTENSION_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamExtensionInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMEXTENSION_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMEXTENSION_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitInvalidStreamCount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDSTREAMCOUNT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDSTREAMCOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitTargetRectangle">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_TARGETRECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_TARGETRECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitInvalidOutput">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDOUTPUT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDOUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitInvalidPastframes">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDPASTFRAMES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDPASTFRAMES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitInvalidFutureFrames">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDFUTUREFRAMES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDFUTUREFRAMES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitInvalidSourceRectangle">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDSOURCERECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDSOURCERECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitInvalidDestinationRectangle">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDDESTRECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDDESTRECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitInvalidInputResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDINPUTRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDINPUTRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitInvalidArraySize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDARRAYSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDARRAYSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitInvalidArray">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDARRAY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitRightexpected">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_RIGHTEXPECTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_RIGHTEXPECTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitRightnotexpected">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_RIGHTNOTEXPECTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_RIGHTNOTEXPECTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitStereoNotEnabled">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_STEREONOTENABLED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_STEREONOTENABLED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitInvalidRightresource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDRIGHTRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INVALIDRIGHTRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitNostereostreams">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_NOSTEREOSTREAMS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_NOSTEREOSTREAMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitInputHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INPUTHAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_INPUTHAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorBlitOutputHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_OUTPUTHAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORBLT_OUTPUTHAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderoutputviewOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderoutputviewNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderoutputviewInvalidType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderoutputviewInvalidBind">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDBIND</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDBIND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderoutputviewUnsupportedFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_UNSUPPORTEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_UNSUPPORTEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderoutputviewInvalidMip">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDMIP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDMIP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderoutputviewUnsupportemip">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_UNSUPPORTEMIP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_UNSUPPORTEMIP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderoutputviewInvalidArraySize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDARRAYSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDARRAYSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderoutputviewInvalidArray">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDARRAY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoDecoderoutputviewInvalidDimension">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDDIMENSION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEODECODEROUTPUTVIEW_INVALIDDIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewInvalidType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewInvalidBind">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDBIND</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDBIND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewInvalidMisc">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMISC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMISC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewInvalidUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewInvalidFourcc">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDFOURCC</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDFOURCC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewInvalidMip">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMIP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMIP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewUnsupportedMip">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_UNSUPPORTEDMIP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_UNSUPPORTEDMIP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewInvalidArraySize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDARRAYSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDARRAYSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewInvalidArray">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDARRAY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewInvalidDimension">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDDIMENSION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDDIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorOutputViewOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorOutputViewNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorOutputViewInvalidType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorOutputViewInvalidBind">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDBIND</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDBIND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorOutputViewInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorOutputViewInvalidMip">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDMIP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDMIP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorOutputViewUnsupportedMip">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_UNSUPPORTEDMIP</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_UNSUPPORTEDMIP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorOutputViewUnsupportedArray">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_UNSUPPORTEDARRAY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_UNSUPPORTEDARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorOutputViewInvalidArray">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDARRAY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorOutputViewInvalidDimension">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDDIMENSION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDDIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawInvalidUseOfForcedSampleCount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_FORCED_SAMPLE_COUNT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_FORCED_SAMPLE_COUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBlendStateInvalidLogicOperations">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDLOGICOPS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBLENDSTATE_INVALIDLOGICOPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewInvalidDarraywithdecoder">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDARRAYWITHDECODER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDDARRAYWITHDECODER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessViewInvalidDarraywithdecoder">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDARRAYWITHDECODER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDDARRAYWITHDECODER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetViewInvalidDarraywithdecoder">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDARRAYWITHDECODER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDDARRAYWITHDECODER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceLockedoutInterface">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_LOCKEDOUT_INTERFACE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_LOCKEDOUT_INTERFACE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefWarningAtomicInconsistent">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_WARNING_ATOMIC_INCONSISTENT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_WARNING_ATOMIC_INCONSISTENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefWarningReadingUninitializedResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_WARNING_READING_UNINITIALIZED_RESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_WARNING_READING_UNINITIALIZED_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefWarningRawHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_WARNING_RAW_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_WARNING_RAW_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefWarningWarHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_WARNING_WAR_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_WARNING_WAR_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRefWarningWawHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_REF_WARNING_WAW_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_REF_WARNING_WAW_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateCryptosessionNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATECRYPTOSESSION_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATECRYPTOSESSION_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateCryptosessionOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATECRYPTOSESSION_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATECRYPTOSESSION_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetCryptotypeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETCRYPTOTYPE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETCRYPTOTYPE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetDecoderprofileNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETDECODERPROFILE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETDECODERPROFILE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetCryptoSessionCertificateSizeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETCRYPTOSESSIONCERTIFICATESIZE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETCRYPTOSESSIONCERTIFICATESIZE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetCryptoSessionCertificateNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETCRYPTOSESSIONCERTIFICATE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETCRYPTOSESSIONCERTIFICATE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetCryptoSessionCertificateWrongSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETCRYPTOSESSIONCERTIFICATE_WRONGSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETCRYPTOSESSIONCERTIFICATE_WRONGSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetCryptoSessionHandleWrongSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETCRYPTOSESSIONHANDLE_WRONGSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETCRYPTOSESSIONHANDLE_WRONGSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdNegotiatecrpytosessionkeyexchangeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_NEGOTIATECRPYTOSESSIONKEYEXCHANGE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_NEGOTIATECRPYTOSESSIONKEYEXCHANGE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEncryptionBlitUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENCRYPTIONBLT_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENCRYPTIONBLT_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEncryptionBlitNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENCRYPTIONBLT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENCRYPTIONBLT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEncryptionBlitSourceWrongDevice">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_WRONGDEVICE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_WRONGDEVICE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEncryptionBlitDestinationWrongDevice">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_WRONGDEVICE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_WRONGDEVICE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEncryptionBlitFormatMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENCRYPTIONBLT_FORMAT_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENCRYPTIONBLT_FORMAT_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEncryptionBlitSizeMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENCRYPTIONBLT_SIZE_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENCRYPTIONBLT_SIZE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEncryptionBlitSourceMultisampled">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_MULTISAMPLED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_MULTISAMPLED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEncryptionBlitDestinationNotStaging">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_NOT_STAGING</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_NOT_STAGING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEncryptionBlitSourceMapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_MAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_MAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEncryptionBlitDestinationMapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_MAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_MAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEncryptionBlitSourceOffered">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_OFFERED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_OFFERED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEncryptionBlitDestinationOffered">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_OFFERED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENCRYPTIONBLT_DST_OFFERED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEncryptionBlitSourceContentUndefined">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_CONTENT_UNDEFINED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENCRYPTIONBLT_SRC_CONTENT_UNDEFINED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitSourceWrongDevice">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_WRONGDEVICE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_WRONGDEVICE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitDestinationWrongDevice">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_WRONGDEVICE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_WRONGDEVICE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitFormatMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_FORMAT_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_FORMAT_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitSizeMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_SIZE_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_SIZE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitDestinationMultisampled">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_MULTISAMPLED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_MULTISAMPLED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitSourceNotStaging">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_NOT_STAGING</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_NOT_STAGING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitDestinationNotRenderTarget">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_NOT_RENDER_TARGET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_NOT_RENDER_TARGET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitSourceMapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_MAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_MAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitDestinationMapped">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_MAPPED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_MAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitSourceOffered">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_OFFERED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_OFFERED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitDestinationOffered">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_OFFERED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_DST_OFFERED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDecryptionBlitSourceContentUndefined">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_CONTENT_UNDEFINED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DECRYPTIONBLT_SRC_CONTENT_UNDEFINED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdStartsessionkeyrefreshNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_STARTSESSIONKEYREFRESH_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_STARTSESSIONKEYREFRESH_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdStartsessionkeyrefreshInvalidSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_STARTSESSIONKEYREFRESH_INVALIDSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_STARTSESSIONKEYREFRESH_INVALIDSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdFinishSessionkeyrefreshNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_FINISHSESSIONKEYREFRESH_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_FINISHSESSIONKEYREFRESH_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetEncryptionBlitKeyNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETENCRYPTIONBLTKEY_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETENCRYPTIONBLTKEY_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetEncryptionBlitKeyInvalidSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETENCRYPTIONBLTKEY_INVALIDSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETENCRYPTIONBLTKEY_INVALIDSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetContentprotectioncapsNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETCONTENTPROTECTIONCAPS_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETCONTENTPROTECTIONCAPS_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckCryptokeyexchangeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKCRYPTOKEYEXCHANGE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKCRYPTOKEYEXCHANGE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckCryptokeyexchangeInvalidIndex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKCRYPTOKEYEXCHANGE_INVALIDINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKCRYPTOKEYEXCHANGE_INVALIDINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateAuthenticatedChannelNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateAuthenticatedChannelUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateAuthenticatedChannelInvalidType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_INVALIDTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_INVALIDTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateAuthenticatedChannelOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEAUTHENTICATEDCHANNEL_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetAuthenticatedChannelcertificatesizeInvalidChannel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATESIZE_INVALIDCHANNEL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATESIZE_INVALIDCHANNEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetAuthenticatedChannelcertificatesizeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATESIZE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATESIZE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetAuthenticatedChannelcertificateInvalidChannel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATE_INVALIDCHANNEL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATE_INVALIDCHANNEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetAuthenticatedChannelcertificateNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetAuthenticatedChannelcertificateWrongSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATE_WRONGSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETAUTHENTICATEDCHANNELCERTIFICATE_WRONGSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdNegotiateauthenticatedchannelkeyexchangeInvalidChannel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_NEGOTIATEAUTHENTICATEDCHANNELKEYEXCHANGE_INVALIDCHANNEL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_NEGOTIATEAUTHENTICATEDCHANNELKEYEXCHANGE_INVALIDCHANNEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdNegotiateauthenticatedchannelkeyexchangeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_NEGOTIATEAUTHENTICATEDCHANNELKEYEXCHANGE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_NEGOTIATEAUTHENTICATEDCHANNELKEYEXCHANGE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdQueryAuthenticatedChannelNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdQueryAuthenticatedChannelWrongChannel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_WRONGCHANNEL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_WRONGCHANNEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdQueryAuthenticatedChannelUnsupportedQuery">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_UNSUPPORTEDQUERY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_UNSUPPORTEDQUERY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdQueryAuthenticatedChannelWrongSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_WRONGSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_WRONGSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdQueryAuthenticatedChannelInvalidProcessindex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_INVALIDPROCESSINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_QUERYAUTHENTICATEDCHANNEL_INVALIDPROCESSINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdConfigureauthenticatedchannelNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdConfigureauthenticatedchannelWrongChannel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_WRONGCHANNEL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_WRONGCHANNEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdConfigureauthenticatedchannelUnsupportedConfigure">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_UNSUPPORTEDCONFIGURE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_UNSUPPORTEDCONFIGURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdConfigureauthenticatedchannelWrongSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_WRONGSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_WRONGSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdConfigureauthenticatedchannelInvalidProcessidtype">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_INVALIDPROCESSIDTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CONFIGUREAUTHENTICATEDCHANNEL_INVALIDPROCESSIDTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVertexShaderSetConstantBuffersInvalidBufferOffsetorcount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDomainShaderSetConstantBuffersInvalidBufferOffsetorcount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdHullShaderSetConstantBuffersInvalidBufferOffsetorcount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_HSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGeometryShaderSetConstantBuffersInvalidBufferOffsetorcount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdPixelShaderSetConstantBuffersInvalidBufferOffsetorcount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_PSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdComputeShaderSetConstantBuffersInvalidBufferOffsetorcount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CSSETCONSTANTBUFFERS_INVALIDBUFFEROFFSETORCOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdNegotiatecrpytosessionkeyexchangeInvalidSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_NEGOTIATECRPYTOSESSIONKEYEXCHANGE_INVALIDSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_NEGOTIATECRPYTOSESSIONKEYEXCHANGE_INVALIDSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdNegotiateauthenticatedchannelkeyexchangeInvalidSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_NEGOTIATEAUTHENTICATEDCHANNELKEYEXCHANGE_INVALIDSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_NEGOTIATEAUTHENTICATEDCHANNELKEYEXCHANGE_INVALIDSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdOfferresourcesInvalidPriority">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_OFFERRESOURCES_INVALIDPRIORITY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_OFFERRESOURCES_INVALIDPRIORITY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetCryptoSessionHandleOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETCRYPTOSESSIONHANDLE_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETCRYPTOSESSIONHANDLE_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdAcquirehandleforcaptureNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdAcquirehandleforcaptureInvalidType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_INVALIDTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_INVALIDTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdAcquirehandleforcaptureInvalidBind">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_INVALIDBIND</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_INVALIDBIND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdAcquirehandleforcaptureInvalidArray">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_INVALIDARRAY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ACQUIREHANDLEFORCAPTURE_INVALIDARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamRotationNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamRotationInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamRotationInvalid">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_INVALID</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamRotationUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMROTATION_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamRotationNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMROTATION_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMROTATION_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceClearviewInvalidView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDVIEW</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateVertexShaderDoubleExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateVertexShaderShaderExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateHullShaderDoubleExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateHullShaderShaderExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateDomainShaderDoubleExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateDomainShaderShaderExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateGeometryShaderDoubleExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateGeometryShaderShaderExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateGeometryShaderWithStreamOutputDoubleExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateGeometryShaderWithStreamOutputShaderExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_SHADEREXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_SHADEREXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreatePixelShaderDoubleExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreatePixelShaderShaderExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateComputeShaderDoubleExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateComputeShaderShaderExtensionSnotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceShaderLinkageMinimumPrecision">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_MINPRECISION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SHADER_LINKAGE_MINPRECISION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamAlphaUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMALPHA_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamPixelAspectRatioUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMPIXELASPECTRATIO_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateVertexShaderUnorderedAccessViewsNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_UAVSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_UAVSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateHullShaderUnorderedAccessViewsNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_UAVSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEHULLSHADER_UAVSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateDomainShaderUnorderedAccessViewsNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_UAVSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_UAVSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateGeometryShaderUnorderedAccessViewsNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_UAVSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADER_UAVSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateGeometryShaderWithStreamOutputUnorderedAccessViewsNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UAVSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UAVSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreatePixelShaderUnorderedAccessViewsNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_UAVSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_UAVSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceCreateComputeShaderUnorderedAccessViewsNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_UAVSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_UAVSNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceOutputMergerSetRenderTargetsAndUnorderedAccessViewsInvalidOffset">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_INVALIDOFFSET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_INVALIDOFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceOutputMergerSetRenderTargetsAndUnorderedAccessViewsTooManyViews">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_TOOMANYVIEWS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_TOOMANYVIEWS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceClearviewNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_NOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_NOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdSwapdevicecontextstateNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_SWAPDEVICECONTEXTSTATE_NOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_SWAPDEVICECONTEXTSTATE_NOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdUpdatesUbresourcePreferUpdatesUbresource1">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_UPDATESUBRESOURCE_PREFERUPDATESUBRESOURCE1</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_UPDATESUBRESOURCE_PREFERUPDATESUBRESOURCE1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetDeviceContextInaccessible">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETDC_INACCESSIBLE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETDC_INACCESSIBLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceClearviewInvalidRectangle">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDRECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDRECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawSampleMaskIgnoredOnFl9">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLE_MASK_IGNORED_ON_FL9</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLE_MASK_IGNORED_ON_FL9</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceOpenSharedResource1NotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE1_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE1_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceOpenSharedResourceByNameNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BY_NAME_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BY_NAME_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdEnqueueSetEventNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_ENQUEUESETEVENT_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_ENQUEUESETEVENT_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdOfferreleaseNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_OFFERRELEASE_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_OFFERRELEASE_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdOfferresourcesInaccessible">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_OFFERRESOURCES_INACCESSIBLE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_OFFERRESOURCES_INACCESSIBLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorInputViewInvalidMSAA">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMSAA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSORINPUTVIEW_INVALIDMSAA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateVideoProcessorOutputViewInvalidMSAA">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDMSAA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEVIDEOPROCESSOROUTPUTVIEW_INVALIDMSAA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceClearviewInvalidSourceRectangle">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDSOURCERECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDSOURCERECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceClearviewEmptyRectangle">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_EMPTYRECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_CLEARVIEW_EMPTYRECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdUpdatesUbresourceEmptyDestinationBox">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_UPDATESUBRESOURCE_EMPTYDESTBOX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_UPDATESUBRESOURCE_EMPTYDESTBOX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopySubResourceRegionEmptySourceBox">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_EMPTYSOURCEBOX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSUBRESOURCEREGION_EMPTYSOURCEBOX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawOutputMergerRenderTargetDoesNotSupportLogicOperations">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_LOGIC_OPS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_OM_RENDER_TARGET_DOES_NOT_SUPPORT_LOGIC_OPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawDepthStencilViewNotSet">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_DEPTHSTENCILVIEW_NOT_SET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_DEPTHSTENCILVIEW_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawRenderTargetViewNotSet">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawRenderTargetViewNotSetDueToFlipPresent">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET_DUE_TO_FLIP_PRESENT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET_DUE_TO_FLIP_PRESENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceUnorderedAccessViewNotSetDueToFlipPresent">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET_DUE_TO_FLIP_PRESENT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET_DUE_TO_FLIP_PRESENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetDataFornewhardwarekeyNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETDATAFORNEWHARDWAREKEY_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETDATAFORNEWHARDWAREKEY_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckCryptosessionstatusNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKCRYPTOSESSIONSTATUS_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKCRYPTOSESSIONSTATUS_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetCryptoSessionPrivateDataSizeNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETCRYPTOSESSIONPRIVATEDATASIZE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETCRYPTOSESSIONPRIVATEDATASIZE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoDecodercapsNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEODECODERCAPS_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEODECODERCAPS_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetVideoDecodercapsZerowidthheight">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETVIDEODECODERCAPS_ZEROWIDTHHEIGHT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETVIDEODECODERCAPS_ZEROWIDTHHEIGHT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckVideoDecoderdownsamplingNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckVideoDecoderdownsamplingInvalidColorSpace">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckVideoDecoderdownsamplingZerowidthheight">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoDecoderenabledownsamplingNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoDecoderenabledownsamplingUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoDecoderupdatedownsamplingNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoDecoderupdatedownsamplingUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckVideoProcessorFormatConversionNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKVIDEOPROCESSORFORMATCONVERSION_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKVIDEOPROCESSORFORMATCONVERSION_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputColorSpace1NullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCOLORSPACE1_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCOLORSPACE1_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetOutputColorSpace1NullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCOLORSPACE1_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCOLORSPACE1_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamColorSpace1NullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamColorSpace1InvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamMirrorNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamMirrorInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamMirrorUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamColorSpace1NullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE1_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE1_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamMirrorNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMMIRROR_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMMIRROR_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRecommendvideodecoderdownsamplingNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRecommendvideodecoderdownsamplingInvalidColorSpace">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdRecommendvideodecoderdownsamplingZerowidthheight">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputShaderUsageNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSHADERUSAGE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSHADERUSAGE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetOutputShaderUsageNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTSHADERUSAGE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTSHADERUSAGE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetBehaviorhintsNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetBehaviorhintsInvalidStreamCount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSTREAMCOUNT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSTREAMCOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetBehaviorhintsTargetRectangle">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_TARGETRECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_TARGETRECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetBehaviorhintsInvalidSourceRectangle">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSOURCERECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSOURCERECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetBehaviorhintsInvalidDestinationRectangle">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDDESTRECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDDESTRECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetCryptoSessionPrivateDataSizeInvalidKeyExchangeType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETCRYPTOSESSIONPRIVATEDATASIZE_INVALID_KEY_EXCHANGE_TYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETCRYPTOSESSIONPRIVATEDATASIZE_INVALID_KEY_EXCHANGE_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdD3D111MessagesEnd">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_D3D11_1_MESSAGES_END</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_D3D11_1_MESSAGES_END</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdD3D112MessagesStart">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_D3D11_2_MESSAGES_START</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_D3D11_2_MESSAGES_START</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateBufferInvalidUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEBUFFER_INVALIDUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture1DInvalidUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE1D_INVALIDUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateTexture2DInvalidUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutLevel9SteprateNot1">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_STEPRATE_NOT_1</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_STEPRATE_NOT_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateInputLayoutLevel9InstancingNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_INSTANCING_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_INSTANCING_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdUpdateTilemappingsInvalidParameter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_UPDATETILEMAPPINGS_INVALID_PARAMETER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_UPDATETILEMAPPINGS_INVALID_PARAMETER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopyTilemappingsInvalidParameter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYTILEMAPPINGS_INVALID_PARAMETER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYTILEMAPPINGS_INVALID_PARAMETER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCopyTilesInvalidParameter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_COPYTILES_INVALID_PARAMETER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_COPYTILES_INVALID_PARAMETER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdUpdateTilesInvalidParameter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_UPDATETILES_INVALID_PARAMETER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_UPDATETILES_INVALID_PARAMETER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdResizetilepoolInvalidParameter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RESIZETILEPOOL_INVALID_PARAMETER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RESIZETILEPOOL_INVALID_PARAMETER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTiledresourcebarrierInvalidParameter">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TILEDRESOURCEBARRIER_INVALID_PARAMETER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TILEDRESOURCEBARRIER_INVALID_PARAMETER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdNullTileMappingAccessWarning">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_WARNING</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_WARNING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdNullTileMappingAccessError">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_ERROR</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_ERROR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDirtyTileMappingAccess">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DIRTY_TILE_MAPPING_ACCESS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DIRTY_TILE_MAPPING_ACCESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDuplicateTileMappingsInCoveredArea">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DUPLICATE_TILE_MAPPINGS_IN_COVERED_AREA</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DUPLICATE_TILE_MAPPINGS_IN_COVERED_AREA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTileMappingsInCoveredAreaDuplicatedOutside">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TILE_MAPPINGS_IN_COVERED_AREA_DUPLICATED_OUTSIDE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TILE_MAPPINGS_IN_COVERED_AREA_DUPLICATED_OUTSIDE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTileMappingsSharedBetweenIncompatibleResources">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INCOMPATIBLE_RESOURCES</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INCOMPATIBLE_RESOURCES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTileMappingsSharedBetweenInputAndOutput">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INPUT_AND_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INPUT_AND_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCheckMultisamplequalitylevelsInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdGetResourceTilingNontiledResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_GETRESOURCETILING_NONTILED_RESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_GETRESOURCETILING_NONTILED_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdResizetilepoolShrinkWithMappingsStillDefinedPastEnd">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_RESIZETILEPOOL_SHRINK_WITH_MAPPINGS_STILL_DEFINED_PAST_END</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_RESIZETILEPOOL_SHRINK_WITH_MAPPINGS_STILL_DEFINED_PAST_END</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdNeedToCallTiledresourcebarrier">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_NEED_TO_CALL_TILEDRESOURCEBARRIER</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_NEED_TO_CALL_TILEDRESOURCEBARRIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDeviceInvalidArguments">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEVICE_INVALIDARGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEVICE_INVALIDARGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateDeviceWarning">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEDEVICE_WARNING</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEDEVICE_WARNING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdClearunorderedaccessviewuintHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWUINT_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWUINT_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdClearunorderedaccessviewfloatHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdTiledResourceTier1BufferTextureMismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_TILED_RESOURCE_TIER_1_BUFFER_TEXTURE_MISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_TILED_RESOURCE_TIER_1_BUFFER_TEXTURE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateCryptosession">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_CRYPTOSESSION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_CRYPTOSESSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateAuthenticatedChannel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_AUTHENTICATEDCHANNEL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_AUTHENTICATEDCHANNEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveCryptosession">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_CRYPTOSESSION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_CRYPTOSESSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveAuthenticatedChannel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_AUTHENTICATEDCHANNEL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_AUTHENTICATEDCHANNEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyCryptosession">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_CRYPTOSESSION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_CRYPTOSESSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyAuthenticatedChannel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_AUTHENTICATEDCHANNEL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_AUTHENTICATEDCHANNEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdD3D112MessagesEnd">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_D3D11_2_MESSAGES_END</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_D3D11_2_MESSAGES_END</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdD3D113MessagesStart">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_D3D11_3_MESSAGES_START</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_D3D11_3_MESSAGES_START</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRasterizerstateInvalidConservativerastermode">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALID_CONSERVATIVERASTERMODE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERASTERIZERSTATE_INVALID_CONSERVATIVERASTERMODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceDrawInvalidSystemvalue">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_SYSTEMVALUE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_DRAW_INVALID_SYSTEMVALUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateQueryOrpredicateInvalidContextType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDCONTEXTTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_INVALIDCONTEXTTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateQueryOrpredicateDecodenotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_DECODENOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_DECODENOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateQueryOrpredicateEncodenotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_ENCODENOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_ENCODENOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewInvalidPlaneindex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDPLANEINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDPLANEINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewInvalidVideoPlaneindex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDVIDEOPLANEINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDVIDEOPLANEINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateShaderResourceViewAmbiguousvideoplaneindex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_AMBIGUOUSVIDEOPLANEINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATESHADERRESOURCEVIEW_AMBIGUOUSVIDEOPLANEINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetViewInvalidPlaneindex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDPLANEINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDPLANEINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetViewInvalidVideoPlaneindex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDVIDEOPLANEINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDVIDEOPLANEINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateRenderTargetViewAmbiguousvideoplaneindex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_AMBIGUOUSVIDEOPLANEINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATERENDERTARGETVIEW_AMBIGUOUSVIDEOPLANEINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessViewInvalidPlaneindex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDPLANEINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDPLANEINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessViewInvalidVideoPlaneindex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDVIDEOPLANEINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDVIDEOPLANEINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateUnorderedAccessViewAmbiguousvideoplaneindex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_AMBIGUOUSVIDEOPLANEINDEX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_AMBIGUOUSVIDEOPLANEINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeInvalidScandataoffset">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDSCANDATAOFFSET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDSCANDATAOFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_NOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_NOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeDimensionstoolarge">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_DIMENSIONSTOOLARGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_DIMENSIONSTOOLARGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeInvalidComponents">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDCOMPONENTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDCOMPONENTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeDestinationNot2D">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_DESTINATIONNOT2D</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_DESTINATIONNOT2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeTiledresourcesunsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_TILEDRESOURCESUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_TILEDRESOURCESUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeGuardrectsunsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_GUARDRECTSUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_GUARDRECTSUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeFormatUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_FORMATUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_FORMATUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeInvalidMiplevel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDMIPLEVEL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDMIPLEVEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeEmptyDestinationBox">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_EMPTYDESTBOX</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_EMPTYDESTBOX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeDestinationBoxnot2d">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_DESTBOXNOT2D</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_DESTBOXNOT2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeDestinationBoxnotsub">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_DESTBOXNOTSUB</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_DESTBOXNOTSUB</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeDestinationBoxesintersect">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_DESTBOXESINTERSECT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_DESTBOXESINTERSECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeXsubsamplemismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEMISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeYsubsamplemismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEMISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeXsubsampleodd">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEODD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEODD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeYsubsampleodd">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEODD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEODD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeOutputDimensionstoolarge">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_OUTPUTDIMENSIONSTOOLARGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_OUTPUTDIMENSIONSTOOLARGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeNonpow2scaleunsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_NONPOW2SCALEUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_NONPOW2SCALEUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeFractionaldownscaletolarge">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_FRACTIONALDOWNSCALETOLARGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_FRACTIONALDOWNSCALETOLARGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeChromasizemismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_CHROMASIZEMISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_CHROMASIZEMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeLumachromasizemismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_LUMACHROMASIZEMISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_LUMACHROMASIZEMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeInvalidNumdestinations">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDNUMDESTINATIONS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDNUMDESTINATIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeSubBoxunsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_SUBBOXUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_SUBBOXUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecode1DEstunsupportedformat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_1DESTUNSUPPORTEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_1DESTUNSUPPORTEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecode3DEstunsupportedformat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_3DESTUNSUPPORTEDFORMAT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_3DESTUNSUPPORTEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeScaleunsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_SCALEUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_SCALEUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeInvalidSourceSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDSOURCESIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDSOURCESIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeInvalidCopyFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDCOPYFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_INVALIDCOPYFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeUnsupportedSourceBufferUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeUnsupportedSourceBufferMiscFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERMISCFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeUnsupportedDestinationTextureUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDDSTTEXTUREUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDDSTTEXTUREUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeBackbuffernotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_BACKBUFFERNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_BACKBUFFERNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegdecodeUnsupprtedcopyflags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPRTEDCOPYFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGDECODE_UNSUPPRTEDCOPYFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeNotSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_NOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_NOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeInvalidScandataoffset">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_INVALIDSCANDATAOFFSET</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_INVALIDSCANDATAOFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeInvalidComponents">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_INVALIDCOMPONENTS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_INVALIDCOMPONENTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeSourceNot2D">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_SOURCENOT2D</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_SOURCENOT2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeTiledresourcesunsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_TILEDRESOURCESUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_TILEDRESOURCESUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeGuardrectsunsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_GUARDRECTSUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_GUARDRECTSUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeXsubsamplemismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_XSUBSAMPLEMISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_XSUBSAMPLEMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeYsubsamplemismatch">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_YSUBSAMPLEMISMATCH</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_YSUBSAMPLEMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeFormatUnsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_FORMATUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_FORMATUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_INVALIDSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeInvalidMiplevel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_INVALIDMIPLEVEL</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_INVALIDMIPLEVEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeDimensionstoolarge">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_DIMENSIONSTOOLARGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_DIMENSIONSTOOLARGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeHazard">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_HAZARD</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeUnsupportedDestinationBufferUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeUnsupportedDestinationBufferMiscFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERMISCFLAGS</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeUnsupportedSourceTextureUsage">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDSRCTEXTUREUSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDSRCTEXTUREUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdJpegencodeBackbuffernotsupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_JPEGENCODE_BACKBUFFERNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_JPEGENCODE_BACKBUFFERNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateQueryOrpredicateUnsupportedContextTtypeforquery">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_UNSUPPORTEDCONTEXTTTYPEFORQUERY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATEQUERYORPREDICATE_UNSUPPORTEDCONTEXTTTYPEFORQUERY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdFlush1InvalidContextType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_FLUSH1_INVALIDCONTEXTTYPE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_FLUSH1_INVALIDCONTEXTTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDeviceSetHardwareprotectionInvalidContext">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DEVICE_SETHARDWAREPROTECTION_INVALIDCONTEXT</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DEVICE_SETHARDWAREPROTECTION_INVALIDCONTEXT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputHdrmetadataNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTHDRMETADATA_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTHDRMETADATA_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetOutputHdrmetadataInvalidSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTHDRMETADATA_INVALIDSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTHDRMETADATA_INVALIDSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetOutputHdrmetadataNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTHDRMETADATA_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTHDRMETADATA_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetOutputHdrmetadataInvalidSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTHDRMETADATA_INVALIDSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTHDRMETADATA_INVALIDSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamHdrmetadataNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMHDRMETADATA_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMHDRMETADATA_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamHdrmetadataInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMHDRMETADATA_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMHDRMETADATA_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorSetStreamHdrmetadataInvalidSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMHDRMETADATA_INVALIDSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORSETSTREAMHDRMETADATA_INVALIDSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamHdrmetadataNullParam">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMHDRMETADATA_NULLPARAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMHDRMETADATA_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamHdrmetadataInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMHDRMETADATA_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMHDRMETADATA_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamHdrmetadataInvalidSize">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMHDRMETADATA_INVALIDSIZE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMHDRMETADATA_INVALIDSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamFrameFormatInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFRAMEFORMAT_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFRAMEFORMAT_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamColorSpaceInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamOutputRateInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMOUTPUTRATE_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMOUTPUTRATE_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamSourceRectangleInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSOURCERECT_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSOURCERECT_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamDestinationRectangleInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMDESTRECT_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMDESTRECT_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamAlphaInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMALPHA_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMALPHA_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamPaletteInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPALETTE_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPALETTE_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamPixelAspectRatioInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPIXELASPECTRATIO_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMPIXELASPECTRATIO_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamLumakeyInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMLUMAKEY_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMLUMAKEY_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamStereoFormatInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSTEREOFORMAT_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMSTEREOFORMAT_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamAutoprocessingmodeInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMAUTOPROCESSINGMODE_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMAUTOPROCESSINGMODE_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamFilterInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFILTER_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMFILTER_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamRotationInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMROTATION_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMROTATION_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamColorSpace1InvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE1_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE1_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdVideoProcessorGetStreamMirrorInvalidStream">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMMIRROR_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_VIDEOPROCESSORGETSTREAMMIRROR_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdCreateFence">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_CREATE_FENCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_CREATE_FENCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdLiveFence">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_LIVE_FENCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_LIVE_FENCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdDestroyFence">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_DESTROY_FENCE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_DESTROY_FENCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageIdD3D113MessagesEnd">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_MESSAGE_ID_D3D11_3_MESSAGES_END</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_ID_D3D11_3_MESSAGES_END</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.MessageSeverity">
            <summary>
            <p>Debug message severity levels for an information queue.</p>
            </summary>
            <remarks>
            <p>Use these values to allow or deny message categories to pass through the storage and retrieval filters for an information queue (see <strong><see cref = "T:SharpDX.Direct3D11.InfoQueueFilter"/></strong>). This API is used by <strong>ID3D11InfoQueue::AddApplicationMessage</strong>.</p>
            </remarks>
            <msdn-id>ff476187</msdn-id>
            <unmanaged>D3D11_MESSAGE_SEVERITY</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_SEVERITY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageSeverity.Corruption">
            <summary>
            <dd> <p>Defines some type of corruption which has occurred.</p> </dd>
            </summary>
            <msdn-id>ff476187</msdn-id>
            <unmanaged>D3D11_MESSAGE_SEVERITY_CORRUPTION</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_SEVERITY_CORRUPTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageSeverity.Error">
            <summary>
            <dd> <p>Defines an error message.</p> </dd>
            </summary>
            <msdn-id>ff476187</msdn-id>
            <unmanaged>D3D11_MESSAGE_SEVERITY_ERROR</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_SEVERITY_ERROR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageSeverity.Warning">
            <summary>
            <dd> <p>Defines a warning message.</p> </dd>
            </summary>
            <msdn-id>ff476187</msdn-id>
            <unmanaged>D3D11_MESSAGE_SEVERITY_WARNING</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_SEVERITY_WARNING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageSeverity.Information">
            <summary>
            <dd> <p>Defines an information message.</p> </dd>
            </summary>
            <msdn-id>ff476187</msdn-id>
            <unmanaged>D3D11_MESSAGE_SEVERITY_INFO</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_SEVERITY_INFO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.MessageSeverity.Message">
            <summary>
            <dd> <p>Defines a message other than corruption, error, warning, or information.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476187</msdn-id>
            <unmanaged>D3D11_MESSAGE_SEVERITY_MESSAGE</unmanaged>
            <unmanaged-short>D3D11_MESSAGE_SEVERITY_MESSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryFlags.Predicatehint">
            <summary>
            <dd> <p>Tell the hardware that if it is not yet sure if something is hidden or not to draw it anyway. This is only used with an occlusion predicate. Predication data cannot be returned to your application via <strong>ID3D11DeviceContext::GetData</strong> when using this flag.</p> </dd>
            </summary>
            <msdn-id>ff476196</msdn-id>
            <unmanaged>D3D11_QUERY_MISC_PREDICATEHINT</unmanaged>
            <unmanaged-short>D3D11_QUERY_MISC_PREDICATEHINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.QueryType">
            <summary>
            <p>Query types.</p>
            </summary>
            <remarks>
            <p> Create a query with <strong>ID3D11Device::CreateQuery</strong>. </p>
            </remarks>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY</unmanaged>
            <unmanaged-short>D3D11_QUERY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.Event">
            <summary>
            <dd> <p> Determines whether or not the GPU is finished processing commands. When the GPU is finished processing commands <strong>ID3D11DeviceContext::GetData</strong> will return <see cref = "F:SharpDX.Result.Ok"/>, and pData will point to a <see cref = "T:SharpDX.Mathematics.Interop.RawBool"/> with a value of <strong>TRUE</strong>. When using this type of query, <strong>ID3D11DeviceContext::Begin</strong> is disabled. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_EVENT</unmanaged>
            <unmanaged-short>D3D11_QUERY_EVENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.Occlusion">
            <summary>
            <dd> <p> Get the number of samples that passed the depth and stencil tests in between <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>. <strong>ID3D11DeviceContext::GetData</strong> returns a UINT64. If a depth or stencil test is disabled, then each of those tests will be counted as a pass. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_OCCLUSION</unmanaged>
            <unmanaged-short>D3D11_QUERY_OCCLUSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.Timestamp">
            <summary>
            <dd> <p> Get a timestamp value where <strong>ID3D11DeviceContext::GetData</strong> returns a UINT64. This kind of query is only useful if two timestamp queries are done in the middle of a D3D11_QUERY_TIMESTAMP_DISJOINT query. The difference of two timestamps can be used to determine how many ticks have elapsed, and the D3D11_QUERY_TIMESTAMP_DISJOINT query will determine if that difference is a reliable value and also has a value that shows how to convert the number of ticks into seconds. See <strong><see cref = "T:SharpDX.Direct3D11.QueryDataTimestampDisjoint"/></strong>. When using this type of query, <strong>ID3D11DeviceContext::Begin</strong> is disabled. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_TIMESTAMP</unmanaged>
            <unmanaged-short>D3D11_QUERY_TIMESTAMP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.TimestampDisjoint">
            <summary>
            <dd> <p> Determines whether or not a D3D11_QUERY_TIMESTAMP is returning reliable values, and also gives the frequency of the processor enabling you to convert the number of elapsed ticks into seconds. <strong>ID3D11DeviceContext::GetData</strong> will return a <strong><see cref = "T:SharpDX.Direct3D11.QueryDataTimestampDisjoint"/></strong>. This type of query should only be invoked once per frame or less. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_TIMESTAMP_DISJOINT</unmanaged>
            <unmanaged-short>D3D11_QUERY_TIMESTAMP_DISJOINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.PipelineStatistics">
            <summary>
            <dd> <p> Get pipeline statistics, such as the number of pixel shader invocations in between <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>. <strong>ID3D11DeviceContext::GetData</strong> will return a <strong><see cref = "T:SharpDX.Direct3D11.QueryDataPipelineStatistics"/></strong>. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_PIPELINE_STATISTICS</unmanaged>
            <unmanaged-short>D3D11_QUERY_PIPELINE_STATISTICS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.OcclusionPredicate">
            <summary>
            <dd> <p> Similar to D3D11_QUERY_OCCLUSION, except <strong>ID3D11DeviceContext::GetData</strong> returns a <see cref = "T:SharpDX.Mathematics.Interop.RawBool"/> indicating whether or not any samples passed the depth and stencil tests - <strong>TRUE</strong> meaning at least one passed, <strong><see cref = "F:SharpDX.Result.False"/></strong> meaning none passed. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_OCCLUSION_PREDICATE</unmanaged>
            <unmanaged-short>D3D11_QUERY_OCCLUSION_PREDICATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.StreamOutputStatistics">
            <summary>
            <dd> <p> Get streaming output statistics, such as the number of primitives streamed out in between <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>. <strong>ID3D11DeviceContext::GetData</strong> will return a <strong><see cref = "T:SharpDX.Direct3D11.StreamOutputStatistics"/></strong> structure. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_SO_STATISTICS</unmanaged>
            <unmanaged-short>D3D11_QUERY_SO_STATISTICS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.StreamOutputOverflowPredicate">
            <summary>
            <dd> <p> Determines whether or not any of the streaming output buffers overflowed in between <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>. <strong>ID3D11DeviceContext::GetData</strong> returns a <see cref = "T:SharpDX.Mathematics.Interop.RawBool"/> - <strong>TRUE</strong> meaning there was an overflow, <strong><see cref = "F:SharpDX.Result.False"/></strong> meaning there was not an overflow. If streaming output writes to multiple buffers, and one of the buffers overflows, then it will stop writing to all the output buffers. When an overflow is detected by Direct3D it is prevented from happening - no memory is corrupted. This predication may be used in conjunction with an SO_STATISTICS query so that when an overflow occurs the SO_STATISTIC query will let the application know how much memory was needed to prevent an overflow. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_SO_OVERFLOW_PREDICATE</unmanaged>
            <unmanaged-short>D3D11_QUERY_SO_OVERFLOW_PREDICATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.StreamOutputStatisticsStream0">
            <summary>
            <dd> <p> Get streaming output statistics for stream 0, such as the number of primitives streamed out in between <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>. <strong>ID3D11DeviceContext::GetData</strong> will return a <strong><see cref = "T:SharpDX.Direct3D11.StreamOutputStatistics"/></strong> structure. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_SO_STATISTICS_STREAM0</unmanaged>
            <unmanaged-short>D3D11_QUERY_SO_STATISTICS_STREAM0</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.StreamOutputOverflowPredicateStream0">
            <summary>
            <dd> <p> Determines whether or not the stream 0 output buffers overflowed in between <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>. <strong>ID3D11DeviceContext::GetData</strong> returns a <see cref = "T:SharpDX.Mathematics.Interop.RawBool"/> - <strong>TRUE</strong> meaning there was an overflow, <strong><see cref = "F:SharpDX.Result.False"/></strong> meaning there was not an overflow. If streaming output writes to multiple buffers, and one of the buffers overflows, then it will stop writing to all the output buffers. When an overflow is detected by Direct3D it is prevented from happening - no memory is corrupted. This predication may be used in conjunction with an SO_STATISTICS query so that when an overflow occurs the SO_STATISTIC query will let the application know how much memory was needed to prevent an overflow. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM0</unmanaged>
            <unmanaged-short>D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM0</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.StreamOutputStatisticsStream1">
            <summary>
            <dd> <p> Get streaming output statistics for stream 1, such as the number of primitives streamed out in between <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>. <strong>ID3D11DeviceContext::GetData</strong> will return a <strong><see cref = "T:SharpDX.Direct3D11.StreamOutputStatistics"/></strong> structure. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_SO_STATISTICS_STREAM1</unmanaged>
            <unmanaged-short>D3D11_QUERY_SO_STATISTICS_STREAM1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.StreamOutputOverflowPredicateStream1">
            <summary>
            <dd> <p> Determines whether or not the stream 1 output buffers overflowed in between <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>. <strong>ID3D11DeviceContext::GetData</strong> returns a <see cref = "T:SharpDX.Mathematics.Interop.RawBool"/> - <strong>TRUE</strong> meaning there was an overflow, <strong><see cref = "F:SharpDX.Result.False"/></strong> meaning there was not an overflow. If streaming output writes to multiple buffers, and one of the buffers overflows, then it will stop writing to all the output buffers. When an overflow is detected by Direct3D it is prevented from happening - no memory is corrupted. This predication may be used in conjunction with an SO_STATISTICS query so that when an overflow occurs the SO_STATISTIC query will let the application know how much memory was needed to prevent an overflow. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM1</unmanaged>
            <unmanaged-short>D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.StreamOutputStatisticsStream2">
            <summary>
            <dd> <p> Get streaming output statistics for stream 2, such as the number of primitives streamed out in between <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>. <strong>ID3D11DeviceContext::GetData</strong> will return a <strong><see cref = "T:SharpDX.Direct3D11.StreamOutputStatistics"/></strong> structure. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_SO_STATISTICS_STREAM2</unmanaged>
            <unmanaged-short>D3D11_QUERY_SO_STATISTICS_STREAM2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.StreamOutputOverflowPredicateStream2">
            <summary>
            <dd> <p> Determines whether or not the stream 2 output buffers overflowed in between <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>. <strong>ID3D11DeviceContext::GetData</strong> returns a <see cref = "T:SharpDX.Mathematics.Interop.RawBool"/> - <strong>TRUE</strong> meaning there was an overflow, <strong><see cref = "F:SharpDX.Result.False"/></strong> meaning there was not an overflow. If streaming output writes to multiple buffers, and one of the buffers overflows, then it will stop writing to all the output buffers. When an overflow is detected by Direct3D it is prevented from happening - no memory is corrupted. This predication may be used in conjunction with an SO_STATISTICS query so that when an overflow occurs the SO_STATISTIC query will let the application know how much memory was needed to prevent an overflow. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM2</unmanaged>
            <unmanaged-short>D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.StreamOutputStatisticsStream3">
            <summary>
            <dd> <p> Get streaming output statistics for stream 3, such as the number of primitives streamed out in between <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>. <strong>ID3D11DeviceContext::GetData</strong> will return a <strong><see cref = "T:SharpDX.Direct3D11.StreamOutputStatistics"/></strong> structure. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_SO_STATISTICS_STREAM3</unmanaged>
            <unmanaged-short>D3D11_QUERY_SO_STATISTICS_STREAM3</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryType.StreamOutputOverflowPredicateStream3">
            <summary>
            <dd> <p> Determines whether or not the stream 3 output buffers overflowed in between <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>. <strong>ID3D11DeviceContext::GetData</strong> returns a <see cref = "T:SharpDX.Mathematics.Interop.RawBool"/> - <strong>TRUE</strong> meaning there was an overflow, <strong><see cref = "F:SharpDX.Result.False"/></strong> meaning there was not an overflow. If streaming output writes to multiple buffers, and one of the buffers overflows, then it will stop writing to all the output buffers. When an overflow is detected by Direct3D it is prevented from happening - no memory is corrupted. This predication may be used in conjunction with an SO_STATISTICS query so that when an overflow occurs the SO_STATISTIC query will let the application know how much memory was needed to prevent an overflow. </p> </dd>
            </summary>
            <msdn-id>ff476191</msdn-id>
            <unmanaged>D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM3</unmanaged>
            <unmanaged-short>D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM3</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetViewDimension">
            <summary>
            <p>These flags identify the type of resource that will be viewed as a render target.</p>
            </summary>
            <remarks>
            <p>This enumeration is used in <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDescription"/></strong> to create a render-target view.</p>
            </remarks>
            <msdn-id>ff476206</msdn-id>
            <unmanaged>D3D11_RTV_DIMENSION</unmanaged>
            <unmanaged-short>D3D11_RTV_DIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDimension.Unknown">
            <summary>
            <dd> <p>Do not use this value, as it will cause <strong>ID3D11Device::CreateRenderTargetView</strong> to fail.</p> </dd>
            </summary>
            <msdn-id>ff476206</msdn-id>
            <unmanaged>D3D11_RTV_DIMENSION_UNKNOWN</unmanaged>
            <unmanaged-short>D3D11_RTV_DIMENSION_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDimension.Buffer">
            <summary>
            <dd> <p>The resource will be accessed as a buffer.</p> </dd>
            </summary>
            <msdn-id>ff476206</msdn-id>
            <unmanaged>D3D11_RTV_DIMENSION_BUFFER</unmanaged>
            <unmanaged-short>D3D11_RTV_DIMENSION_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDimension.Texture1D">
            <summary>
            <dd> <p>The resource will be accessed as a 1D texture.</p> </dd>
            </summary>
            <msdn-id>ff476206</msdn-id>
            <unmanaged>D3D11_RTV_DIMENSION_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D11_RTV_DIMENSION_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDimension.Texture1DArray">
            <summary>
            <dd> <p>The resource will be accessed as an array of 1D textures.</p> </dd>
            </summary>
            <msdn-id>ff476206</msdn-id>
            <unmanaged>D3D11_RTV_DIMENSION_TEXTURE1DARRAY</unmanaged>
            <unmanaged-short>D3D11_RTV_DIMENSION_TEXTURE1DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDimension.Texture2D">
            <summary>
            <dd> <p>The resource will be accessed as a 2D texture.</p> </dd>
            </summary>
            <msdn-id>ff476206</msdn-id>
            <unmanaged>D3D11_RTV_DIMENSION_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D11_RTV_DIMENSION_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDimension.Texture2DArray">
            <summary>
            <dd> <p>The resource will be accessed as an array of 2D textures.</p> </dd>
            </summary>
            <msdn-id>ff476206</msdn-id>
            <unmanaged>D3D11_RTV_DIMENSION_TEXTURE2DARRAY</unmanaged>
            <unmanaged-short>D3D11_RTV_DIMENSION_TEXTURE2DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDimension.Texture2DMultisampled">
            <summary>
            <dd> <p>The resource will be accessed as a 2D texture with multisampling.</p> </dd>
            </summary>
            <msdn-id>ff476206</msdn-id>
            <unmanaged>D3D11_RTV_DIMENSION_TEXTURE2DMS</unmanaged>
            <unmanaged-short>D3D11_RTV_DIMENSION_TEXTURE2DMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDimension.Texture2DMultisampledArray">
            <summary>
            <dd> <p>The resource will be accessed as an array of 2D textures with multisampling.</p> </dd>
            </summary>
            <msdn-id>ff476206</msdn-id>
            <unmanaged>D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY</unmanaged>
            <unmanaged-short>D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDimension.Texture3D">
            <summary>
            <dd> <p>The resource will be accessed as a 3D texture.</p> </dd>
            </summary>
            <msdn-id>ff476206</msdn-id>
            <unmanaged>D3D11_RTV_DIMENSION_TEXTURE3D</unmanaged>
            <unmanaged-short>D3D11_RTV_DIMENSION_TEXTURE3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ReportingLevel.Summary">
            <summary>
            <dd> <p> Specifies to obtain a summary about a device object's lifetime. </p> </dd>
            </summary>
            <msdn-id>ff476205</msdn-id>
            <unmanaged>D3D11_RLDO_SUMMARY</unmanaged>
            <unmanaged-short>D3D11_RLDO_SUMMARY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ReportingLevel.Detail">
            <summary>
            <dd> <p> Specifies to obtain detailed information about a device object's lifetime. </p> </dd>
            </summary>
            <msdn-id>ff476205</msdn-id>
            <unmanaged>D3D11_RLDO_DETAIL</unmanaged>
            <unmanaged-short>D3D11_RLDO_DETAIL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ReportingLevel.IgnoreInternal">
            <summary>
            <dd> <p> Do not use this enumeration constant.   It is for internal use only. </p> </dd>
            </summary>
            <msdn-id>ff476205</msdn-id>
            <unmanaged>D3D11_RLDO_IGNORE_INTERNAL</unmanaged>
            <unmanaged-short>D3D11_RLDO_IGNORE_INTERNAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ReportingLevel.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ResourceDimension">
            <summary>
            <p>Identifies the type of resource being used.</p>
            </summary>
            <remarks>
            <p>This enumeration is used in <strong>ID3D11Resource::GetType</strong>. </p>
            </remarks>
            <msdn-id>ff476202</msdn-id>
            <unmanaged>D3D11_RESOURCE_DIMENSION</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_DIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceDimension.Unknown">
            <summary>
            <dd> <p>Resource is of unknown type.</p> </dd>
            </summary>
            <msdn-id>ff476202</msdn-id>
            <unmanaged>D3D11_RESOURCE_DIMENSION_UNKNOWN</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_DIMENSION_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceDimension.Buffer">
            <summary>
            <dd> <p>Resource is a buffer.</p> </dd>
            </summary>
            <msdn-id>ff476202</msdn-id>
            <unmanaged>D3D11_RESOURCE_DIMENSION_BUFFER</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_DIMENSION_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceDimension.Texture1D">
            <summary>
            <dd> <p>Resource is a 1D texture.</p> </dd>
            </summary>
            <msdn-id>ff476202</msdn-id>
            <unmanaged>D3D11_RESOURCE_DIMENSION_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_DIMENSION_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceDimension.Texture2D">
            <summary>
            <dd> <p>Resource is a 2D texture.</p> </dd>
            </summary>
            <msdn-id>ff476202</msdn-id>
            <unmanaged>D3D11_RESOURCE_DIMENSION_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_DIMENSION_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceDimension.Texture3D">
            <summary>
            <dd> <p>Resource is a 3D texture.</p> </dd>
            </summary>
            <msdn-id>ff476202</msdn-id>
            <unmanaged>D3D11_RESOURCE_DIMENSION_TEXTURE3D</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_DIMENSION_TEXTURE3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.GenerateMipMaps">
            <summary>
            <dd> <p> Enables MIP map generation by using <strong>ID3D11DeviceContext::GenerateMips</strong> on a texture resource. The resource must be created with the <strong>bind flags</strong> that specify that the resource is a render target and a shader resource. </p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_GENERATE_MIPS</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_GENERATE_MIPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.Shared">
            <summary>
            <dd> <p> Enables resource data sharing between two or more Direct3D devices. The only resources that can be shared are 2D non-mipmapped textures. </p> <p><strong>D3D11_RESOURCE_MISC_SHARED</strong> and <strong>D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX</strong> are mutually exclusive. </p> <p><strong>WARP</strong> and <strong>REF</strong> devices do not support shared resources.  If you try to create a resource with this flag on either a <strong>WARP</strong> or <strong>REF</strong> device, the create method will return an <strong>E_OUTOFMEMORY</strong> error code. </p> <strong>Note</strong>?? Starting with Windows?8, <strong>WARP</strong> devices fully support shared resources.  ? <strong>Note</strong>?? Starting with Windows?8, we recommend that you enable resource data sharing between two or more Direct3D devices by using a combination of the <strong>D3D11_RESOURCE_MISC_SHARED_NTHANDLE</strong> and <strong>D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX</strong> flags instead.  ? </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_SHARED</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_SHARED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.TextureCube">
            <summary>
            <dd> <p> Sets a resource to be a cube texture created from a Texture2DArray that contains 6 textures. </p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_TEXTURECUBE</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_TEXTURECUBE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.DrawIndirectArguments">
            <summary>
            <dd> <p>Enables instancing of GPU-generated content.</p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.BufferAllowRawViews">
            <summary>
            <dd> <p> Enables a resource as a byte address buffer. </p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.BufferStructured">
            <summary>
            <dd> <p> Enables a resource as a structured buffer. </p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_BUFFER_STRUCTURED</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_BUFFER_STRUCTURED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.ResourceClamp">
            <summary>
            <dd> <p> Enables a resource with MIP map clamping for use with <strong>ID3D11DeviceContext::SetResourceMinLOD</strong>. </p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_RESOURCE_CLAMP</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_RESOURCE_CLAMP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.SharedKeyedmutex">
            <summary>
            <dd> <p>Enables the resource  to be synchronized by using the <strong>IDXGIKeyedMutex::AcquireSync</strong> and  <strong>IDXGIKeyedMutex::ReleaseSync</strong> APIs.  The following Direct3D?11 resource creation  APIs, that take <strong><see cref = "T:SharpDX.Direct3D11.ResourceOptionFlags"/></strong> parameters, have been extended to support the new flag.</p> <ul> <li> <strong>ID3D11Device::CreateTexture1D</strong> </li> <li> <strong>ID3D11Device::CreateTexture2D</strong> </li> <li> <strong>ID3D11Device::CreateTexture3D</strong> </li> <li> <strong>ID3D11Device::CreateBuffer</strong> </li> </ul> <p>If you call any of these  methods with the <strong>D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX</strong> flag set, the interface returned will support the <strong><see cref = "T:SharpDX.DXGI.KeyedMutex"/></strong> interface.  You can retrieve a reference to the <strong><see cref = "T:SharpDX.DXGI.KeyedMutex"/></strong> interface from the resource by using <strong>IUnknown::QueryInterface</strong>.  The <strong><see cref = "T:SharpDX.DXGI.KeyedMutex"/></strong> interface implements the <strong>IDXGIKeyedMutex::AcquireSync</strong> and <strong>IDXGIKeyedMutex::ReleaseSync</strong> APIs to synchronize access to the surface. The device that creates the surface, and any other device that opens the surface by using <strong>OpenSharedResource</strong>, must call <strong>IDXGIKeyedMutex::AcquireSync</strong> before they issue any rendering commands to the surface. When those devices finish rendering, they must call <strong>IDXGIKeyedMutex::ReleaseSync</strong>. </p> <p><strong>D3D11_RESOURCE_MISC_SHARED</strong> and <strong>D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX</strong> are mutually exclusive. </p> <p><strong>WARP</strong> and <strong>REF</strong> devices do not support shared resources. If you try to create a resource with this flag on either a <strong>WARP</strong> or <strong>REF</strong> device, the create method will return an <strong>E_OUTOFMEMORY</strong> error code. </p> <strong>Note</strong>?? Starting with Windows?8, <strong>WARP</strong> devices fully support shared resources.  ? </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.GdiCompatible">
            <summary>
            <dd> <p> Enables a resource compatible with GDI. You must set the <strong>D3D11_RESOURCE_MISC_GDI_COMPATIBLE</strong> flag  on surfaces that you use with GDI. Setting the <strong>D3D11_RESOURCE_MISC_GDI_COMPATIBLE</strong> flag allows GDI rendering on the surface via <strong>IDXGISurface1::GetDC</strong>. </p> <p>Consider the following programming tips for using D3D11_RESOURCE_MISC_GDI_COMPATIBLE when you create a texture or use that texture in a swap chain:</p> <ul> <li>D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX and D3D11_RESOURCE_MISC_GDI_COMPATIBLE are mutually exclusive. Therefore, do not use them together.</li> <li>D3D11_RESOURCE_MISC_RESOURCE_CLAMP and D3D11_RESOURCE_MISC_GDI_COMPATIBLE are mutually exclusive. Therefore, do not use them together.</li> <li> You must bind the texture as a render target for the output-merger stage. For example, set the D3D11_BIND_RENDER_TARGET flag in the <strong>BindFlags</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.Texture2DDescription"/></strong> structure. </li> <li> You must set the maximum number of MIP map levels to 1. For example, set the <strong>MipLevels</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.Texture2DDescription"/></strong> structure to 1. </li> <li> You must specify that the texture requires read and write access by the GPU. For example, set the <strong>Usage</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.Texture2DDescription"/></strong> structure to D3D11_USAGE_DEFAULT. </li> <li> <p>You must set the texture format to one of the following types. </p> <ul> <li>DXGI_FORMAT_B8G8R8A8_UNORM</li> <li>DXGI_FORMAT_B8G8R8A8_TYPELESS</li> <li>DXGI_FORMAT_B8G8R8A8_UNORM_SRGB</li> </ul> For example, set the <strong>Format</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.Texture2DDescription"/></strong> structure to one of these  types. </li> <li> You cannot use D3D11_RESOURCE_MISC_GDI_COMPATIBLE with multisampling. Therefore, set the <strong>Count</strong> member of the <strong><see cref = "T:SharpDX.DXGI.SampleDescription"/></strong> structure to 1. Then, set the <strong>SampleDesc</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.Texture2DDescription"/></strong> structure to this <strong><see cref = "T:SharpDX.DXGI.SampleDescription"/></strong> structure. </li> </ul> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_GDI_COMPATIBLE</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_GDI_COMPATIBLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.SharedNthandle">
            <summary>
            <dd> <p>Set this flag to enable the use of NT HANDLE values when you create a shared resource.  By enabling this flag, you deprecate the use of existing HANDLE values.</p> <p> When you use this flag, you must combine it with the <strong>D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX</strong> flag by using a bitwise OR operation. The resulting value specifies a new shared resource type that directs the runtime to use NT HANDLE values for the shared resource. The runtime then must confirm that the shared resource  works on all hardware at the specified feature level. </p> <p>Without this flag set, the runtime does not strictly validate shared resource parameters (that is, formats, flags, usage, and so on). When the runtime does not validate shared resource parameters, behavior of much of the Direct3D   API might be undefined and might vary from driver to driver.  </p> <p><strong>Direct3D 11 and earlier:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_SHARED_NTHANDLE</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_SHARED_NTHANDLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.RestrictedContent">
            <summary>
            <dd> <p>Set this flag to indicate that the resource might contain protected content; therefore, the operating system should  use the resource only when the driver and hardware support content protection.  If the driver and hardware do not support content protection and you try to create a resource with this flag, the resource creation fails.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_RESTRICTED_CONTENT</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_RESTRICTED_CONTENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.RestrictSharedResource">
            <summary>
            <dd> <p>Set this flag to indicate that the operating system  restricts access to the shared surface. You can use this flag together with the D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE_DRIVER flag and only when you create a shared surface. The process that creates the shared resource can always open the shared resource.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.RestrictSharedResourceDriver">
            <summary>
            <dd> <p>Set this flag to indicate that the driver  restricts access to the shared surface. You can use this flag in conjunction with the D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE flag and only when you create a shared surface. The process that creates the shared resource can always open the shared resource.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE_DRIVER</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_RESTRICT_SHARED_RESOURCE_DRIVER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.Guarded">
            <summary>
            <dd> <p> Set this flag to indicate that the resource is guarded. Such a resource is returned by the <strong>IDCompositionSurface::BeginDraw</strong> (DirectComposition) and <strong>ISurfaceImageSourceNative::BeginDraw</strong> (Windows Runtime) APIs.  For these APIs, you provide a region of interest (ROI) on a surface to update. This surface isn't compatible with multiple render targets (MRT).</p> <p>A guarded resource automatically restricts all writes to the region that is related to one of the preceding APIs. Additionally, the resource enforces access to the ROI with these restrictions:</p> <ul> <li> Copy operations from the resource by using <strong>ID3D11DeviceContext::CopyResource</strong> or <strong>ID3D11DeviceContext::CopySubresourceRegion</strong> are restricted to only copy from the ROI. </li> <li>When a guarded resource is set as a render target, it must be the only target.</li> </ul> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.1.</p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_GUARDED</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_GUARDED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.TilePool">
            <summary>
            <dd> <p> Set this flag to indicate that the resource is a tile pool.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.2.</p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_TILE_POOL</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_TILE_POOL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.Tiled">
            <summary>
            <dd> <p> Set this flag to indicate that the resource is a tiled resource.</p> <p><strong>Direct3D 11:??</strong>This value is not supported until Direct3D 11.2.</p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_TILED</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_TILED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.HwProtected">
            <summary>
            <dd> <p>Set this flag to indicate that the resource should be created such that it will be protected by the hardware.  Resource creation will fail if hardware content protection is not supported.</p> <p>This flag has the following restrictions:</p> <ul> <li> This flag cannot be used with the following <strong><see cref = "T:SharpDX.Direct3D11.ResourceUsage"/></strong> values:<ul> <li><strong>D3D11_USAGE_DYNAMIC</strong></li> <li><strong>D3D11_USAGE_STAGING</strong></li> </ul> </li> <li> This flag cannot be used with the following <strong><see cref = "T:SharpDX.Direct3D11.BindFlags"/></strong> values.<ul> <li><strong>D3D11_BIND_VERTEX_BUFFER</strong></li> <li><strong>D3D11_BIND_INDEX_BUFFER</strong></li> </ul> </li> <li>No CPU access flags can be specified.</li> </ul> <strong>Note</strong>??<p>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.</p>  ? <p><strong>Note</strong>?? This enumeration value is supported starting with Windows?10. </p> </dd>
            </summary>
            <msdn-id>ff476203</msdn-id>
            <unmanaged>D3D11_RESOURCE_MISC_HW_PROTECTED</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_MISC_HW_PROTECTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ResourceUsage">
            <summary>
            <p>Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the graphics processing unit (GPU).</p>
            </summary>
            <remarks>
            <p>An application identifies the way a resource is intended to be used (its usage) in a resource description. There are several structures for creating resources including: <strong><see cref = "T:SharpDX.Direct3D11.Texture1DDescription"/></strong>, <strong><see cref = "T:SharpDX.Direct3D11.Texture2DDescription"/></strong>, <strong><see cref = "T:SharpDX.Direct3D11.Texture3DDescription"/></strong>, and <strong><see cref = "T:SharpDX.Direct3D11.BufferDescription"/></strong>.</p><table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10/11:</p> <p>In Direct3D 9, you specify the type of memory a resource should be created in at resource creation time (using D3DPOOL). It was an application's job to decide what memory pool would provide the best combination of functionality and performance.</p> <p>In Direct3D 10/11, an application no longer specifies what type of memory (the pool) to create a resource in. Instead, you specify the intended usage of the resource, and let the runtime (in concert with the driver and a memory manager) choose the type of memory that will achieve the best performance.</p> </td></tr> </table><p>?</p>
            </remarks>
            <msdn-id>ff476259</msdn-id>
            <unmanaged>D3D11_USAGE</unmanaged>
            <unmanaged-short>D3D11_USAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceUsage.Default">
            <summary>
            <dd> <p>A resource that requires read and write access by the GPU. This is likely to be the most common usage choice.</p> </dd>
            </summary>
            <msdn-id>ff476259</msdn-id>
            <unmanaged>D3D11_USAGE_DEFAULT</unmanaged>
            <unmanaged-short>D3D11_USAGE_DEFAULT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceUsage.Immutable">
            <summary>
            <dd> <p>A resource that can only be read by the GPU. It cannot be written by the GPU, and cannot be accessed at all by the CPU. This type of resource must be initialized when it is created, since it cannot be changed after creation.</p> </dd>
            </summary>
            <msdn-id>ff476259</msdn-id>
            <unmanaged>D3D11_USAGE_IMMUTABLE</unmanaged>
            <unmanaged-short>D3D11_USAGE_IMMUTABLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceUsage.Dynamic">
            <summary>
            <dd> <p>A resource that is accessible by both the GPU (read only) and the CPU (write only). A dynamic resource is a good choice for a resource that will be updated by the CPU at least once per frame. To update a dynamic resource, use a <strong>Map</strong> method.</p> <p>For info about how to use dynamic resources, see How to: Use dynamic resources. </p> </dd>
            </summary>
            <msdn-id>ff476259</msdn-id>
            <unmanaged>D3D11_USAGE_DYNAMIC</unmanaged>
            <unmanaged-short>D3D11_USAGE_DYNAMIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceUsage.Staging">
            <summary>
            <dd> <p>A resource that supports data transfer (copy) from the GPU to the CPU.</p> </dd>
            </summary>
            <msdn-id>ff476259</msdn-id>
            <unmanaged>D3D11_USAGE_STAGING</unmanaged>
            <unmanaged-short>D3D11_USAGE_STAGING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderCacheSupportFlags.None">
            <summary>
            <dd> <p>Indicates that the driver does not support shader caching.</p> </dd>
            </summary>
            <msdn-id>mt492476</msdn-id>
            <unmanaged>D3D11_SHADER_CACHE_SUPPORT_NONE</unmanaged>
            <unmanaged-short>D3D11_SHADER_CACHE_SUPPORT_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderCacheSupportFlags.AutomaticInprocCache">
            <summary>
            <dd> <p>Indicates that the driver supports an OS-managed shader cache that stores compiled shaders in memory during the current run of the application.</p> </dd>
            </summary>
            <msdn-id>mt492476</msdn-id>
            <unmanaged>D3D11_SHADER_CACHE_SUPPORT_AUTOMATIC_INPROC_CACHE</unmanaged>
            <unmanaged-short>D3D11_SHADER_CACHE_SUPPORT_AUTOMATIC_INPROC_CACHE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderCacheSupportFlags.AutomaticDiskCache">
            <summary>
            <dd> <p>Indicates that the driver supports an OS-managed shader cache that stores compiled shaders on disk to accelerate future runs of the application.</p> </dd>
            </summary>
            <msdn-id>mt492476</msdn-id>
            <unmanaged>D3D11_SHADER_CACHE_SUPPORT_AUTOMATIC_DISK_CACHE</unmanaged>
            <unmanaged-short>D3D11_SHADER_CACHE_SUPPORT_AUTOMATIC_DISK_CACHE</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderMinimumPrecisionSupport">
            <summary>
            <strong>Note</strong>??This enumeration is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?<p>Values that specify minimum precision levels at shader stages.</p>
            </summary>
            <msdn-id>hh404495</msdn-id>
            <unmanaged>D3D11_SHADER_MIN_PRECISION_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_SHADER_MIN_PRECISION_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderMinimumPrecisionSupport.Bit10">
            <summary>
            <dd> <p>Minimum precision level is 10-bit.</p> </dd>
            </summary>
            <msdn-id>hh404495</msdn-id>
            <unmanaged>D3D11_SHADER_MIN_PRECISION_10_BIT</unmanaged>
            <unmanaged-short>D3D11_SHADER_MIN_PRECISION_10_BIT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderMinimumPrecisionSupport.Bit16">
            <summary>
            <dd> <p>Minimum precision level is 16-bit.</p> </dd>
            </summary>
            <msdn-id>hh404495</msdn-id>
            <unmanaged>D3D11_SHADER_MIN_PRECISION_16_BIT</unmanaged>
            <unmanaged-short>D3D11_SHADER_MIN_PRECISION_16_BIT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewExtendedBufferFlags.Raw">
            <summary>
            <dd> <p>View the buffer as raw. For more info about raw viewing of buffers, see Raw Views of Buffers.</p> </dd>
            </summary>
            <msdn-id>ff476091</msdn-id>
            <unmanaged>D3D11_BUFFEREX_SRV_FLAG_RAW</unmanaged>
            <unmanaged-short>D3D11_BUFFEREX_SRV_FLAG_RAW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewExtendedBufferFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderTrackingOption">
            <summary>
            <p>Options that specify how to perform shader debug tracking.</p>
            </summary>
            <remarks>
            <p> This enumeration is used by the following methods: </p><ul> <li> <strong>ID3D11RefDefaultTrackingOptions::SetTrackingOptions</strong> </li> <li> <strong>ID3D11RefTrackingOptions::SetTrackingOptions</strong> </li> <li> <strong>ID3D11TracingDevice::SetShaderTrackingOptions</strong> </li> <li> <strong>ID3D11TracingDevice::SetShaderTrackingOptionsByType</strong> </li> </ul><strong>Note</strong>?? This API requires the Windows Software Development Kit (SDK) for Windows?8.?
            </remarks>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.Ignore">
            <summary>
            <dd> <p>No debug tracking is performed.</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_IGNORE</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_IGNORE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.TrackUninitialized">
            <summary>
            <dd> <p>Track the reading of uninitialized data.</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_TRACK_UNINITIALIZED</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_TRACK_UNINITIALIZED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.TrackRaw">
            <summary>
            <dd> <p>Track read-after-write hazards.</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_TRACK_RAW</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_TRACK_RAW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.TrackWar">
            <summary>
            <dd> <p>Track write-after-read hazards.</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_TRACK_WAR</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_TRACK_WAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.TrackWaw">
            <summary>
            <dd> <p>Track write-after-write hazards.</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_TRACK_WAW</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_TRACK_WAW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.AllowSame">
            <summary>
            <dd> <p>Track that hazards are allowed in which data is written but the value does not change.</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_ALLOW_SAME</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_ALLOW_SAME</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.TrackAtomicConsistency">
            <summary>
            <dd> <p>Track that only one type of atomic operation is used on an address.</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_TRACK_ATOMIC_CONSISTENCY</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_TRACK_ATOMIC_CONSISTENCY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.TrackRawAcrossThreadgroups">
            <summary>
            <dd> <p>Track read-after-write hazards across thread groups.</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_TRACK_RAW_ACROSS_THREADGROUPS</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_TRACK_RAW_ACROSS_THREADGROUPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.TrackWarAcrossThreadgroups">
            <summary>
            <dd> <p>Track write-after-read hazards across thread groups.</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_TRACK_WAR_ACROSS_THREADGROUPS</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_TRACK_WAR_ACROSS_THREADGROUPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.TrackWawAcrossThreadgroups">
            <summary>
            <dd> <p>Track write-after-write hazards across thread groups.</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_TRACK_WAW_ACROSS_THREADGROUPS</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_TRACK_WAW_ACROSS_THREADGROUPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.TrackAtomicConsistencyAcrossThreadgroups">
            <summary>
            <dd> <p>Track that only one type of atomic operation is used on an address across thread groups.</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_TRACK_ATOMIC_CONSISTENCY_ACROSS_THREADGROUPS</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_TRACK_ATOMIC_CONSISTENCY_ACROSS_THREADGROUPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.UnorderedAccessViewSpecificFlags">
            <summary>
            <dd> <p>Track hazards that are specific to unordered access views (UAVs).</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_UAV_SPECIFIC_FLAGS</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_UAV_SPECIFIC_FLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.AllHazards">
            <summary>
            <dd> <p>Track all hazards.</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_ALL_HAZARDS</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_ALL_HAZARDS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.AllHazardsAllowingSame">
            <summary>
            <dd> <p>Track all hazards and track that hazards are allowed in which data is written but the value does not change.</p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_ALL_HAZARDS_ALLOWING_SAME</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_ALL_HAZARDS_ALLOWING_SAME</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingOption.AllOptions">
            <summary>
            <dd> <p> All of the preceding tracking options are set except <strong>D3D11_SHADER_TRACKING_OPTION_IGNORE</strong>. </p> </dd>
            </summary>
            <msdn-id>hh404501</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_OPTION_ALL_OPTIONS</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_OPTION_ALL_OPTIONS</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderTrackingResourceType">
            <summary>
            <p>Indicates which resource types to track.</p>
            </summary>
            <remarks>
            <p>The <strong>ID3D11TracingDevice::SetShaderTrackingOptionsByType</strong> or <strong>ID3D11RefDefaultTrackingOptions::SetTrackingOptions</strong> method tracks a specific type of resource.</p><strong>Note</strong>??This API requires the Windows Software Development Kit (SDK) for Windows?8.?
            </remarks>
            <msdn-id>hh404503</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_RESOURCE_TYPE</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_RESOURCE_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingResourceType.None">
            <summary>
            <dd> <p>No resource types are tracked.</p> </dd>
            </summary>
            <msdn-id>hh404503</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_RESOURCE_TYPE_NONE</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_RESOURCE_TYPE_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingResourceType.UnorderedAccessViewDevicememory">
            <summary>
            <dd> <p>Track device memory that is created with unordered access view (UAV) bind flags.</p> </dd>
            </summary>
            <msdn-id>hh404503</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_RESOURCE_TYPE_UAV_DEVICEMEMORY</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_RESOURCE_TYPE_UAV_DEVICEMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingResourceType.NonUnorderedAccessViewDevicememory">
            <summary>
            <dd> <p>Track device memory that is created without UAV bind flags.</p> </dd>
            </summary>
            <msdn-id>hh404503</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_RESOURCE_TYPE_NON_UAV_DEVICEMEMORY</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_RESOURCE_TYPE_NON_UAV_DEVICEMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingResourceType.AllDevicememory">
            <summary>
            <dd> <p>Track all device memory.</p> </dd>
            </summary>
            <msdn-id>hh404503</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_RESOURCE_TYPE_ALL_DEVICEMEMORY</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_RESOURCE_TYPE_ALL_DEVICEMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingResourceType.GroupsharedMemory">
            <summary>
            <dd> <p>Track all shaders that use group shared memory.</p> </dd>
            </summary>
            <msdn-id>hh404503</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_RESOURCE_TYPE_GROUPSHARED_MEMORY</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_RESOURCE_TYPE_GROUPSHARED_MEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingResourceType.AllSharedMemory">
            <summary>
            <dd> <p>Track all device memory except device memory that is created without UAV bind flags.</p> </dd>
            </summary>
            <msdn-id>hh404503</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_RESOURCE_TYPE_ALL_SHARED_MEMORY</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_RESOURCE_TYPE_ALL_SHARED_MEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingResourceType.GroupsharedNonUnorderedAccessView">
            <summary>
            <dd> <p>Track all device memory except device memory that is created with UAV bind flags.</p> </dd>
            </summary>
            <msdn-id>hh404503</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_RESOURCE_TYPE_GROUPSHARED_NON_UAV</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_RESOURCE_TYPE_GROUPSHARED_NON_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderTrackingResourceType.All">
            <summary>
            <dd> <p>Track all memory on the device.</p> </dd>
            </summary>
            <msdn-id>hh404503</msdn-id>
            <unmanaged>D3D11_SHADER_TRACKING_RESOURCE_TYPE_ALL</unmanaged>
            <unmanaged-short>D3D11_SHADER_TRACKING_RESOURCE_TYPE_ALL</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.StandardMultisampleQualityLevels">
            <summary>
            <p>Specifies a multi-sample pattern type.</p>
            </summary>
            <remarks>
            <p>An app calls <strong>ID3D11Device::CheckMultisampleQualityLevels</strong> to get the number of quality levels available during multisampling. A 0 quality level means the hardware does not support multisampling for the particular format. If the number of quality levels is greater than 0 and the hardware supports the fixed sample patterns for the sample count, the app can request the fixed patterns by specifying quality level as either <strong>D3D11_STANDARD_MULTISAMPLE_PATTERN</strong> or <strong>D3D11_CENTER_MULTISAMPLE_PATTERN</strong>. The app can call <strong>ID3D11Device::CheckFormatSupport</strong> to check for support of the standard fixed patterns. If the hardware only supports the fixed patterns but no additional vendor-specific patterns, the runtime can report the number of quality levels as 1, and the hardware can pretend 0 quality level behaves the same as quality level equal to D3D11_STANDARD_MULTISAMPLE_PATTERN.</p><p>The runtime defines the following standard sample patterns for 1(trivial),  2, 4, 8, and 16 sample counts. Hardware must support 1, 4, and 8 sample counts. Hardware vendors can expose more sample counts beyond these. However, if vendors support 2, 4(required), 8(required), or 16, they must also support the corresponding standard pattern or center pattern for each of those sample counts.</p><p></p><p></p><p></p>
            </remarks>
            <msdn-id>ff476218</msdn-id>
            <unmanaged>D3D11_STANDARD_MULTISAMPLE_QUALITY_LEVELS</unmanaged>
            <unmanaged-short>D3D11_STANDARD_MULTISAMPLE_QUALITY_LEVELS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StandardMultisampleQualityLevels.StandardMultisamplePattern">
            <summary>
            <dd> <p>Pre-defined multi-sample patterns required for Direct3D?11 and Direct3D?10.1 hardware.</p> </dd>
            </summary>
            <msdn-id>ff476218</msdn-id>
            <unmanaged>D3D11_STANDARD_MULTISAMPLE_PATTERN</unmanaged>
            <unmanaged-short>D3D11_STANDARD_MULTISAMPLE_PATTERN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StandardMultisampleQualityLevels.CenterMultisamplePattern">
            <summary>
            <dd> <p>Pattern where all of the samples are located at the pixel center.</p> </dd>
            </summary>
            <msdn-id>ff476218</msdn-id>
            <unmanaged>D3D11_CENTER_MULTISAMPLE_PATTERN</unmanaged>
            <unmanaged-short>D3D11_CENTER_MULTISAMPLE_PATTERN</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.StencilOperation">
            <summary>
            <p>The stencil operations that can be performed during depth-stencil testing.</p>
            </summary>
            <msdn-id>ff476219</msdn-id>
            <unmanaged>D3D11_STENCIL_OP</unmanaged>
            <unmanaged-short>D3D11_STENCIL_OP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StencilOperation.Keep">
            <summary>
            <dd> <p>Keep the existing stencil data.</p> </dd>
            </summary>
            <msdn-id>ff476219</msdn-id>
            <unmanaged>D3D11_STENCIL_OP_KEEP</unmanaged>
            <unmanaged-short>D3D11_STENCIL_OP_KEEP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StencilOperation.Zero">
            <summary>
            <dd> <p>Set the stencil data to 0.</p> </dd>
            </summary>
            <msdn-id>ff476219</msdn-id>
            <unmanaged>D3D11_STENCIL_OP_ZERO</unmanaged>
            <unmanaged-short>D3D11_STENCIL_OP_ZERO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StencilOperation.Replace">
            <summary>
            <dd> <p>Set the stencil data to the reference value set by calling <strong>ID3D11DeviceContext::OMSetDepthStencilState</strong>.</p> </dd>
            </summary>
            <msdn-id>ff476219</msdn-id>
            <unmanaged>D3D11_STENCIL_OP_REPLACE</unmanaged>
            <unmanaged-short>D3D11_STENCIL_OP_REPLACE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StencilOperation.IncrementAndClamp">
            <summary>
            <dd> <p>Increment the stencil value by 1, and clamp the result.</p> </dd>
            </summary>
            <msdn-id>ff476219</msdn-id>
            <unmanaged>D3D11_STENCIL_OP_INCR_SAT</unmanaged>
            <unmanaged-short>D3D11_STENCIL_OP_INCR_SAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StencilOperation.DecrementAndClamp">
            <summary>
            <dd> <p>Decrement the stencil value by 1, and clamp the result.</p> </dd>
            </summary>
            <msdn-id>ff476219</msdn-id>
            <unmanaged>D3D11_STENCIL_OP_DECR_SAT</unmanaged>
            <unmanaged-short>D3D11_STENCIL_OP_DECR_SAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StencilOperation.Invert">
            <summary>
            <dd> <p>Invert the stencil data.</p> </dd>
            </summary>
            <msdn-id>ff476219</msdn-id>
            <unmanaged>D3D11_STENCIL_OP_INVERT</unmanaged>
            <unmanaged-short>D3D11_STENCIL_OP_INVERT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StencilOperation.Increment">
            <summary>
            <dd> <p>Increment the stencil value by 1, and wrap the result if necessary.</p> </dd>
            </summary>
            <msdn-id>ff476219</msdn-id>
            <unmanaged>D3D11_STENCIL_OP_INCR</unmanaged>
            <unmanaged-short>D3D11_STENCIL_OP_INCR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StencilOperation.Decrement">
            <summary>
            <dd> <p>Decrement the stencil value by 1, and wrap the result if necessary.</p> </dd>
            </summary>
            <msdn-id>ff476219</msdn-id>
            <unmanaged>D3D11_STENCIL_OP_DECR</unmanaged>
            <unmanaged-short>D3D11_STENCIL_OP_DECR</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.TextureAddressMode">
            <summary>
            <p>Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture.</p>
            </summary>
            <msdn-id>ff476256</msdn-id>
            <unmanaged>D3D11_TEXTURE_ADDRESS_MODE</unmanaged>
            <unmanaged-short>D3D11_TEXTURE_ADDRESS_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureAddressMode.Wrap">
            <summary>
            <dd> <p>Tile the texture at every (u,v) integer junction. For example, for u values between 0 and 3, the texture is repeated three times.</p> </dd>
            </summary>
            <msdn-id>ff476256</msdn-id>
            <unmanaged>D3D11_TEXTURE_ADDRESS_WRAP</unmanaged>
            <unmanaged-short>D3D11_TEXTURE_ADDRESS_WRAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureAddressMode.Mirror">
            <summary>
            <dd> <p>Flip the texture at every (u,v) integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again; and so on. </p> </dd>
            </summary>
            <msdn-id>ff476256</msdn-id>
            <unmanaged>D3D11_TEXTURE_ADDRESS_MIRROR</unmanaged>
            <unmanaged-short>D3D11_TEXTURE_ADDRESS_MIRROR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureAddressMode.Clamp">
            <summary>
            <dd> <p>Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.</p> </dd>
            </summary>
            <msdn-id>ff476256</msdn-id>
            <unmanaged>D3D11_TEXTURE_ADDRESS_CLAMP</unmanaged>
            <unmanaged-short>D3D11_TEXTURE_ADDRESS_CLAMP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureAddressMode.Border">
            <summary>
            <dd> <p>Texture coordinates outside the range [0.0, 1.0] are set to the border color specified in <strong><see cref = "T:SharpDX.Direct3D11.SamplerStateDescription"/></strong> or HLSL code.</p> </dd>
            </summary>
            <msdn-id>ff476256</msdn-id>
            <unmanaged>D3D11_TEXTURE_ADDRESS_BORDER</unmanaged>
            <unmanaged-short>D3D11_TEXTURE_ADDRESS_BORDER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureAddressMode.MirrorOnce">
            <summary>
            <dd> <p>Similar to D3D11_TEXTURE_ADDRESS_MIRROR and D3D11_TEXTURE_ADDRESS_CLAMP. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value.</p> </dd>
            </summary>
            <msdn-id>ff476256</msdn-id>
            <unmanaged>D3D11_TEXTURE_ADDRESS_MIRROR_ONCE</unmanaged>
            <unmanaged-short>D3D11_TEXTURE_ADDRESS_MIRROR_ONCE</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.TextureCubeFace">
            <summary>
            <p>The different faces of a cube texture.</p>
            </summary>
            <msdn-id>ff476255</msdn-id>
            <unmanaged>D3D11_TEXTURECUBE_FACE</unmanaged>
            <unmanaged-short>D3D11_TEXTURECUBE_FACE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureCubeFace.PositiveX">
            <summary>
            <dd> <p>Positive X face.</p> </dd>
            </summary>
            <msdn-id>ff476255</msdn-id>
            <unmanaged>D3D11_TEXTURECUBE_FACE_POSITIVE_X</unmanaged>
            <unmanaged-short>D3D11_TEXTURECUBE_FACE_POSITIVE_X</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureCubeFace.NegativeX">
            <summary>
            <dd> <p>Negative X face.</p> </dd>
            </summary>
            <msdn-id>ff476255</msdn-id>
            <unmanaged>D3D11_TEXTURECUBE_FACE_NEGATIVE_X</unmanaged>
            <unmanaged-short>D3D11_TEXTURECUBE_FACE_NEGATIVE_X</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureCubeFace.PositiveY">
            <summary>
            <dd> <p>Positive Y face.</p> </dd>
            </summary>
            <msdn-id>ff476255</msdn-id>
            <unmanaged>D3D11_TEXTURECUBE_FACE_POSITIVE_Y</unmanaged>
            <unmanaged-short>D3D11_TEXTURECUBE_FACE_POSITIVE_Y</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureCubeFace.NegativeY">
            <summary>
            <dd> <p>Negative Y face.</p> </dd>
            </summary>
            <msdn-id>ff476255</msdn-id>
            <unmanaged>D3D11_TEXTURECUBE_FACE_NEGATIVE_Y</unmanaged>
            <unmanaged-short>D3D11_TEXTURECUBE_FACE_NEGATIVE_Y</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureCubeFace.PositiveZ">
            <summary>
            <dd> <p>Positive Z face.</p> </dd>
            </summary>
            <msdn-id>ff476255</msdn-id>
            <unmanaged>D3D11_TEXTURECUBE_FACE_POSITIVE_Z</unmanaged>
            <unmanaged-short>D3D11_TEXTURECUBE_FACE_POSITIVE_Z</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureCubeFace.NegativeZ">
            <summary>
            <dd> <p>Negative Z face.</p> </dd>
            </summary>
            <msdn-id>ff476255</msdn-id>
            <unmanaged>D3D11_TEXTURECUBE_FACE_NEGATIVE_Z</unmanaged>
            <unmanaged-short>D3D11_TEXTURECUBE_FACE_NEGATIVE_Z</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.TextureLayout">
            <summary>
            <p>Specifies texture layout options.</p>
            </summary>
            <remarks>
            <p>This enumeration controls the swizzle pattern of default textures and enable map support on default textures.  Callers must query <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options2"/></strong> to ensure that each option is supported.</p><p>The standard swizzle formats applies within each page-sized chunk, and pages are laid out in linear order with respect to one another.  A 16-bit interleave pattern defines the conversion from pre-swizzled intra-page location to the post-swizzled location.  </p><p>To demonstrate, consider the 32bpp swizzle format above.  This is represented by the following interleave masks, where bits on the left are most-significant.</p><code>UINT xBytesMask = 1010 1010 1000 1111
            UINT yMask =      0101 0101 0111 0000
            </code><p>To compute the swizzled address, the following code could be used (where the _pdep_u32 instruction is supported):</p><code>UINT swizzledOffset = resourceBaseOffset + _pdep_u32(xOffset, xBytesMask) +  _pdep_u32(yOffset, yBytesMask);
            </code>
            </remarks>
            <msdn-id>dn899168</msdn-id>
            <unmanaged>D3D11_TEXTURE_LAYOUT</unmanaged>
            <unmanaged-short>D3D11_TEXTURE_LAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLayout.Undefined">
            <summary>
            <dd> <p>The texture layout is undefined, and is selected by the driver.</p> </dd>
            </summary>
            <msdn-id>dn899168</msdn-id>
            <unmanaged>D3D11_TEXTURE_LAYOUT_UNDEFINED</unmanaged>
            <unmanaged-short>D3D11_TEXTURE_LAYOUT_UNDEFINED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLayout.RowMajor">
            <summary>
            <dd> <p>Data for the texture is stored in row major (sometimes called pitch-linear) order.</p> </dd>
            </summary>
            <msdn-id>dn899168</msdn-id>
            <unmanaged>D3D11_TEXTURE_LAYOUT_ROW_MAJOR</unmanaged>
            <unmanaged-short>D3D11_TEXTURE_LAYOUT_ROW_MAJOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLayout.StandardSwizzle64kb">
            <summary>
            <dd> <p>A default texture uses the standardized swizzle pattern.</p> </dd>
            </summary>
            <msdn-id>dn899168</msdn-id>
            <unmanaged>D3D11_TEXTURE_LAYOUT_64K_STANDARD_SWIZZLE</unmanaged>
            <unmanaged-short>D3D11_TEXTURE_LAYOUT_64K_STANDARD_SWIZZLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileCopyFlags.NoOverwrite">
            <summary>
            <dd> <p>Indicates that the GPU isn't currently referencing any of the  portions of destination memory being written.
            </p> </dd>
            </summary>
            <msdn-id>dn280439</msdn-id>
            <unmanaged>D3D11_TILE_COPY_NO_OVERWRITE</unmanaged>
            <unmanaged-short>D3D11_TILE_COPY_NO_OVERWRITE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileCopyFlags.LinearBufferToSwizzledTiledResource">
            <summary>
            <dd> <p>Indicates that the <strong>ID3D11DeviceContext2::CopyTiles</strong> operation involves copying a linear buffer to a swizzled tiled resource. This means to copy tile data from the 
            specified buffer location, reading tiles sequentially,
            to the specified tile region (in x,y,z order if the region is a box), swizzling to optimal hardware memory layout as needed.
            In this <strong>ID3D11DeviceContext2::CopyTiles</strong> call, you specify the source data with the  <em>pBuffer</em> parameter and the destination with the <em>pTiledResource</em> parameter.
            </p> </dd>
            </summary>
            <msdn-id>dn280439</msdn-id>
            <unmanaged>D3D11_TILE_COPY_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE</unmanaged>
            <unmanaged-short>D3D11_TILE_COPY_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileCopyFlags.SwizzledTiledResourceToLinearBuffer">
            <summary>
            <dd> <p>Indicates that the <strong>ID3D11DeviceContext2::CopyTiles</strong> operation involves copying a swizzled tiled resource to a linear buffer. This means to copy tile data from the tile region, reading tiles sequentially (in x,y,z order if the region is a box),
            to the specified buffer location, deswizzling to linear memory layout as needed.
            In this <strong>ID3D11DeviceContext2::CopyTiles</strong> call, you specify the source data with the <em>pTiledResource</em> parameter and the destination with the  <em>pBuffer</em> parameter.
            </p> </dd>
            </summary>
            <msdn-id>dn280439</msdn-id>
            <unmanaged>D3D11_TILE_COPY_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER</unmanaged>
            <unmanaged-short>D3D11_TILE_COPY_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileCopyFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.TiledResourcesTier">
            <summary>
            <p>Indicates the tier level at which tiled resources are supported.</p>
            </summary>
            <msdn-id>dn280435</msdn-id>
            <unmanaged>D3D11_TILED_RESOURCES_TIER</unmanaged>
            <unmanaged-short>D3D11_TILED_RESOURCES_TIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TiledResourcesTier.NotSupported">
            <summary>
            <dd> <p>Tiled resources are not supported.</p> </dd>
            </summary>
            <msdn-id>dn280435</msdn-id>
            <unmanaged>D3D11_TILED_RESOURCES_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D11_TILED_RESOURCES_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TiledResourcesTier.Tier1">
            <summary>
            <dd> <p> Tier_1 tiled resources are supported.</p> <p> The device supports calls to <strong>CreateTexture2D</strong> and so on with the <strong>D3D11_RESOURCE_MISC_TILED</strong> flag. </p> <p> The device supports calls to <strong>CreateBuffer</strong> with the <strong>D3D11_RESOURCE_MISC_TILE_POOL</strong> flag. </p> <p> If you access tiles (read or write) that are <strong><c>null</c></strong>-mapped, you get undefined behavior, which includes device-removed.  Apps can map all tiles to a single "default" tile to avoid this condition. </p> </dd>
            </summary>
            <msdn-id>dn280435</msdn-id>
            <unmanaged>D3D11_TILED_RESOURCES_TIER_1</unmanaged>
            <unmanaged-short>D3D11_TILED_RESOURCES_TIER_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TiledResourcesTier.Tier2">
            <summary>
            <dd> <p> Tier_2 tiled resources are supported. </p> <p> Superset of Tier_1 functionality, which includes this additional support: </p> <ul> <li> On Tier_1, if the size of a texture mipmap level is an integer multiple of the standard tile shape for its format, it is guaranteed to be nonpacked. On Tier_2, this guarantee is expanded to include mipmap levels whose size is at least one standard tile shape. For more info, see <strong><see cref = "T:SharpDX.Direct3D11.PackedMipDescription"/></strong>. </li> <li> Shader instructions are available for clamping level-of-detail (LOD) and for obtaining status about the shader operation. For info about one of these shader instructions, see <strong>Sample(S,float,int,float,uint)</strong>. </li> <li> Reading from <strong><c>null</c></strong>-mapped tiles treat that sampled value as zero.  Writes to <strong><c>null</c></strong>-mapped tiles are discarded. </li> </ul> </dd>
            </summary>
            <msdn-id>dn280435</msdn-id>
            <unmanaged>D3D11_TILED_RESOURCES_TIER_2</unmanaged>
            <unmanaged-short>D3D11_TILED_RESOURCES_TIER_2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TiledResourcesTier.Tier3">
            <summary>
            <dd> <p> Tier_3 tiled resources are supported. </p> <p> Superset of Tier_2 functionality, Tier 3 is essentially Tier 2 but with the additional support of Texture3D for Tiled Resources.</p> </dd>
            </summary>
            <msdn-id>dn280435</msdn-id>
            <unmanaged>D3D11_TILED_RESOURCES_TIER_3</unmanaged>
            <unmanaged-short>D3D11_TILED_RESOURCES_TIER_3</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileMappingFlags.NoOverwrite">
            <summary>
            <dd> <p>Indicates that no overwriting of tiles occurs in the tile-mapping operation.</p> </dd>
            </summary>
            <msdn-id>dn280440</msdn-id>
            <unmanaged>D3D11_TILE_MAPPING_NO_OVERWRITE</unmanaged>
            <unmanaged-short>D3D11_TILE_MAPPING_NO_OVERWRITE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileMappingFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileRangeFlags.Null">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn280441</msdn-id>
            <unmanaged>D3D11_TILE_RANGE_NULL</unmanaged>
            <unmanaged-short>D3D11_TILE_RANGE_NULL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileRangeFlags.Skip">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn280441</msdn-id>
            <unmanaged>D3D11_TILE_RANGE_SKIP</unmanaged>
            <unmanaged-short>D3D11_TILE_RANGE_SKIP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileRangeFlags.ReuseSingleTile">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn280441</msdn-id>
            <unmanaged>D3D11_TILE_RANGE_REUSE_SINGLE_TILE</unmanaged>
            <unmanaged-short>D3D11_TILE_RANGE_REUSE_SINGLE_TILE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileRangeFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.Raw">
            <summary>
            <dd> <p>Resource contains raw, unstructured data.  Requires the UAV format to be DXGI_FORMAT_R32_TYPELESS. For more info about raw viewing of buffers, see Raw Views of Buffers.</p> </dd>
            </summary>
            <msdn-id>ff476096</msdn-id>
            <unmanaged>D3D11_BUFFER_UAV_FLAG_RAW</unmanaged>
            <unmanaged-short>D3D11_BUFFER_UAV_FLAG_RAW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.Append">
            <summary>
            <dd> <p>Allow data to be appended to the end of the buffer.  <strong>D3D11_BUFFER_UAV_FLAG_APPEND</strong> flag must also be used for  any view that will be used as a AppendStructuredBuffer or a ConsumeStructuredBuffer.  Requires the UAV format to be DXGI_FORMAT_UNKNOWN.</p> </dd>
            </summary>
            <msdn-id>ff476096</msdn-id>
            <unmanaged>D3D11_BUFFER_UAV_FLAG_APPEND</unmanaged>
            <unmanaged-short>D3D11_BUFFER_UAV_FLAG_APPEND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.Counter">
            <summary>
            <dd> <p>Adds a counter to the unordered-access-view buffer.  <strong>D3D11_BUFFER_UAV_FLAG_COUNTER</strong> can only be used on a UAV that is a  RWStructuredBuffer and it enables the functionality needed for the <strong>IncrementCounter</strong> and <strong>DecrementCounter</strong> methods in HLSL.  Requires the UAV format to be DXGI_FORMAT_UNKNOWN.</p> </dd>
            </summary>
            <msdn-id>ff476096</msdn-id>
            <unmanaged>D3D11_BUFFER_UAV_FLAG_COUNTER</unmanaged>
            <unmanaged-short>D3D11_BUFFER_UAV_FLAG_COUNTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.UnorderedAccessViewDimension">
            <summary>
            <p>Unordered-access view options.</p>
            </summary>
            <remarks>
            <p> This enumeration is used by a unordered access-view description (see <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessViewDescription"/></strong>). </p>
            </remarks>
            <msdn-id>ff476257</msdn-id>
            <unmanaged>D3D11_UAV_DIMENSION</unmanaged>
            <unmanaged-short>D3D11_UAV_DIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDimension.Unknown">
            <summary>
            <dd> <p>The view type is unknown.</p> </dd>
            </summary>
            <msdn-id>ff476257</msdn-id>
            <unmanaged>D3D11_UAV_DIMENSION_UNKNOWN</unmanaged>
            <unmanaged-short>D3D11_UAV_DIMENSION_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDimension.Buffer">
            <summary>
            <dd> <p>View the resource as a buffer.</p> </dd>
            </summary>
            <msdn-id>ff476257</msdn-id>
            <unmanaged>D3D11_UAV_DIMENSION_BUFFER</unmanaged>
            <unmanaged-short>D3D11_UAV_DIMENSION_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDimension.Texture1D">
            <summary>
            <dd> <p>View the resource as a 1D texture.</p> </dd>
            </summary>
            <msdn-id>ff476257</msdn-id>
            <unmanaged>D3D11_UAV_DIMENSION_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D11_UAV_DIMENSION_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDimension.Texture1DArray">
            <summary>
            <dd> <p>View the resource as a 1D texture array.</p> </dd>
            </summary>
            <msdn-id>ff476257</msdn-id>
            <unmanaged>D3D11_UAV_DIMENSION_TEXTURE1DARRAY</unmanaged>
            <unmanaged-short>D3D11_UAV_DIMENSION_TEXTURE1DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDimension.Texture2D">
            <summary>
            <dd> <p>View the resource as a 2D texture.</p> </dd>
            </summary>
            <msdn-id>ff476257</msdn-id>
            <unmanaged>D3D11_UAV_DIMENSION_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D11_UAV_DIMENSION_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDimension.Texture2DArray">
            <summary>
            <dd> <p>View the resource as a 2D texture array.</p> </dd>
            </summary>
            <msdn-id>ff476257</msdn-id>
            <unmanaged>D3D11_UAV_DIMENSION_TEXTURE2DARRAY</unmanaged>
            <unmanaged-short>D3D11_UAV_DIMENSION_TEXTURE2DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDimension.Texture3D">
            <summary>
            <dd> <p>View the resource as a 3D texture array.</p> </dd>
            </summary>
            <msdn-id>ff476257</msdn-id>
            <unmanaged>D3D11_UAV_DIMENSION_TEXTURE3D</unmanaged>
            <unmanaged-short>D3D11_UAV_DIMENSION_TEXTURE3D</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VdovDimension">
            <summary>
            <p>Specifies how to access a resource that is used in a video decoding output view.</p>
            </summary>
            <remarks>
            <p>This enumeration is used with the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderOutputViewDescription"/></strong> structure.</p>
            </remarks>
            <msdn-id>hh447636</msdn-id>
            <unmanaged>D3D11_VDOV_DIMENSION</unmanaged>
            <unmanaged-short>D3D11_VDOV_DIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VdovDimension.Unknown">
            <summary>
            <dd> <p>Not a valid value.</p> </dd>
            </summary>
            <msdn-id>hh447636</msdn-id>
            <unmanaged>D3D11_VDOV_DIMENSION_UNKNOWN</unmanaged>
            <unmanaged-short>D3D11_VDOV_DIMENSION_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VdovDimension.Texture2D">
            <summary>
            <dd> <p>The resource will be accessed as a 2D texture.
            </p> </dd>
            </summary>
            <msdn-id>hh447636</msdn-id>
            <unmanaged>D3D11_VDOV_DIMENSION_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D11_VDOV_DIMENSION_TEXTURE2D</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoDecoderBufferType">
            <summary>
            <p>Specifies a type of compressed buffer for decoding.</p>
            </summary>
            <msdn-id>hh447642</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_BUFFER_TYPE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_BUFFER_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferType.PictureParameters">
            <summary>
            <dd> <p>Picture decoding parameter buffer.
            </p> </dd>
            </summary>
            <msdn-id>hh447642</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_BUFFER_PICTURE_PARAMETERS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_BUFFER_PICTURE_PARAMETERS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferType.MacroblockControl">
            <summary>
            <dd> <p>Macroblock control command buffer.
            </p> </dd>
            </summary>
            <msdn-id>hh447642</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_BUFFER_MACROBLOCK_CONTROL</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_BUFFER_MACROBLOCK_CONTROL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferType.ResidualDifference">
            <summary>
            <dd> <p>Residual difference block data buffer.
            </p> </dd>
            </summary>
            <msdn-id>hh447642</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_BUFFER_RESIDUAL_DIFFERENCE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_BUFFER_RESIDUAL_DIFFERENCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferType.DeblockingControl">
            <summary>
            <dd> <p>Deblocking filter control command buffer.
            </p> </dd>
            </summary>
            <msdn-id>hh447642</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_BUFFER_DEBLOCKING_CONTROL</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_BUFFER_DEBLOCKING_CONTROL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferType.InverseQuantizationMatrix">
            <summary>
            <dd> <p>Inverse quantization matrix buffer.
            </p> </dd>
            </summary>
            <msdn-id>hh447642</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_BUFFER_INVERSE_QUANTIZATION_MATRIX</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_BUFFER_INVERSE_QUANTIZATION_MATRIX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferType.SliceControl">
            <summary>
            <dd> <p>Slice-control buffer.
            </p> </dd>
            </summary>
            <msdn-id>hh447642</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_BUFFER_SLICE_CONTROL</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_BUFFER_SLICE_CONTROL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferType.Bitstream">
            <summary>
            <dd> <p>Bitstream data buffer.
            </p> </dd>
            </summary>
            <msdn-id>hh447642</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_BUFFER_BITSTREAM</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_BUFFER_BITSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferType.MotionVector">
            <summary>
            <dd> <p>Motion vector buffer.
            </p> </dd>
            </summary>
            <msdn-id>hh447642</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_BUFFER_MOTION_VECTOR</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_BUFFER_MOTION_VECTOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferType.FilmGrain">
            <summary>
            <dd> <p>Film grain synthesis data buffer.
            </p> </dd>
            </summary>
            <msdn-id>hh447642</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_BUFFER_FILM_GRAIN</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_BUFFER_FILM_GRAIN</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoDecoderCaps">
            <summary>
            <p>Specifies capabilities of the video decoder.</p>
            </summary>
            <msdn-id>dn894120</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_CAPS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_CAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderCaps.Downsample">
            <summary>
            <dd> <p>Indicates that the graphics driver supports at least a subset of downsampling operations.</p> </dd>
            </summary>
            <msdn-id>dn894120</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderCaps.NonRealTime">
            <summary>
            <dd> <p>Indicates that the decoding hardware cannot support the decode operation in real-time. Decoding is still supported for transcoding scenarios. With this capability, it is possible that decoding can occur in real-time if downsampling is enabled.
            </p> </dd>
            </summary>
            <msdn-id>dn894120</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_CAPS_NON_REAL_TIME</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_CAPS_NON_REAL_TIME</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderCaps.DownsampleDynamic">
            <summary>
            <dd> <p>Indicates that the driver supports changing down sample parameters after the initial down sample parameters have been applied. For more information, see <strong>ID3D11VideoContext1::DecoderUpdateDownsampling</strong>.</p> </dd>
            </summary>
            <msdn-id>dn894120</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE_DYNAMIC</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE_DYNAMIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderCaps.DownsampleRequired">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894120</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE_REQUIRED</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE_REQUIRED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderCaps.Unsupported">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894120</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_CAPS_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_CAPS_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoFrameFormat">
            <summary>
            <p>Describes how a video stream is interlaced.</p>
            </summary>
            <msdn-id>hh447647</msdn-id>
            <unmanaged>D3D11_VIDEO_FRAME_FORMAT</unmanaged>
            <unmanaged-short>D3D11_VIDEO_FRAME_FORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoFrameFormat.Progressive">
            <summary>
            <dd> <p>Frames are progressive.</p> </dd>
            </summary>
            <msdn-id>hh447647</msdn-id>
            <unmanaged>D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoFrameFormat.InterlacedTopFieldFirst">
            <summary>
            <dd> <p>Frames are interlaced. The top field of each frame is displayed first. </p> </dd>
            </summary>
            <msdn-id>hh447647</msdn-id>
            <unmanaged>D3D11_VIDEO_FRAME_FORMAT_INTERLACED_TOP_FIELD_FIRST</unmanaged>
            <unmanaged-short>D3D11_VIDEO_FRAME_FORMAT_INTERLACED_TOP_FIELD_FIRST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoFrameFormat.InterlacedBottomFieldFirst">
            <summary>
            <dd> <p>Frame are interlaced. The bottom field of each frame is displayed first.</p> </dd>
            </summary>
            <msdn-id>hh447647</msdn-id>
            <unmanaged>D3D11_VIDEO_FRAME_FORMAT_INTERLACED_BOTTOM_FIELD_FIRST</unmanaged>
            <unmanaged-short>D3D11_VIDEO_FRAME_FORMAT_INTERLACED_BOTTOM_FIELD_FIRST</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorAlphaFillMode">
            <summary>
            <p>Specifies the alpha fill mode for video processing.</p>
            </summary>
            <msdn-id>hh447648</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorAlphaFillMode.Opaque">
            <summary>
            <dd> <p>Alpha values inside the target rectangle are set to opaque. </p> </dd>
            </summary>
            <msdn-id>hh447648</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_OPAQUE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_OPAQUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorAlphaFillMode.Background">
            <summary>
            <dd> <p>Alpha values inside the target rectangle are set to the alpha value specified in the background color. To set the background color, call the <strong>ID3D11VideoContext::VideoProcessorSetOutputBackgroundColor</strong> method.</p> </dd>
            </summary>
            <msdn-id>hh447648</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_BACKGROUND</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_BACKGROUND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorAlphaFillMode.Destination">
            <summary>
            <dd> <p>Existing alpha values remain unchanged in the output surface.</p> </dd>
            </summary>
            <msdn-id>hh447648</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_DESTINATION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_DESTINATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorAlphaFillMode.SourceStream">
            <summary>
            <dd> <p>Alpha values are taken from an  input stream, scaled, and copied to the corresponding destination rectangle for that stream. The input stream is specified in the <em>StreamIndex</em> parameter of the <strong>ID3D11VideoContext::VideoProcessorSetOutputAlphaFillMode</strong> method. </p> <p>If the input stream does not have alpha data, the video processor sets the alpha values in the target rectangle to opaque. If the input stream is disabled or the source rectangle is empty, the alpha values in the target rectangle are not modified.</p> </dd>
            </summary>
            <msdn-id>hh447648</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_SOURCE_STREAM</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ALPHA_FILL_MODE_SOURCE_STREAM</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorAutoStreamCaps">
            <summary>
            <p>Specifies the automatic image processing capabilities of the video processor.</p>
            </summary>
            <msdn-id>hh447649</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorAutoStreamCaps.Denoise">
            <summary>
            <dd> <p>Denoise.</p> </dd>
            </summary>
            <msdn-id>hh447649</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_DENOISE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_DENOISE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorAutoStreamCaps.Deringing">
            <summary>
            <dd> <p>Deringing.</p> </dd>
            </summary>
            <msdn-id>hh447649</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_DERINGING</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_DERINGING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorAutoStreamCaps.EdgeEnhancement">
            <summary>
            <dd> <p>Edge enhancement.</p> </dd>
            </summary>
            <msdn-id>hh447649</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_EDGE_ENHANCEMENT</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_EDGE_ENHANCEMENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorAutoStreamCaps.ColorCorrection">
            <summary>
            <dd> <p>Color correction.</p> </dd>
            </summary>
            <msdn-id>hh447649</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_COLOR_CORRECTION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_COLOR_CORRECTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorAutoStreamCaps.FleshToneMapping">
            <summary>
            <dd> <p>Flesh-tone mapping.</p> </dd>
            </summary>
            <msdn-id>hh447649</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_FLESH_TONE_MAPPING</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_FLESH_TONE_MAPPING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorAutoStreamCaps.ImageStabilization">
            <summary>
            <dd> <p>Image stabilization.</p> </dd>
            </summary>
            <msdn-id>hh447649</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_IMAGE_STABILIZATION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_IMAGE_STABILIZATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorAutoStreamCaps.SuperResolution">
            <summary>
            <dd> <p>Enhanced image resolution.</p> </dd>
            </summary>
            <msdn-id>hh447649</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_SUPER_RESOLUTION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_SUPER_RESOLUTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorAutoStreamCaps.AnamorphicScaling">
            <summary>
            <dd> <p>Anamorphic scaling.</p> </dd>
            </summary>
            <msdn-id>hh447649</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_ANAMORPHIC_SCALING</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_AUTO_STREAM_CAPS_ANAMORPHIC_SCALING</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorBehaviorHints">
            <summary>
            <p>Specifies flags that indicate the most efficient methods for performing video processing operations. </p>
            </summary>
            <msdn-id>dn894122</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINTS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorBehaviorHints.MultiplaneOverlayRotation">
            <summary>
            <dd> <p>Multi-plane overlay hardware can perform the rotation operation more efficiently than the <strong>ID3D11VideoContext::VideoProcessorBlt</strong> method.</p> </dd>
            </summary>
            <msdn-id>dn894122</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_ROTATION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_ROTATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorBehaviorHints.MultiplaneOverlayResize">
            <summary>
            <dd> <p>Multi-plane overlay hardware can perform the scaling operation more efficiently than the <strong>ID3D11VideoContext::VideoProcessorBlt</strong> method.</p> </dd>
            </summary>
            <msdn-id>dn894122</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_RESIZE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_RESIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorBehaviorHints.MultiplaneOverlayColorSpaceConversion">
            <summary>
            <dd> <p>Multi-plane overlay hardware can perform the colorspace conversion operation more efficiently than the <strong>ID3D11VideoContext::VideoProcessorBlt</strong> method.</p> </dd>
            </summary>
            <msdn-id>dn894122</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_COLOR_SPACE_CONVERSION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_MULTIPLANE_OVERLAY_COLOR_SPACE_CONVERSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorBehaviorHints.TripleBufferOutput">
            <summary>
            <dd> <p>The video processor output data should be at least triple buffered for optimal performance.</p> </dd>
            </summary>
            <msdn-id>dn894122</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_TRIPLE_BUFFER_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_BEHAVIOR_HINT_TRIPLE_BUFFER_OUTPUT</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorDeviceCaps">
            <summary>
            <p>Defines video processing capabilities for a Microsoft Direct3D?11 video processor.</p>
            </summary>
            <msdn-id>hh447654</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_DEVICE_CAPS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_DEVICE_CAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorDeviceCaps.LinearSpace">
            <summary>
            <dd> <p>The video processor can blend video content in linear color space. Most video content is gamma corrected, resulting in nonlinear values. This capability flag means that the video processor converts colors to linear space before blending, which produces better results.</p> </dd>
            </summary>
            <msdn-id>hh447654</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_LINEAR_SPACE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_LINEAR_SPACE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorDeviceCaps.XvYCC">
            <summary>
            <dd> <p>The video processor supports the xvYCC color space for YCbCr data. </p> </dd>
            </summary>
            <msdn-id>hh447654</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_xvYCC</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_xvYCC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorDeviceCaps.RgbRangeConversion">
            <summary>
            <dd> <p>The video processor can perform range conversion when the input and output are both RGB but use different color ranges (0-255 or 16-235, for 8-bit RGB). </p> </dd>
            </summary>
            <msdn-id>hh447654</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_RGB_RANGE_CONVERSION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_RGB_RANGE_CONVERSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorDeviceCaps.YCbCrMatrixConversion">
            <summary>
            <dd> <p>The video processor can apply a matrix conversion to YCbCr values when the input and output are both YCbCr. For example, the driver can convert colors from BT.601 to BT.709. </p> </dd>
            </summary>
            <msdn-id>hh447654</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_YCbCr_MATRIX_CONVERSION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_YCbCr_MATRIX_CONVERSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorDeviceCaps.NominalRange">
            <summary>
            <dd> <p>The video processor supports YUV nominal range . </p> <p>Supported in Windows?8.1 and later.</p> </dd>
            </summary>
            <msdn-id>hh447654</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_NOMINAL_RANGE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_NOMINAL_RANGE</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorFeatureCaps">
            <summary>
            <p>Defines features that a Microsoft Direct3D?11 video processor can support. </p>
            </summary>
            <msdn-id>hh447655</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFeatureCaps.AlphaFill">
            <summary>
            <dd> <p>The video processor can set alpha values on the output pixels. For more information, see <strong>ID3D11VideoContext::VideoProcessorSetOutputAlphaFillMode</strong>.</p> </dd>
            </summary>
            <msdn-id>hh447655</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_FILL</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_FILL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFeatureCaps.Constriction">
            <summary>
            <dd> <p>The video processor can downsample the video output. For more information, see <strong>ID3D11VideoContext::VideoProcessorSetOutputConstriction</strong>.</p> </dd>
            </summary>
            <msdn-id>hh447655</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_CONSTRICTION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_CONSTRICTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFeatureCaps.LumaKey">
            <summary>
            <dd> <p>The video processor can perform luma keying. For more information, see <strong>ID3D11VideoContext::VideoProcessorSetStreamLumaKey</strong>.</p> </dd>
            </summary>
            <msdn-id>hh447655</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_LUMA_KEY</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_LUMA_KEY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFeatureCaps.AlphaPalette">
            <summary>
            <dd> <p>The video processor can apply alpha values from color palette entries. </p> </dd>
            </summary>
            <msdn-id>hh447655</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_PALETTE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_PALETTE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFeatureCaps.Legacy">
            <summary>
            <dd> <p>The driver does not support full video processing capabilities. If this capability flag is set, the video processor has the following limitations:</p> <ul> <li>A maximum of two streams are supported:<ul> <li>The first stream must be either NV12 or YUY2.</li> <li>The second stream must be AYUV, AI44, or IA44.</li> </ul> </li> <li>Image adjustment (proc amp) controls are applied to the entire video processing blit, rather than per stream.</li> <li>Support for per-stream planar alpha is not reliable. (Per-pixel alpha is supported, however.)</li> </ul> </dd>
            </summary>
            <msdn-id>hh447655</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_LEGACY</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_LEGACY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFeatureCaps.Stereo">
            <summary>
            <dd> <p>The video processor can support 3D stereo video. For more information, see <strong>ID3D11VideoContext::VideoProcessorSetStreamStereoFormat</strong>.</p> <p>All drivers setting this caps must support the following stereo formats: <strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_HORIZONTAL</strong>, <strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_VERTICAL</strong>, and <strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_SEPARATE</strong>.</p> </dd>
            </summary>
            <msdn-id>hh447655</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_STEREO</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_STEREO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFeatureCaps.Rotation">
            <summary>
            <dd> <p>The driver can rotate the input data either 90, 180, or 270 degrees clockwise as part of the video processing operation.</p> </dd>
            </summary>
            <msdn-id>hh447655</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ROTATION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ROTATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFeatureCaps.AlphaStream">
            <summary>
            <dd> <p>The driver supports the <strong>VideoProcessorSetStreamAlpha</strong> call.</p> </dd>
            </summary>
            <msdn-id>hh447655</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_STREAM</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_STREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFeatureCaps.PixelAspectRatio">
            <summary>
            <dd> <p>The driver supports the <strong>VideoProcessorSetStreamPixelAspectRatio</strong> call.</p> </dd>
            </summary>
            <msdn-id>hh447655</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_PIXEL_ASPECT_RATIO</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_PIXEL_ASPECT_RATIO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFeatureCaps.Mirror">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447655</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_MIRROR</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_MIRROR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFeatureCaps.ShaderUsage">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447655</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_SHADER_USAGE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_SHADER_USAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFeatureCaps.MetadataHdr10">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447655</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_METADATA_HDR10</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_METADATA_HDR10</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorFilter">
            <summary>
            <p>Identifies a video processor filter.</p>
            </summary>
            <msdn-id>hh447656</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilter.Brightness">
            <summary>
            <dd> <p>Brightness filter.</p> </dd>
            </summary>
            <msdn-id>hh447656</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_BRIGHTNESS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_BRIGHTNESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilter.Contrast">
            <summary>
            <dd> <p>Contrast filter.</p> </dd>
            </summary>
            <msdn-id>hh447656</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_CONTRAST</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_CONTRAST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilter.Hue">
            <summary>
            <dd> <p>Hue filter.</p> </dd>
            </summary>
            <msdn-id>hh447656</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_HUE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_HUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilter.Saturation">
            <summary>
            <dd> <p>Saturation filter.</p> </dd>
            </summary>
            <msdn-id>hh447656</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_SATURATION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_SATURATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilter.NoiseReduction">
            <summary>
            <dd> <p>Noise reduction filter.</p> </dd>
            </summary>
            <msdn-id>hh447656</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_NOISE_REDUCTION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_NOISE_REDUCTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilter.EdgeEnhancement">
            <summary>
            <dd> <p>Edge enhancement filter.</p> </dd>
            </summary>
            <msdn-id>hh447656</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_EDGE_ENHANCEMENT</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_EDGE_ENHANCEMENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilter.AnamorphicScaling">
            <summary>
            <dd> <p>Anamorphic scaling filter.</p> </dd>
            </summary>
            <msdn-id>hh447656</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_ANAMORPHIC_SCALING</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_ANAMORPHIC_SCALING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilter.StereoAdjustment">
            <summary>
            <dd> <p>Stereo adjustment filter. When stereo 3D video is enabled, this filter adjusts the offset between the left and right views, allowing the user to reduce potential eye strain. </p> <p>The filter value indicates the amount by which the left and right views are adjusted.  A positive value shifts the images away from each other: the left image toward the left, and the right image toward the right. A negative value shifts the images in the opposite directions, closer to each other.</p> </dd>
            </summary>
            <msdn-id>hh447656</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_STEREO_ADJUSTMENT</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_STEREO_ADJUSTMENT</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorFilterCaps">
            <summary>
            <p>Defines image filter capabilities for a Microsoft Direct3D?11 video processor.</p>
            </summary>
            <remarks>
            <p>These capability flags indicate support for the image filters defined by the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorFilter"/></strong> enumeration. To apply a particular filter, call the <strong>ID3D11VideoContext::VideoProcessorSetStreamFilter</strong> method.</p>
            </remarks>
            <msdn-id>hh447671</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_CAPS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_CAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilterCaps.Brightness">
            <summary>
            <dd> <p>The video processor can adjust the brightness level. </p> </dd>
            </summary>
            <msdn-id>hh447671</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_BRIGHTNESS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_BRIGHTNESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilterCaps.Contrast">
            <summary>
            <dd> <p>The video processor can adjust the contrast level. </p> </dd>
            </summary>
            <msdn-id>hh447671</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_CONTRAST</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_CONTRAST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilterCaps.Hue">
            <summary>
            <dd> <p>The video processor can adjust hue. </p> </dd>
            </summary>
            <msdn-id>hh447671</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_HUE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_HUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilterCaps.Saturation">
            <summary>
            <dd> <p>The video processor can adjust the saturation level. </p> </dd>
            </summary>
            <msdn-id>hh447671</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_SATURATION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_SATURATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilterCaps.NoiseReduction">
            <summary>
            <dd> <p>The video processor can perform noise reduction. </p> </dd>
            </summary>
            <msdn-id>hh447671</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_NOISE_REDUCTION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_NOISE_REDUCTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilterCaps.EdgeEnhancement">
            <summary>
            <dd> <p>The video processor can perform edge enhancement. </p> </dd>
            </summary>
            <msdn-id>hh447671</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_EDGE_ENHANCEMENT</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_EDGE_ENHANCEMENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilterCaps.AnamorphicScaling">
            <summary>
            <dd> <p>The video processor can perform anamorphic scaling. Anamorphic scaling can be used to stretch 4:3 content to a widescreen 16:9 aspect ratio. </p> </dd>
            </summary>
            <msdn-id>hh447671</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_ANAMORPHIC_SCALING</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_ANAMORPHIC_SCALING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilterCaps.StereoAdjustment">
            <summary>
            <dd> <p>For stereo 3D video, the video processor can adjust the offset between the left and right views, allowing the user to reduce potential eye strain.</p> </dd>
            </summary>
            <msdn-id>hh447671</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_STEREO_ADJUSTMENT</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_CAPS_STEREO_ADJUSTMENT</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorFormatCaps">
            <summary>
            <p>Defines capabilities related to input formats for a Microsoft Direct3D?11 video processor.</p>
            </summary>
            <remarks>
            <p>These flags define video processing capabilities that usually are not needed, and that video devices are therefore not required to support.</p><p> The first three flags relate to RGB support for functions that are normally applied to YCbCr video: deinterlacing, color adjustment, and luma keying. A device that supports these functions for YCbCr is not required  to support them for RGB input. Supporting RGB input for these functions  is  an additional capability, reflected by these constants. Note that the driver might convert the input to another color space, perform the indicated function, and then convert the result back to RGB. </p><p>Similarly, a device that supports deinterlacing is not required to support deinterlacing of palettized formats. This capability is indicated by the <strong>D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_PALETTE_INTERLACED</strong> flag.</p>
            </remarks>
            <msdn-id>hh447658</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FORMAT_CAPS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FORMAT_CAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFormatCaps.RgbInterlaced">
            <summary>
            <dd> <p>The video processor can deinterlace an input stream that contains interlaced RGB video. </p> </dd>
            </summary>
            <msdn-id>hh447658</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_RGB_INTERLACED</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_RGB_INTERLACED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFormatCaps.RgbProcamp">
            <summary>
            <dd> <p>The video processor can perform color adjustment on RGB video.</p> </dd>
            </summary>
            <msdn-id>hh447658</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_RGB_PROCAMP</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_RGB_PROCAMP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFormatCaps.RgbLumaKey">
            <summary>
            <dd> <p>The video processor can perform luma keying on RGB video.</p> </dd>
            </summary>
            <msdn-id>hh447658</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_RGB_LUMA_KEY</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_RGB_LUMA_KEY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFormatCaps.PaletteInterlaced">
            <summary>
            <dd> <p>The video processor can deinterlace input streams with palettized color formats.</p> </dd>
            </summary>
            <msdn-id>hh447658</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_PALETTE_INTERLACED</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FORMAT_CAPS_PALETTE_INTERLACED</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorFormatSupport">
            <summary>
            <p>Specifies how a video format can be used for video processing.</p>
            </summary>
            <msdn-id>hh447659</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFormatSupport.Input">
            <summary>
            <dd> <p>The format can be used as the input to the video processor.</p> </dd>
            </summary>
            <msdn-id>hh447659</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT_INPUT</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFormatSupport.Output">
            <summary>
            <dd> <p>The format can be used as the output from the video processor.</p> </dd>
            </summary>
            <msdn-id>hh447659</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FORMAT_SUPPORT_OUTPUT</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorItelecineCaps">
            <summary>
            <p>Specifies the inverse telecine (IVTC) capabilities of a video processor. </p>
            </summary>
            <msdn-id>hh447661</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorItelecineCaps.Value32">
            <summary>
            <dd> <p>The video processor can reverse 3:2 pulldown.</p> </dd>
            </summary>
            <msdn-id>hh447661</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_32</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_32</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorItelecineCaps.Value22">
            <summary>
            <dd> <p>The video processor can reverse 2:2 pulldown.</p> </dd>
            </summary>
            <msdn-id>hh447661</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_22</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_22</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorItelecineCaps.Value2224">
            <summary>
            <dd> <p>The video processor can reverse 2:2:2:4 pulldown.</p> </dd>
            </summary>
            <msdn-id>hh447661</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_2224</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_2224</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorItelecineCaps.Value2332">
            <summary>
            <dd> <p>The video processor can reverse 2:3:3:2 pulldown.</p> </dd>
            </summary>
            <msdn-id>hh447661</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_2332</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_2332</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorItelecineCaps.Value32322">
            <summary>
            <dd> <p>The video processor can reverse 3:2:3:2:2 pulldown.</p> </dd>
            </summary>
            <msdn-id>hh447661</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_32322</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_32322</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorItelecineCaps.Value55">
            <summary>
            <dd> <p>The video processor can reverse 5:5 pulldown.</p> </dd>
            </summary>
            <msdn-id>hh447661</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_55</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_55</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorItelecineCaps.Value64">
            <summary>
            <dd> <p>The video processor can reverse 6:4 pulldown.</p> </dd>
            </summary>
            <msdn-id>hh447661</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_64</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_64</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorItelecineCaps.Value87">
            <summary>
            <dd> <p>The video processor can reverse 8:7 pulldown.</p> </dd>
            </summary>
            <msdn-id>hh447661</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_87</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_87</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorItelecineCaps.Value222222222223">
            <summary>
            <dd> <p>The video processor can reverse 2:2:2:2:2:2:2:2:2:2:2:3 pulldown.</p> </dd>
            </summary>
            <msdn-id>hh447661</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_222222222223</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_222222222223</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorItelecineCaps.Other">
            <summary>
            <dd> <p>The video processor can reverse other telecine modes not listed here.</p> </dd>
            </summary>
            <msdn-id>hh447661</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_OTHER</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ITELECINE_CAPS_OTHER</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorNominalRange">
            <summary>
            <p>Specifies values for the luminance range of YUV data.</p>
            </summary>
            <msdn-id>dn280649</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorNominalRange.Undefined">
            <summary>
            <dd> <p>Driver defaults are used, which should be Studio luminance range [16-235],</p> </dd>
            </summary>
            <msdn-id>dn280649</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_UNDEFINED</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_UNDEFINED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorNominalRange.Range_16_235">
            <summary>
            <dd> <p>Studio luminance range [16-235]</p> </dd>
            </summary>
            <msdn-id>dn280649</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_16_235</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_16_235</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorNominalRange.Range_0_255">
            <summary>
            <dd> <p>Full luminance range [0-255]</p> </dd>
            </summary>
            <msdn-id>dn280649</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_0_255</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_NOMINAL_RANGE_0_255</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorOutputRate">
            <summary>
            <p>Specifies the rate at which the video processor produces output frames from an input stream.</p>
            </summary>
            <msdn-id>hh447662</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_OUTPUT_RATE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_OUTPUT_RATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorOutputRate.Normal">
            <summary>
            <dd> <p>The output is the normal frame rate. </p> </dd>
            </summary>
            <msdn-id>hh447662</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_NORMAL</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_NORMAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorOutputRate.Half">
            <summary>
            <dd> <p>The output is half the frame rate. </p> </dd>
            </summary>
            <msdn-id>hh447662</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_HALF</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_HALF</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorOutputRate.Custom">
            <summary>
            <dd> <p>The output is a custom frame rate.</p> </dd>
            </summary>
            <msdn-id>hh447662</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_CUSTOM</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_OUTPUT_RATE_CUSTOM</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorProcessorCaps">
            <summary>
            <p>Specifies video processing capabilities that relate to deinterlacing, inverse telecine (IVTC), and frame-rate conversion.</p>
            </summary>
            <msdn-id>hh447664</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorProcessorCaps.DeinterlaceBlend">
            <summary>
            <dd> <p>The video processor can perform blend deinterlacing. </p> <p>In blend deinterlacing, the two fields from an interlaced frame are blended into a single progressive frame. A video processor uses blend deinterlacing when it deinterlaces at half rate, as when converting 60i to 30p. Blend deinterlacing does not require reference frames.</p> </dd>
            </summary>
            <msdn-id>hh447664</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_BLEND</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_BLEND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorProcessorCaps.DeinterlaceBob">
            <summary>
            <dd> <p>The video processor can perform bob deinterlacing.</p> <p>In bob deinterlacing, missing field lines are interpolated from the lines above and below. Bob deinterlacing does not require reference frames.</p> </dd>
            </summary>
            <msdn-id>hh447664</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_BOB</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_BOB</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorProcessorCaps.DeinterlaceAdaptive">
            <summary>
            <dd> <p>The video processor can perform adaptive deinterlacing.</p> <p>Adaptive deinterlacing uses spatial or temporal interpolation, and switches between the two on a field-by-field basis, depending on the amount of motion. If the video processor does not receive enough reference frames to perform adaptive deinterlacing, it falls back to bob deinterlacing.</p> </dd>
            </summary>
            <msdn-id>hh447664</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_ADAPTIVE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_ADAPTIVE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorProcessorCaps.DeinterlaceMotionCompensation">
            <summary>
            <dd> <p>The video processor can perform motion-compensated deinterlacing. </p> <p>Motion-compensated deinterlacing uses motion vectors to recreate missing lines. If the video processor does not receive enough reference frames to perform motion-compensated deinterlacing, it falls back to bob deinterlacing. </p> </dd>
            </summary>
            <msdn-id>hh447664</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_MOTION_COMPENSATION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_DEINTERLACE_MOTION_COMPENSATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorProcessorCaps.InverseTelecine">
            <summary>
            <dd> <p>The video processor can perform inverse telecine (IVTC). </p> <p>If the video processor supports this capability, the <strong>ITelecineCaps</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorRateConversionCaps"/></strong> structure specifies which IVTC modes are supported. </p> </dd>
            </summary>
            <msdn-id>hh447664</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_INVERSE_TELECINE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_INVERSE_TELECINE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorProcessorCaps.FrameRateConversion">
            <summary>
            <dd> <p>The video processor can convert the frame rate by interpolating frames. </p> </dd>
            </summary>
            <msdn-id>hh447664</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_FRAME_RATE_CONVERSION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_PROCESSOR_CAPS_FRAME_RATE_CONVERSION</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorRotation">
            <summary>
            <p>Specifies the video rotation states.</p>
            </summary>
            <msdn-id>jj160515</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ROTATION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ROTATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorRotation.Identity">
            <summary>
            <dd> <p>The video is not rotated.</p> </dd>
            </summary>
            <msdn-id>jj160515</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ROTATION_IDENTITY</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ROTATION_IDENTITY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorRotation.Rotation90">
            <summary>
            <dd> <p>The video is rotated 90 degrees clockwise.</p> </dd>
            </summary>
            <msdn-id>jj160515</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ROTATION_90</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ROTATION_90</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorRotation.Rotation180">
            <summary>
            <dd> <p>The video is rotated 180 degrees clockwise.</p> </dd>
            </summary>
            <msdn-id>jj160515</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ROTATION_180</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ROTATION_180</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorRotation.Rotation270">
            <summary>
            <dd> <p>The video is rotated 270 degrees clockwise.</p> </dd>
            </summary>
            <msdn-id>jj160515</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_ROTATION_270</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_ROTATION_270</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorStereoCaps">
            <summary>
            <p>Defines stereo 3D capabilities for a Microsoft Direct3D?11 video processor.</p>
            </summary>
            <msdn-id>hh447667</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_CAPS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_CAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoCaps.MonoOffset">
            <summary>
            <dd> <p>The video processor supports the <strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO_OFFSET</strong> format.</p> </dd>
            </summary>
            <msdn-id>hh447667</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_CAPS_MONO_OFFSET</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_CAPS_MONO_OFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoCaps.RowInterleaved">
            <summary>
            <dd> <p>The video processor supports the <strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_ROW_INTERLEAVED</strong> format.</p> </dd>
            </summary>
            <msdn-id>hh447667</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_CAPS_ROW_INTERLEAVED</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_CAPS_ROW_INTERLEAVED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoCaps.ColumnInterleaved">
            <summary>
            <dd> <p>The video processor supports the <strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_COLUMN_INTERLEAVED</strong> format.</p> </dd>
            </summary>
            <msdn-id>hh447667</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_CAPS_COLUMN_INTERLEAVED</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_CAPS_COLUMN_INTERLEAVED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoCaps.CheckerBoard">
            <summary>
            <dd> <p>The video processor supports the <strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_CHECKERBOARD</strong> format.</p> </dd>
            </summary>
            <msdn-id>hh447667</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_CAPS_CHECKERBOARD</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_CAPS_CHECKERBOARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoCaps.FlipMode">
            <summary>
            <dd> <p>The video processor can flip one or both views. For more information, see <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorStereoFlipMode"/></strong>.</p> </dd>
            </summary>
            <msdn-id>hh447667</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_CAPS_FLIP_MODE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_CAPS_FLIP_MODE</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorStereoFlipMode">
            <summary>
            <p>For stereo 3D video, specifies whether the data in frame 0 or frame 1 is flipped, either horizontally or vertically. </p>
            </summary>
            <msdn-id>hh447668</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_FLIP_MODE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_FLIP_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoFlipMode.None">
            <summary>
            <dd> <p>Neither frame is flipped.</p> </dd>
            </summary>
            <msdn-id>hh447668</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_FLIP_NONE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_FLIP_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoFlipMode.Frame0">
            <summary>
            <dd> <p>The data in frame 0 is flipped.</p> </dd>
            </summary>
            <msdn-id>hh447668</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_FLIP_FRAME0</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_FLIP_FRAME0</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoFlipMode.Frame1">
            <summary>
            <dd> <p>The data in frame 1 is flipped.</p> </dd>
            </summary>
            <msdn-id>hh447668</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_FLIP_FRAME1</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_FLIP_FRAME1</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorStereoFormat">
            <summary>
            <p>Specifies the layout in memory of a stereo 3D video frame.</p>
            </summary>
            <remarks>
            <p>This enumeration designates the two stereo views as "frame 0" and "frame 1". The <em>LeftViewFrame0</em> parameter of the <strong>VideoProcessorSetStreamStereoFormat</strong> method specifies which view is the left view, and which is the right view.</p><p>For packed formats, if the source rectangle clips part of the surface, the driver interprets the rectangle in logical coordinates relative to the stereo view,  rather than absolute pixel coordinates. The result is that frame 0 and frame 1 are clipped proportionately.</p><p>To query whether the device supports stereo 3D video, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check for the <strong>D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_STEREO</strong> flag in the <strong>FeatureCaps</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorCaps"/></strong> structure. If this capability flag is present, it means that the driver supports all of the stereo formats that are not  listed as optional. To find out which optional formats are supported, call <strong>GetVideoProcessorCaps</strong> and check the <strong>StereoCaps</strong> member of the structure.</p>
            </remarks>
            <msdn-id>hh447669</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoFormat.Mono">
            <summary>
            <dd> <p>The sample does not contain stereo data.  If the stereo format is not specified, this value is the default.</p> </dd>
            </summary>
            <msdn-id>hh447669</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoFormat.Horizontal">
            <summary>
            <dd> <p>Frame 0 and frame 1 are packed side-by-side, as shown in the following diagram.</p> <p></p> <p>All drivers that support stereo video must support this format.</p> </dd>
            </summary>
            <msdn-id>hh447669</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_HORIZONTAL</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_HORIZONTAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoFormat.Vertical">
            <summary>
            <dd> <p>Frame 0 and frame 1 are packed top-to-bottom, as shown in the following diagram.</p> <p></p> <p>All drivers that support stereo video must support this format.</p> </dd>
            </summary>
            <msdn-id>hh447669</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_VERTICAL</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_VERTICAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoFormat.Separate">
            <summary>
            <dd> <p>Frame 0 and frame 1 are placed in separate resources or in separate texture array elements within the same resource.</p> <p>All drivers that support stereo video must support this format.</p> </dd>
            </summary>
            <msdn-id>hh447669</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_SEPARATE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_SEPARATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoFormat.MonoOffset">
            <summary>
            <dd> <p>The sample contains non-stereo data. However, the driver should create a left/right output of this sample using a specified offset.  The offset is specified in the <em>MonoOffset</em> parameter of the <strong>ID3D11VideoContext::VideoProcessorSetStreamStereoFormat</strong> method. </p> <p>This format is primarily intended for subtitles and other subpicture data, where the entire sample is presented on the same plane.</p> <p>Support for this stereo format is optional.</p> </dd>
            </summary>
            <msdn-id>hh447669</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO_OFFSET</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_MONO_OFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoFormat.RowInterleaved">
            <summary>
            <dd> <p>Frame 0 and frame 1 are packed into interleaved rows, as shown in the following diagram.</p> <p></p> <p>Support for this stereo format is optional.</p> </dd>
            </summary>
            <msdn-id>hh447669</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_ROW_INTERLEAVED</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_ROW_INTERLEAVED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoFormat.ColumnInterleaved">
            <summary>
            <dd> <p>Frame 0 and frame 1 are packed into interleaved columns, as shown in the following diagram.</p> <p></p> <p>Support for this stereo format is optional.</p> </dd>
            </summary>
            <msdn-id>hh447669</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_COLUMN_INTERLEAVED</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_COLUMN_INTERLEAVED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStereoFormat.CheckerBoard">
            <summary>
            <dd> <p>Frame 0 and frame 1 are packed in a checkerboard format, as shown in the following diagram.</p> <p></p> <p>Support for this stereo format is optional.</p> </dd>
            </summary>
            <msdn-id>hh447669</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_CHECKERBOARD</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_CHECKERBOARD</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoUsage">
            <summary>
            <p>Specifies the intended use for a video processor.</p>
            </summary>
            <msdn-id>hh447673</msdn-id>
            <unmanaged>D3D11_VIDEO_USAGE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_USAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoUsage.PlaybackNormal">
            <summary>
            <dd> <p>Normal video playback. The graphics driver should expose a set of capabilities that are appropriate for real-time video playback. </p> </dd>
            </summary>
            <msdn-id>hh447673</msdn-id>
            <unmanaged>D3D11_VIDEO_USAGE_PLAYBACK_NORMAL</unmanaged>
            <unmanaged-short>D3D11_VIDEO_USAGE_PLAYBACK_NORMAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoUsage.OptimalSpeed">
            <summary>
            <dd> <p>Optimal speed. The graphics driver should expose a minimal set of capabilities that are optimized for performance. </p> <p>Use this setting if you want better performance and can accept some reduction in video quality. For example, you might use this setting in power-saving mode or to play video thumbnails. </p> </dd>
            </summary>
            <msdn-id>hh447673</msdn-id>
            <unmanaged>D3D11_VIDEO_USAGE_OPTIMAL_SPEED</unmanaged>
            <unmanaged-short>D3D11_VIDEO_USAGE_OPTIMAL_SPEED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoUsage.OptimalQuality">
            <summary>
            <dd> <p>Optimal quality. The grahics driver should expose its maximum set of capabilities.</p> <p>Specify this setting to get the best video quality possible. It is appropriate for tasks such as video editing, when quality is more important than speed. It is not appropriate for real-time playback. </p> </dd>
            </summary>
            <msdn-id>hh447673</msdn-id>
            <unmanaged>D3D11_VIDEO_USAGE_OPTIMAL_QUALITY</unmanaged>
            <unmanaged-short>D3D11_VIDEO_USAGE_OPTIMAL_QUALITY</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VpivDimension">
            <summary>
            <p>Specifies how to access a resource that is used in a video processor input view.</p>
            </summary>
            <remarks>
            <p>This enumeration is used with the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorInputViewDescription"/></strong> structure.</p>
            </remarks>
            <msdn-id>hh447674</msdn-id>
            <unmanaged>D3D11_VPIV_DIMENSION</unmanaged>
            <unmanaged-short>D3D11_VPIV_DIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VpivDimension.Unknown">
            <summary>
            <dd> <p>Not a valid value.</p> </dd>
            </summary>
            <msdn-id>hh447674</msdn-id>
            <unmanaged>D3D11_VPIV_DIMENSION_UNKNOWN</unmanaged>
            <unmanaged-short>D3D11_VPIV_DIMENSION_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VpivDimension.Texture2D">
            <summary>
            <dd> <p>The resource will be accessed as a 2D texture.</p> </dd>
            </summary>
            <msdn-id>hh447674</msdn-id>
            <unmanaged>D3D11_VPIV_DIMENSION_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D11_VPIV_DIMENSION_TEXTURE2D</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VpovDimension">
            <summary>
            <p>Specifies how to access a resource that is used in a video processor output view.</p>
            </summary>
            <remarks>
            <p>This enumeration is used with the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorOutputViewDescription"/></strong> structure.</p>
            </remarks>
            <msdn-id>hh447675</msdn-id>
            <unmanaged>D3D11_VPOV_DIMENSION</unmanaged>
            <unmanaged-short>D3D11_VPOV_DIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VpovDimension.Unknown">
            <summary>
            <dd> <p>Not a valid value.</p> </dd>
            </summary>
            <msdn-id>hh447675</msdn-id>
            <unmanaged>D3D11_VPOV_DIMENSION_UNKNOWN</unmanaged>
            <unmanaged-short>D3D11_VPOV_DIMENSION_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VpovDimension.Texture2D">
            <summary>
            <dd> <p>The resource will be accessed as a 2D texture.</p> </dd>
            </summary>
            <msdn-id>hh447675</msdn-id>
            <unmanaged>D3D11_VPOV_DIMENSION_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D11_VPOV_DIMENSION_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VpovDimension.Texture2DArray">
            <summary>
            <dd> <p>The resource will be accessed as an array of 2D textures.</p> </dd>
            </summary>
            <msdn-id>hh447675</msdn-id>
            <unmanaged>D3D11_VPOV_DIMENSION_TEXTURE2DARRAY</unmanaged>
            <unmanaged-short>D3D11_VPOV_DIMENSION_TEXTURE2DARRAY</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.D3D11">
            <summary>
            Functions
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D11.D3D11.SdkVersion">
            <summary>Constant SdkVersion</summary>
            <unmanaged>D3D11_SDK_VERSION</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.D3D11.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,System.IntPtr,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,System.Int32,SharpDX.Direct3D11.Device,SharpDX.Direct3D.FeatureLevel@,SharpDX.Direct3D11.DeviceContext@)">
            <summary>
            <p>Creates a device that represents the display adapter.</p>
            </summary>
            <param name = "adapterRef"><dd>  <p> A reference to the video adapter to use when creating a device. Pass <strong><c>null</c></strong> to use the default adapter, which is the first adapter that is enumerated by <strong>IDXGIFactory1::EnumAdapters</strong>. </p> <strong>Note</strong>?? Do not mix the use of DXGI 1.0 (<strong><see cref = "T:SharpDX.DXGI.Factory"/></strong>) and DXGI 1.1 (<strong><see cref = "T:SharpDX.DXGI.Factory1"/></strong>) in an application. Use <strong><see cref = "T:SharpDX.DXGI.Factory"/></strong> or <strong><see cref = "T:SharpDX.DXGI.Factory1"/></strong>, but not both in an application.  ? </dd></param>
            <param name = "driverType"><dd>  <p> The <strong><see cref = "T:SharpDX.Direct3D.DriverType"/></strong>, which represents the driver type to create. </p> </dd></param>
            <param name = "software"><dd>  <p> A handle to a DLL that implements a software rasterizer. If <em>DriverType</em> is <em>D3D_DRIVER_TYPE_SOFTWARE</em>, <em>Software</em> must not be <strong><c>null</c></strong>. Get the handle by calling LoadLibrary, LoadLibraryEx , or GetModuleHandle. </p> </dd></param>
            <param name = "flags"><dd>  <p> The runtime layers to enable (see <strong><see cref = "T:SharpDX.Direct3D11.DeviceCreationFlags"/></strong>); values can be bitwise OR'd together. </p> </dd></param>
            <param name = "featureLevelsRef"><dd>  <p> A reference to an array of <strong><see cref = "T:SharpDX.Direct3D.FeatureLevel"/></strong>s, which determine the order of feature levels to attempt to create. If <em>pFeatureLevels</em> is set to <strong><c>null</c></strong>, this function uses the following array of feature levels: </p>  <pre>{ 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,};</pre>  <strong>Note</strong>?? If the Direct3D 11.1 runtime is present on the computer and <em>pFeatureLevels</em> is set to <strong><c>null</c></strong>, this function won't create a <strong>D3D_FEATURE_LEVEL_11_1</strong> device. To create a <strong>D3D_FEATURE_LEVEL_11_1</strong> device, you must explicitly provide a <strong><see cref = "T:SharpDX.Direct3D.FeatureLevel"/></strong> array that includes <strong>D3D_FEATURE_LEVEL_11_1</strong>. If you provide a <strong><see cref = "T:SharpDX.Direct3D.FeatureLevel"/></strong> array that contains <strong>D3D_FEATURE_LEVEL_11_1</strong> on a computer that doesn't have the Direct3D 11.1 runtime installed, this function immediately fails with E_INVALIDARG.  ? </dd></param>
            <param name = "featureLevels"><dd>  <p> The number of elements in <em>pFeatureLevels</em>. </p> </dd></param>
            <param name = "sDKVersion"><dd>  <p> The SDK version; use <em><see cref = "F:SharpDX.Direct3D11.D3D11.SdkVersion"/></em>. </p> </dd></param>
            <param name = "deviceOut"><dd>  <p> Returns the address of a reference to an <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong> object that represents the device created. If this parameter is <strong><c>null</c></strong>, no <see cref = "T:SharpDX.Direct3D11.Device"/> will be returned. </p> </dd></param>
            <param name = "featureLevelRef"><dd>  <p> If successful, returns the first <strong><see cref = "T:SharpDX.Direct3D.FeatureLevel"/></strong> from the <em>pFeatureLevels</em> array which succeeded. Supply <strong><c>null</c></strong> as an input if you don't need to determine which feature level is supported. </p> </dd></param>
            <param name = "immediateContextOut"><dd>  <p> Returns the address of a reference to an <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong> object that represents the device context. If this parameter is <strong><c>null</c></strong>, no <see cref = "T:SharpDX.Direct3D11.DeviceContext"/> will be returned. </p> </dd></param>
            <returns><p> This method can return one of the Direct3D 11 Return Codes. </p><p> This method returns E_INVALIDARG if you set the <em>pAdapter</em> parameter to a non-<strong><c>null</c></strong> value and the <em>DriverType</em> parameter to the D3D_DRIVER_TYPE_HARDWARE value. </p><p> This method returns <strong><see cref = "!:SdkComponentMissing"/></strong> if you specify <strong>D3D11_CREATE_DEVICE_DEBUG</strong> in <em>Flags</em> and the incorrect version of the debug layer is installed on your computer. Install the latest Windows SDK to get the correct version. </p></returns>
            <remarks>
            <p> This entry-point is supported by the Direct3D 11 runtime, which is available on Windows 7, Windows Server 2008 R2, and as an update to Windows Vista (KB971644). </p><p> To create a Direct3D 11.1 device (<strong><see cref = "T:SharpDX.Direct3D11.Device1"/></strong>), which is available on Windows?8, Windows Server?2012, and Windows?7 and Windows Server?2008?R2 with the Platform Update for Windows 7 installed, you first create a <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong> with this function, and then call the <strong>QueryInterface</strong> method on the <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong> object to obtain the <strong><see cref = "T:SharpDX.Direct3D11.Device1"/></strong> interface. </p><p> To create a Direct3D 11.2 device (<strong><see cref = "T:SharpDX.Direct3D11.Device2"/></strong>), which is available on Windows?8.1 and Windows Server?2012?R2, you first create a <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong> with this function, and then call the <strong>QueryInterface</strong> method on the <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong> object to obtain the <strong><see cref = "T:SharpDX.Direct3D11.Device2"/></strong> interface. </p><p> Set <em>ppDevice</em> and <em>ppImmediateContext</em> to <strong><c>null</c></strong> to determine which feature level is supported by looking at <em>pFeatureLevel</em> without creating a device. </p><p> For an example, see How To: Create a Device and Immediate Context; to create a device and a swap chain at the same time, use <strong>D3D11CreateDeviceAndSwapChain</strong>. </p><p> If you set the <em>pAdapter</em> parameter to a non-<strong><c>null</c></strong> value, you must also set the <em>DriverType</em> parameter to the D3D_DRIVER_TYPE_UNKNOWN value. If you set the <em>pAdapter</em> parameter to a non-<strong><c>null</c></strong> value and the <em>DriverType</em> parameter to the D3D_DRIVER_TYPE_HARDWARE value, <strong>D3D11CreateDevice</strong> returns an <strong><see cref = "T:SharpDX.Result"/></strong> of E_INVALIDARG. </p><table> <tr><td> <p>Differences between Direct3D 10 and Direct3D 11:</p> <p> In Direct3D 10, the presence of <em>pAdapter</em> dictated which adapter to use and the <em>DriverType</em> could mismatch what the adapter was. </p> <p> In Direct3D 11, if you are trying to create a hardware or a software device, set <em>pAdapter</em> != <strong><c>null</c></strong> which constrains the other inputs to be: </p> <ul> <li><em>DriverType</em> must be D3D_DRIVER_TYPE_UNKNOWN </li> <li><em>Software</em> must be <strong><c>null</c></strong>. </li> </ul> <p> On the other hand, if <em>pAdapter</em> == <strong><c>null</c></strong>, the <em>DriverType</em> cannot be set to D3D_DRIVER_TYPE_UNKNOWN; it can be set to either: </p> <ul> <li> If <em>DriverType</em> == D3D_DRIVER_TYPE_SOFTWARE,  <em>Software</em> cannot be <strong><c>null</c></strong>. </li> <li> If <em>DriverType</em> == D3D_DRIVER_TYPE_HARDWARE, the adapter used will be the default adapter, which is the first adapter that is enumerated by <strong>IDXGIFactory1::EnumAdapters</strong> </li> </ul> </td></tr> </table><p>?</p><p> The function signature PFN_D3D11_CREATE_DEVICE is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p><p><strong>Windows Phone 8.1: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476082</msdn-id>
            <unmanaged>HRESULT D3D11CreateDevice([In, Optional] IDXGIAdapter* pAdapter,[In] D3D_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] unsigned int Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In] unsigned int SDKVersion,[Out, Fast] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext)</unmanaged>
            <unmanaged-short>D3D11CreateDevice</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.D3D11.On12CreateDevice(SharpDX.IUnknown,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,SharpDX.IUnknown[],System.Int32,System.Int32,SharpDX.Direct3D11.Device@,SharpDX.Direct3D11.DeviceContext@,SharpDX.Direct3D.FeatureLevel@)">
            <summary>
            <p> Creates a device that uses Direct3D 11 functionality in Direct3D 12, specifying a pre-existing D3D12 device to use for D3D11 interop. </p>
            </summary>
            <param name = "deviceRef"><dd>  <p> Specifies a pre-existing D3D12 device to use for D3D11 interop. May not be <c>null</c>. </p> </dd></param>
            <param name = "flags"><dd>  <p> One or more bitwise OR'ed flags from <strong><see cref = "T:SharpDX.Direct3D11.DeviceCreationFlags"/></strong>. These are the same flags as those used by <strong>D3D11CreateDeviceAndSwapChain</strong>. Specifies which runtime layers to enable. <em>Flags</em> must be compatible with device flags, and its <em>NodeMask</em> must be a subset of the <em>NodeMask</em> provided to the present API. </p> </dd></param>
            <param name = "featureLevelsRef"><dd>  <p> An array of any of the following: </p> <ul> <li>D3D_FEATURE_LEVEL_12_1</li> <li>D3D_FEATURE_LEVEL_12_0</li> <li>D3D_FEATURE_LEVEL_11_1</li> <li>D3D_FEATURE_LEVEL_11_0</li> <li>D3D_FEATURE_LEVEL_10_1</li> <li>D3D_FEATURE_LEVEL_10_0</li> <li>D3D_FEATURE_LEVEL_9_3</li> <li>D3D_FEATURE_LEVEL_9_2</li> <li>D3D_FEATURE_LEVEL_9_1</li> </ul> <p> The first feature level which is less than or equal to the D3D12 device's feature level will be used to perform D3D11 validation. Creation will fail if no acceptable feature levels are provided. Providing <c>null</c> will default to the D3D12 device's feature level. </p> </dd></param>
            <param name = "featureLevels"><dd>  <p> The size of the feature levels array, in bytes. </p> </dd></param>
            <param name = "commandQueuesOut"><dd>  <p> An array of unique queues for D3D11On12 to use. Valid queue types: 3D command queue. </p> </dd></param>
            <param name = "numQueues"><dd>  <p> The size of the command queue array, in bytes. </p> </dd></param>
            <param name = "nodeMask"><dd>  <p> Which node of the D3D12 device to use. Only 1 bit may be set. </p> </dd></param>
            <param name = "deviceOut"><dd>  <p> Pointer to the returned <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong>. May be <c>null</c>. </p> </dd></param>
            <param name = "immediateContextOut"><dd>  <p> A reference to the returned <strong><see cref = "T:SharpDX.Direct3D11.DeviceContext"/></strong>. May be <c>null</c>. </p> </dd></param>
            <param name = "chosenFeatureLevelRef"><dd>  <p> A reference to the returned feature level. May be <c>null</c>. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes that are documented for <strong>D3D11CreateDevice</strong>. See Direct3D 12 Return Codes. </p><p> This method returns <strong><see cref = "!:SdkComponentMissing"/></strong> if you specify <strong>D3D11_CREATE_DEVICE_DEBUG</strong> in <em>Flags</em> and the incorrect version of the debug layer is installed on your computer. Install the latest Windows SDK to get the correct version. </p></returns>
            <remarks>
            <p> The function signature PFN_D3D11ON12_CREATE_DEVICE is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking. </p>
            </remarks>
            <msdn-id>dn933209</msdn-id>
            <unmanaged>HRESULT D3D11On12CreateDevice([In] IUnknown* pDevice,[In] unsigned int Flags,[In, Buffer, Optional] const D3D_FEATURE_LEVEL* pFeatureLevels,[In] unsigned int FeatureLevels,[In, Buffer, Optional] const IUnknown** ppCommandQueues,[In] unsigned int NumQueues,[In] unsigned int NodeMask,[Out] ID3D11Device** ppDevice,[Out, Optional] ID3D11DeviceContext** ppImmediateContext,[Out, Optional] D3D_FEATURE_LEVEL* pChosenFeatureLevel)</unmanaged>
            <unmanaged-short>D3D11On12CreateDevice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.D3DCSX">
            <summary>
            Functions
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D11.D3DX11">
            <summary>
            Functions
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D11.ResultCode">
            <summary>
            Functions
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D11.Asynchronous.DataSize">
            <summary>
            <p>Get the size of the data (in bytes) that is output when calling <strong>ID3D11DeviceContext::GetData</strong>.</p>
            </summary>
            <msdn-id>ff476348</msdn-id>
            <unmanaged>GetDataSize</unmanaged>
            <unmanaged-short>GetDataSize</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Asynchronous.GetDataSize">
            <summary>
            <p>Get the size of the data (in bytes) that is output when calling <strong>ID3D11DeviceContext::GetData</strong>.</p>
            </summary>
            <returns><p>Size of the data (in bytes) that is output when calling GetData.</p></returns>
            <msdn-id>ff476348</msdn-id>
            <unmanaged>unsigned int ID3D11Asynchronous::GetDataSize()</unmanaged>
            <unmanaged-short>ID3D11Asynchronous::GetDataSize</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.AuthenticatedChannel.CertificateSize">
            <summary>
            <p>Gets the size of the driver's certificate chain.</p>
            </summary>
            <msdn-id>hh447688</msdn-id>
            <unmanaged>GetCertificateSize</unmanaged>
            <unmanaged-short>GetCertificateSize</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.AuthenticatedChannel.ChannelHandle">
            <summary>
            <p>Gets a handle to the authenticated channel.</p>
            </summary>
            <msdn-id>hh447689</msdn-id>
            <unmanaged>GetChannelHandle</unmanaged>
            <unmanaged-short>GetChannelHandle</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.AuthenticatedChannel.GetCertificateSize(System.Int32@)">
            <summary>
            <p>Gets the size of the driver's certificate chain.</p>
            </summary>
            <param name = "certificateSizeRef"><dd> <p>Receives the size of the certificate chain, in bytes.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447688</msdn-id>
            <unmanaged>HRESULT ID3D11AuthenticatedChannel::GetCertificateSize([Out] unsigned int* pCertificateSize)</unmanaged>
            <unmanaged-short>ID3D11AuthenticatedChannel::GetCertificateSize</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.AuthenticatedChannel.GetCertificate(System.Int32,System.Byte[])">
            <summary>
            <p>Gets the driver's certificate chain.</p>
            </summary>
            <param name = "certificateSize"><dd> <p>The size of the <em>pCertificate</em> array, in bytes. To get the size of the certificate chain, call <strong>ID3D11CryptoSession::GetCertificateSize</strong>.</p> </dd></param>
            <param name = "certificateRef"><dd> <p>A reference to a byte array that receives the driver's certificate chain. The caller must allocate the array.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447687</msdn-id>
            <unmanaged>HRESULT ID3D11AuthenticatedChannel::GetCertificate([In] unsigned int CertificateSize,[Out, Buffer] unsigned char* pCertificate)</unmanaged>
            <unmanaged-short>ID3D11AuthenticatedChannel::GetCertificate</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.AuthenticatedChannel.GetChannelHandle(System.IntPtr@)">
            <summary>
            <p>Gets a handle to the authenticated channel.</p>
            </summary>
            <param name = "channelHandleRef"><dd> <p>Receives a handle to the channel.</p> </dd></param>
            <msdn-id>hh447689</msdn-id>
            <unmanaged>void ID3D11AuthenticatedChannel::GetChannelHandle([Out] void** pChannelHandle)</unmanaged>
            <unmanaged-short>ID3D11AuthenticatedChannel::GetChannelHandle</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.CryptoSession.CryptoType">
            <summary>
            <p>Gets the type of encryption that is supported by this session.</p>
            </summary>
            <remarks>
            <p>The application specifies the encryption type when it creates the session.</p>
            </remarks>
            <msdn-id>hh447699</msdn-id>
            <unmanaged>GetCryptoType</unmanaged>
            <unmanaged-short>GetCryptoType</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.CryptoSession.DecoderProfile">
            <summary>
            <p>Gets the decoding profile of the session.</p>
            </summary>
            <remarks>
            <p>The application specifies the profile when it creates the session.</p>
            </remarks>
            <msdn-id>hh447701</msdn-id>
            <unmanaged>GetDecoderProfile</unmanaged>
            <unmanaged-short>GetDecoderProfile</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.CryptoSession.CertificateSize">
            <summary>
            <p>Gets the size of the driver's certificate chain.</p>
            </summary>
            <remarks>
            <p>To get the certificate, call <strong>ID3D11CryptoSession::GetCertificate</strong>.</p>
            </remarks>
            <msdn-id>hh447695</msdn-id>
            <unmanaged>GetCertificateSize</unmanaged>
            <unmanaged-short>GetCertificateSize</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.CryptoSession.CryptoSessionHandle">
            <summary>
            <p>Gets a handle to the cryptographic session.</p>
            </summary>
            <remarks>
            <p>You can use this handle to associate the session with a decoder. This enables the decoder to decrypt data that is encrypted using this session.</p>
            </remarks>
            <msdn-id>hh447697</msdn-id>
            <unmanaged>GetCryptoSessionHandle</unmanaged>
            <unmanaged-short>GetCryptoSessionHandle</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.CryptoSession.GetCryptoType(System.Guid@)">
            <summary>
            <p>Gets the type of encryption that is supported by this session.</p>
            </summary>
            <param name = "cryptoTypeRef"><dd> <p>Receives a <see cref = "T:System.Guid"/> that specifies the encryption type. The following GUIDs are defined.</p> <table> <tr><th>Value</th><th>Meaning</th></tr> <tr><td><dl> <dt><strong>D3D11_CRYPTO_TYPE_AES128_CTR</strong></dt> </dl> </td><td> <p>128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher.</p> </td></tr> </table> <p>?</p> </dd></param>
            <remarks>
            <p>The application specifies the encryption type when it creates the session.</p>
            </remarks>
            <msdn-id>hh447699</msdn-id>
            <unmanaged>void ID3D11CryptoSession::GetCryptoType([Out] GUID* pCryptoType)</unmanaged>
            <unmanaged-short>ID3D11CryptoSession::GetCryptoType</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.CryptoSession.GetDecoderProfile(System.Guid@)">
            <summary>
            <p>Gets the decoding profile of the session.</p>
            </summary>
            <param name = "decoderProfileRef"><dd> <p>Receives the decoding profile. For a list of possible values, see <strong>ID3D11VideoDevice::GetVideoDecoderProfile</strong>. </p> </dd></param>
            <remarks>
            <p>The application specifies the profile when it creates the session.</p>
            </remarks>
            <msdn-id>hh447701</msdn-id>
            <unmanaged>void ID3D11CryptoSession::GetDecoderProfile([Out] GUID* pDecoderProfile)</unmanaged>
            <unmanaged-short>ID3D11CryptoSession::GetDecoderProfile</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.CryptoSession.GetCertificateSize(System.Int32@)">
            <summary>
            <p>Gets the size of the driver's certificate chain.</p>
            </summary>
            <param name = "certificateSizeRef"><dd> <p>Receives the size of the certificate chain, in bytes. </p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>To get the certificate, call <strong>ID3D11CryptoSession::GetCertificate</strong>.</p>
            </remarks>
            <msdn-id>hh447695</msdn-id>
            <unmanaged>HRESULT ID3D11CryptoSession::GetCertificateSize([Out] unsigned int* pCertificateSize)</unmanaged>
            <unmanaged-short>ID3D11CryptoSession::GetCertificateSize</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.CryptoSession.GetCertificate(System.Int32,System.Byte[])">
            <summary>
            <p>Gets the driver's certificate chain.</p>
            </summary>
            <param name = "certificateSize"><dd> <p>The size of the <em>pCertificate</em> array, in bytes. To get the size of the certificate chain, call <strong>ID3D11CryptoSession::GetCertificateSize</strong>.</p> </dd></param>
            <param name = "certificateRef"><dd> <p>A reference to a byte array that receives the driver's certificate chain. The caller must allocate the array.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447693</msdn-id>
            <unmanaged>HRESULT ID3D11CryptoSession::GetCertificate([In] unsigned int CertificateSize,[Out, Buffer] unsigned char* pCertificate)</unmanaged>
            <unmanaged-short>ID3D11CryptoSession::GetCertificate</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.CryptoSession.GetCryptoSessionHandle(System.IntPtr@)">
            <summary>
            <p>Gets a handle to the cryptographic session.</p>
            </summary>
            <param name = "cryptoSessionHandleRef"><dd> <p>Receives a handle to the session.</p> </dd></param>
            <remarks>
            <p>You can use this handle to associate the session with a decoder. This enables the decoder to decrypt data that is encrypted using this session.</p>
            </remarks>
            <msdn-id>hh447697</msdn-id>
            <unmanaged>void ID3D11CryptoSession::GetCryptoSessionHandle([Out] void** pCryptoSessionHandle)</unmanaged>
            <unmanaged-short>ID3D11CryptoSession::GetCryptoSessionHandle</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device11On12.CreateWrappedResource(SharpDX.IUnknown,SharpDX.Direct3D11.D3D11ResourceFlags,System.Int32,System.Int32,System.Guid,SharpDX.Direct3D11.Resource@)">
            <summary>
            <p> This method creates D3D11 resources for use with D3D 11on12. </p>
            </summary>
            <param name = "resource12Ref"><dd>  <p> A reference to an already-created D3D12 resource or heap. </p> </dd></param>
            <param name = "flags11Ref"><dd>  <p> A <strong><see cref = "T:SharpDX.Direct3D11.D3D11ResourceFlags"/></strong> structure that enables an application to override flags that would be inferred by the resource/heap properties. The <see cref = "T:SharpDX.Direct3D11.D3D11ResourceFlags"/> structure contains bind flags, misc flags, and CPU access flags. </p> </dd></param>
            <param name = "inState"><dd>  <p> The use of the resource on input, as a bitwise-OR'd combination of <strong><see cref = "!:SharpDX.Direct3D12.ResourceStates"/></strong> enumeration constants. </p> </dd></param>
            <param name = "outState"><dd>  <p> The use of the resource on output, as a bitwise-OR'd combination of <strong><see cref = "!:SharpDX.Direct3D12.ResourceStates"/></strong> enumeration constants. </p> </dd></param>
            <param name = "riid"><dd>  <p> The globally unique identifier (<strong><see cref = "T:System.Guid"/></strong>) for the wrapped resource interface. The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the interface to the wrapped resource can be obtained by using the __uuidof() macro. For example, __uuidof(<strong><see cref = "!:SharpDX.Direct3D12.Resource"/></strong>) will get the <strong><see cref = "T:System.Guid"/></strong> of the interface to a wrapped resource. </p> </dd></param>
            <param name = "resource11Out"><dd>  <p> After the method returns, points to the newly created wrapped D3D11 resource or heap. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <msdn-id>dn913199</msdn-id>
            <unmanaged>HRESULT ID3D11On12Device::CreateWrappedResource([In] IUnknown* pResource12,[In] const D3D11_RESOURCE_FLAGS* pFlags11,[In] int InState,[In] int OutState,[In] const GUID&amp; riid,[Out, Optional] void** ppResource11)</unmanaged>
            <unmanaged-short>ID3D11On12Device::CreateWrappedResource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device11On12.ReleaseWrappedResources(SharpDX.Direct3D11.Resource[],System.Int32)">
            <summary>
            <p> Releases D3D11 resources that were wrapped for D3D 11on12. </p>
            </summary>
            <param name = "resourcesOut"><dd>  <p> Specifies a reference to a set of D3D11 resources, defined by <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong>. </p> </dd></param>
            <param name = "numResources"><dd>  <p> Count of the number of resources. </p> </dd></param>
            <remarks>
            <p> Call this method prior to calling Flush, to insert resource barriers to the appropriate "out" state, and to mark that they should then be expected to be in the "in" state. If no resource list is provided, all wrapped resources are transitioned. These resources will be marked as ?not acquired? in hazard tracking until <strong>ID3D11On12Device::AcquireWrappedResources</strong> is called. </p><p> Keyed mutex resources cannot be provided to this method; use <strong>IDXGIKeyedMutex::ReleaseSync</strong> instead. </p>
            </remarks>
            <msdn-id>dn913200</msdn-id>
            <unmanaged>void ID3D11On12Device::ReleaseWrappedResources([In, Buffer] const ID3D11Resource** ppResources,[In] unsigned int NumResources)</unmanaged>
            <unmanaged-short>ID3D11On12Device::ReleaseWrappedResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device11On12.ReleaseWrappedResources(SharpDX.ComArray{SharpDX.Direct3D11.Resource},System.Int32)">
            <summary>
            <p> Releases D3D11 resources that were wrapped for D3D 11on12. </p>
            </summary>
            <param name = "resourcesOut"><dd>  <p> Specifies a reference to a set of D3D11 resources, defined by <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong>. </p> </dd></param>
            <param name = "numResources"><dd>  <p> Count of the number of resources. </p> </dd></param>
            <remarks>
            <p> Call this method prior to calling Flush, to insert resource barriers to the appropriate "out" state, and to mark that they should then be expected to be in the "in" state. If no resource list is provided, all wrapped resources are transitioned. These resources will be marked as ?not acquired? in hazard tracking until <strong>ID3D11On12Device::AcquireWrappedResources</strong> is called. </p><p> Keyed mutex resources cannot be provided to this method; use <strong>IDXGIKeyedMutex::ReleaseSync</strong> instead. </p>
            </remarks>
            <msdn-id>dn913200</msdn-id>
            <unmanaged>void ID3D11On12Device::ReleaseWrappedResources([In, Buffer] const ID3D11Resource** ppResources,[In] unsigned int NumResources)</unmanaged>
            <unmanaged-short>ID3D11On12Device::ReleaseWrappedResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device11On12.ReleaseWrappedResources(System.IntPtr,System.Int32)">
            <summary>
            <p> Releases D3D11 resources that were wrapped for D3D 11on12. </p>
            </summary>
            <param name = "resourcesOut"><dd>  <p> Specifies a reference to a set of D3D11 resources, defined by <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong>. </p> </dd></param>
            <param name = "numResources"><dd>  <p> Count of the number of resources. </p> </dd></param>
            <remarks>
            <p> Call this method prior to calling Flush, to insert resource barriers to the appropriate "out" state, and to mark that they should then be expected to be in the "in" state. If no resource list is provided, all wrapped resources are transitioned. These resources will be marked as ?not acquired? in hazard tracking until <strong>ID3D11On12Device::AcquireWrappedResources</strong> is called. </p><p> Keyed mutex resources cannot be provided to this method; use <strong>IDXGIKeyedMutex::ReleaseSync</strong> instead. </p>
            </remarks>
            <msdn-id>dn913200</msdn-id>
            <unmanaged>void ID3D11On12Device::ReleaseWrappedResources([In, Buffer] const ID3D11Resource** ppResources,[In] unsigned int NumResources)</unmanaged>
            <unmanaged-short>ID3D11On12Device::ReleaseWrappedResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device11On12.AcquireWrappedResources(SharpDX.Direct3D11.Resource[],System.Int32)">
            <summary>
            <p> Acquires D3D11 resources for use with D3D 11on12. Indicates that rendering to the wrapped resources can begin again. </p>
            </summary>
            <param name = "resourcesOut"><dd>  <p> Specifies a reference to a set of D3D11 resources, defined by <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong>. </p> </dd></param>
            <param name = "numResources"><dd>  <p> Count of the number of resources. </p> </dd></param>
            <remarks>
            <p> This method marks the resources as "acquired" in hazard tracking. </p><p> Keyed mutex resources cannot be provided to this method; use <strong>IDXGIKeyedMutex::AcquireSync</strong> instead. </p>
            </remarks>
            <msdn-id>dn913198</msdn-id>
            <unmanaged>void ID3D11On12Device::AcquireWrappedResources([In, Buffer] const ID3D11Resource** ppResources,[In] unsigned int NumResources)</unmanaged>
            <unmanaged-short>ID3D11On12Device::AcquireWrappedResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device11On12.AcquireWrappedResources(SharpDX.ComArray{SharpDX.Direct3D11.Resource},System.Int32)">
            <summary>
            <p> Acquires D3D11 resources for use with D3D 11on12. Indicates that rendering to the wrapped resources can begin again. </p>
            </summary>
            <param name = "resourcesOut"><dd>  <p> Specifies a reference to a set of D3D11 resources, defined by <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong>. </p> </dd></param>
            <param name = "numResources"><dd>  <p> Count of the number of resources. </p> </dd></param>
            <remarks>
            <p> This method marks the resources as "acquired" in hazard tracking. </p><p> Keyed mutex resources cannot be provided to this method; use <strong>IDXGIKeyedMutex::AcquireSync</strong> instead. </p>
            </remarks>
            <msdn-id>dn913198</msdn-id>
            <unmanaged>void ID3D11On12Device::AcquireWrappedResources([In, Buffer] const ID3D11Resource** ppResources,[In] unsigned int NumResources)</unmanaged>
            <unmanaged-short>ID3D11On12Device::AcquireWrappedResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device11On12.AcquireWrappedResources(System.IntPtr,System.Int32)">
            <summary>
            <p> Acquires D3D11 resources for use with D3D 11on12. Indicates that rendering to the wrapped resources can begin again. </p>
            </summary>
            <param name = "resourcesOut"><dd>  <p> Specifies a reference to a set of D3D11 resources, defined by <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong>. </p> </dd></param>
            <param name = "numResources"><dd>  <p> Count of the number of resources. </p> </dd></param>
            <remarks>
            <p> This method marks the resources as "acquired" in hazard tracking. </p><p> Keyed mutex resources cannot be provided to this method; use <strong>IDXGIKeyedMutex::AcquireSync</strong> instead. </p>
            </remarks>
            <msdn-id>dn913198</msdn-id>
            <unmanaged>void ID3D11On12Device::AcquireWrappedResources([In, Buffer] const ID3D11Resource** ppResources,[In] unsigned int NumResources)</unmanaged>
            <unmanaged-short>ID3D11On12Device::AcquireWrappedResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device4.RegisterDeviceRemovedEvent(System.IntPtr)">
            <summary>
            <p> Registers the "device removed" event and indicates when a Direct3D device has become removed for any reason, using an asynchronous notification mechanism. </p>
            </summary>
            <param name = "hEvent"><dd>  <p> The handle to the "device removed" event. </p> </dd></param>
            <returns><dd>  <p> A reference to information about the "device removed" event, which can be used in <strong>UnregisterDeviceRemoved</strong> to unregister the event. </p> </dd></returns>
            <remarks>
            <p>Indicates when a Direct3D device has become removed for any reason, using an asynchronous notification mechanism, rather than as an <see cref = "T:SharpDX.Result"/> from <strong>Present</strong>. The reason for device removal can be retrieved using <strong>ID3D11Device::GetDeviceRemovedReason</strong> after being notified of the occurrence.</p><p> Applications register and un-register a Win32 event handle with a particular device. That event handle will be signaled when the device becomes removed. A poll into the device's <strong>ID3D11Device::GetDeviceRemovedReason</strong> method indicates that the device is removed. </p><p> <strong>ISignalableNotifier</strong> or <strong>SetThreadpoolWait</strong> can be used by UWP apps. </p><p> When the graphics device is lost, the app or title will receive the graphics event, so that the app or title knows that its graphics device is no longer valid and it is safe for the app or title to re-create its DirectX devices. In response to this event, the app or title needs to re-create its rendering device  and pass it into a SetRenderingDevice  call on the composition graphics device objects. </p><p> After setting this new rendering device, the app or title needs to redraw content of all the pre-existing surfaces  after the composition graphics device's <strong>OnRenderingDeviceReplaced</strong> event is fired. </p><p> This method supports Composition for device loss. </p><p> The event is not signaled when it is most ideal to re-create. So, instead, we recommend iterating through the adapter ordinals and creating the first ordinal that will succeed. </p><p> The application can register an event with the device. The application will be signaled when the device becomes removed. </p><p> If the device is already removed, calls to <strong>RegisterDeviceRemovedEvent</strong> will signal the event immediately. No device-removed error code will be returned from <strong>RegisterDeviceRemovedEvent</strong>. </p><p> Each "device removed" event is never signaled, or is signaled only once. These events are not signaled during device destruction. These events are unregistered during destruction. </p><p> The semantics of <strong>RegisterDeviceRemovedEvent</strong> are similar to <strong>IDXGIFactory2::RegisterOcclusionStatusEvent</strong>. </p>
            </remarks>
            <msdn-id>mt589890</msdn-id>
            <unmanaged>HRESULT ID3D11Device4::RegisterDeviceRemovedEvent([In] void* hEvent,[Out] unsigned int* pdwCookie)</unmanaged>
            <unmanaged-short>ID3D11Device4::RegisterDeviceRemovedEvent</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Device4.UnregisterDeviceRemoved(System.Int32)">
            <summary>
            <p> Unregisters the "device removed" event. </p>
            </summary>
            <param name = "dwCookie"><dd>  <p> Information about the "device removed" event, retrieved during a successful <strong>RegisterDeviceRemovedEvent</strong> call. </p> </dd></param>
            <remarks>
            <p> See <strong>RegisterDeviceRemovedEvent</strong>. </p>
            </remarks>
            <msdn-id>mt589892</msdn-id>
            <unmanaged>void ID3D11Device4::UnregisterDeviceRemoved([In] unsigned int dwCookie)</unmanaged>
            <unmanaged-short>ID3D11Device4::UnregisterDeviceRemoved</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext4.Signal(SharpDX.Direct3D11.Fence,System.Int64)">
            <summary>
            No documentation.
            </summary>
            <param name = "fenceRef">No documentation.</param>
            <param name = "value">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D11DeviceContext4::Signal([In] ID3D11Fence* pFence,[In] unsigned longlong Value)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext4::Signal</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext4.Wait(SharpDX.Direct3D11.Fence,System.Int64)">
            <summary>
            No documentation.
            </summary>
            <param name = "fenceRef">No documentation.</param>
            <param name = "value">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D11DeviceContext4::Wait([In] ID3D11Fence* pFence,[In] unsigned longlong Value)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext4::Wait</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Bind an array of shader resources to the domain-shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - 1).</p> </dd></param>
            <param name = "numViews"><dd>  <p>Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources(ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to set to the device.</p> </dd></param>
            <remarks>
            <p>If an overlapping resource view is already bound to an output slot, such as a render target, then the method will fill the destination shader resource slot with <strong><c>null</c></strong>.</p><p>For information about creating shader-resource views, see <strong>ID3D11Device::CreateShaderResourceView</strong>.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476421</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] const ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DSSetShaderResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShaderStage.SetShader(SharpDX.Direct3D11.DomainShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)">
            <summary>
            <p>Set a domain shader to the device.</p>
            </summary>
            <param name = "domainShaderRef"><dd>  <p> Pointer to a domain shader (see <strong><see cref = "T:SharpDX.Direct3D11.DomainShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage. </p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p> A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces. </p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476420</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DSSetShader([In, Optional] ID3D11DomainShader* pDomainShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShaderStage.SetShader(SharpDX.Direct3D11.DomainShader,SharpDX.ComArray{SharpDX.Direct3D11.ClassInstance},System.Int32)">
            <summary>
            <p>Set a domain shader to the device.</p>
            </summary>
            <param name = "domainShaderRef"><dd>  <p> Pointer to a domain shader (see <strong><see cref = "T:SharpDX.Direct3D11.DomainShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage. </p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p> A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces. </p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476420</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DSSetShader([In, Optional] ID3D11DomainShader* pDomainShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShaderStage.SetShader(System.IntPtr,System.IntPtr,System.Int32)">
            <summary>
            <p>Set a domain shader to the device.</p>
            </summary>
            <param name = "domainShaderRef"><dd>  <p> Pointer to a domain shader (see <strong><see cref = "T:SharpDX.Direct3D11.DomainShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage. </p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p> A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces. </p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476420</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DSSetShader([In, Optional] ID3D11DomainShader* pDomainShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShaderStage.SetSamplers(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Set an array of sampler states to the domain-shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting samplers to (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - 1).</p> </dd></param>
            <param name = "numSamplers"><dd>  <p>Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "samplersOut"><dd>  <p>Pointer to an array of sampler-state interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.SamplerState"/></strong>). See Remarks.</p> </dd></param>
            <remarks>
            <p>Any sampler may be set to <strong><c>null</c></strong>; this invokes the default state, which is defined to be the following.</p><pre> //Default sampler state:
            <see cref = "T:SharpDX.Direct3D11.SamplerStateDescription"/> SamplerDesc;
            SamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
            SamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.MipLODBias = 0;
            SamplerDesc.MaxAnisotropy = 1;
            SamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
            SamplerDesc.BorderColor[0] = 1.0f;
            SamplerDesc.BorderColor[1] = 1.0f;
            SamplerDesc.BorderColor[2] = 1.0f;
            SamplerDesc.BorderColor[3] = 1.0f;
            SamplerDesc.MinLOD = -FLT_MAX;
            SamplerDesc.MaxLOD = FLT_MAX; </pre><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476419</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer, Optional] const ID3D11SamplerState** ppSamplers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DSSetSamplers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShaderStage.SetConstantBuffers(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Sets the constant buffers used by the domain-shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p> Index into the zero-based array to begin setting constant buffers to (ranges from 0 to <strong><see cref = "!:ConstantBufferApiSlotCount"/></strong> - 1). </p> </dd></param>
            <param name = "numBuffers"><dd>  <p> Number of buffers to set (ranges from 0 to <strong><see cref = "!:ConstantBufferApiSlotCount"/></strong> - <em>StartSlot</em>). </p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p> Array of constant buffers (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) being given to the device. </p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p> The Direct3D 11.1 runtime, which is available starting with Windows?8, can bind a larger number of <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants ? 4*32-bit components each).  When you bind such a large buffer, the shader can access only the first 4096 4*32-bit component constants in the buffer, as if 4096 constants is the full size of the buffer. </p><p> If the application wants the shader to access other parts of the buffer, it must call the <strong>DSSetConstantBuffers1</strong> method instead. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476418</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DSSetConstantBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShaderStage.GetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D11.ShaderResourceView[])">
            <summary>
            <p>Get the domain-shader resources.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - 1).</p> </dd></param>
            <param name = "numViews"><dd>  <p>The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to be returned by the device.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476417</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer, Optional] ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DSGetShaderResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShaderStage.GetShader(SharpDX.Direct3D11.DomainShader@,SharpDX.Direct3D11.ClassInstance[],System.Int32@)">
            <summary>
            <p>Get the domain shader currently set on the device.</p>
            </summary>
            <param name = "domainShaderOut"><dd>  <p>Address of a reference to a domain shader (see <strong><see cref = "T:SharpDX.Direct3D11.DomainShader"/></strong>) to be returned by the method.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>Pointer to an array of class instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>).</p> </dd></param>
            <param name = "numClassInstancesRef"><dd>  <p>The number of class-instance elements in the array.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476416</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DSGetShader([Out, Optional] ID3D11DomainShader** ppDomainShader,[Out, Buffer, Optional] ID3D11ClassInstance** ppClassInstances,[InOut] unsigned int* pNumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DSGetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShaderStage.GetSamplers(System.Int32,System.Int32,SharpDX.Direct3D11.SamplerState[])">
            <summary>
            <p>Get an array of sampler state interfaces from the domain-shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into a zero-based array to begin getting samplers from (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - 1).</p> </dd></param>
            <param name = "numSamplers"><dd>  <p>Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "samplersOut"><dd>  <p>Pointer to an array of sampler-state interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.SamplerState"/></strong>).</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476415</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer, Optional] ID3D11SamplerState** ppSamplers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DSGetSamplers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShaderStage.GetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[])">
            <summary>
            <p>Get the constant buffers used by the domain-shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd>  <p>Number of buffers to retrieve (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p>Array of constant buffer interface references (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) to be returned by the method.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476414</msdn-id>
            <unmanaged>void ID3D11DeviceContext::DSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::DSGetConstantBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShaderStage.SetConstantBuffers(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Sets the constant buffers used by the geometry shader pipeline stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to <strong><see cref = "!:ConstantBufferApiSlotCount"/></strong> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd>  <p>Number of buffers to set (ranges from 0 to <strong><see cref = "!:ConstantBufferApiSlotCount"/></strong> - <em>StartSlot</em>).</p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p>Array of constant buffers (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) being given to the device.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>You can't use the <strong><see cref = "!:SharpDX.D3DCompiler.ConstantBuffer"/></strong> interface to get information about what is currently bound to the pipeline in the device context. But you can use <strong><see cref = "!:SharpDX.D3DCompiler.ConstantBuffer"/></strong> to get information from a compiled shader. For example, you can use <strong><see cref = "!:SharpDX.D3DCompiler.ConstantBuffer"/></strong> and <strong><see cref = "!:SharpDX.D3DCompiler.ShaderReflectionVariable"/></strong> to determine the slot in which a geometry shader expects a constant buffer. You can then pass this slot number to <strong>GSSetConstantBuffers</strong> to set the constant buffer. You can call the <strong>D3D11Reflect</strong> function to retrieve the address of a reference to the <strong><see cref = "!:SharpDX.D3DCompiler.ShaderReflection"/></strong> interface and then call <strong>ID3D11ShaderReflection::GetConstantBufferByName</strong> to get a reference to <strong><see cref = "!:SharpDX.D3DCompiler.ConstantBuffer"/></strong>.</p><p>The Direct3D 11.1 runtime, which is available starting with Windows?8, can bind a larger number of <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants ? 4*32-bit components each).  When you bind such a large buffer, the shader can access only the first 4096 4*32-bit component constants in the buffer, as if 4096 constants is the full size of the buffer.  </p><p>If the application wants the shader to access other parts of the buffer, it must call the <strong>GSSetConstantBuffers1</strong> method instead. </p>
            </remarks>
            <msdn-id>ff476436</msdn-id>
            <unmanaged>void ID3D11DeviceContext::GSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GSSetConstantBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShaderStage.SetShader(SharpDX.Direct3D11.GeometryShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)">
            <summary>
            <p>Set a geometry shader to the device.</p>
            </summary>
            <param name = "shaderRef"><dd>  <p>Pointer to a geometry shader (see <strong><see cref = "T:SharpDX.Direct3D11.GeometryShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces.</p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p>
            </remarks>
            <msdn-id>ff476438</msdn-id>
            <unmanaged>void ID3D11DeviceContext::GSSetShader([In, Optional] ID3D11GeometryShader* pShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShaderStage.SetShader(SharpDX.Direct3D11.GeometryShader,SharpDX.ComArray{SharpDX.Direct3D11.ClassInstance},System.Int32)">
            <summary>
            <p>Set a geometry shader to the device.</p>
            </summary>
            <param name = "shaderRef"><dd>  <p>Pointer to a geometry shader (see <strong><see cref = "T:SharpDX.Direct3D11.GeometryShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces.</p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p>
            </remarks>
            <msdn-id>ff476438</msdn-id>
            <unmanaged>void ID3D11DeviceContext::GSSetShader([In, Optional] ID3D11GeometryShader* pShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShaderStage.SetShader(System.IntPtr,System.IntPtr,System.Int32)">
            <summary>
            <p>Set a geometry shader to the device.</p>
            </summary>
            <param name = "shaderRef"><dd>  <p>Pointer to a geometry shader (see <strong><see cref = "T:SharpDX.Direct3D11.GeometryShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces.</p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p>
            </remarks>
            <msdn-id>ff476438</msdn-id>
            <unmanaged>void ID3D11DeviceContext::GSSetShader([In, Optional] ID3D11GeometryShader* pShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Bind an array of shader resources to the geometry shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - 1).</p> </dd></param>
            <param name = "numViews"><dd>  <p>Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources(ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to set to the device.</p> </dd></param>
            <remarks>
            <p>If an overlapping resource view is already bound to an output slot, such as a render target, then the method will fill the destination shader resource slot with <strong><c>null</c></strong>.</p><p>For information about creating shader-resource views, see <strong>ID3D11Device::CreateShaderResourceView</strong>.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476439</msdn-id>
            <unmanaged>void ID3D11DeviceContext::GSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] const ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GSSetShaderResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShaderStage.SetSamplers(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Set an array of sampler states to the geometry shader pipeline stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting samplers to (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - 1).</p> </dd></param>
            <param name = "numSamplers"><dd>  <p>Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "samplersOut"><dd>  <p>Pointer to an array of sampler-state interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.SamplerState"/></strong>). See Remarks.</p> </dd></param>
            <remarks>
            <p>Any sampler may be set to <strong><c>null</c></strong>; this invokes the default state, which is defined to be the following.</p><pre> //Default sampler state:
            <see cref = "T:SharpDX.Direct3D11.SamplerStateDescription"/> SamplerDesc;
            SamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
            SamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.MipLODBias = 0;
            SamplerDesc.MaxAnisotropy = 1;
            SamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
            SamplerDesc.BorderColor[0] = 1.0f;
            SamplerDesc.BorderColor[1] = 1.0f;
            SamplerDesc.BorderColor[2] = 1.0f;
            SamplerDesc.BorderColor[3] = 1.0f;
            SamplerDesc.MinLOD = -FLT_MAX;
            SamplerDesc.MaxLOD = FLT_MAX; </pre><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476437</msdn-id>
            <unmanaged>void ID3D11DeviceContext::GSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer, Optional] const ID3D11SamplerState** ppSamplers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GSSetSamplers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShaderStage.GetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[])">
            <summary>
            <p>Get the constant buffers used by the geometry shader pipeline stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd>  <p>Number of buffers to retrieve (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p>Array of constant buffer interface references (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) to be returned by the method.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476432</msdn-id>
            <unmanaged>void ID3D11DeviceContext::GSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GSGetConstantBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShaderStage.GetShader(SharpDX.Direct3D11.GeometryShader@,SharpDX.Direct3D11.ClassInstance[],System.Int32@)">
            <summary>
            <p>Get the geometry shader currently set on the device.</p>
            </summary>
            <param name = "geometryShaderOut"><dd>  <p>Address of a reference to a geometry shader (see <strong><see cref = "T:SharpDX.Direct3D11.GeometryShader"/></strong>) to be returned by the method.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>Pointer to an array of class instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>).</p> </dd></param>
            <param name = "numClassInstancesRef"><dd>  <p>The number of class-instance elements in the array.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476434</msdn-id>
            <unmanaged>void ID3D11DeviceContext::GSGetShader([Out, Optional] ID3D11GeometryShader** ppGeometryShader,[Out, Buffer, Optional] ID3D11ClassInstance** ppClassInstances,[InOut] unsigned int* pNumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GSGetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShaderStage.GetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D11.ShaderResourceView[])">
            <summary>
            <p>Get the geometry shader resources.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - 1).</p> </dd></param>
            <param name = "numViews"><dd>  <p>The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to be returned by the device.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476435</msdn-id>
            <unmanaged>void ID3D11DeviceContext::GSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer, Optional] ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GSGetShaderResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShaderStage.GetSamplers(System.Int32,System.Int32,SharpDX.Direct3D11.SamplerState[])">
            <summary>
            <p>Get an array of sampler state interfaces from the geometry shader pipeline stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into a zero-based array to begin getting samplers from (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - 1).</p> </dd></param>
            <param name = "numSamplers"><dd>  <p>Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "samplersOut"><dd>  <p>Pointer to an array of sampler-state interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.SamplerState"/></strong>).</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476433</msdn-id>
            <unmanaged>void ID3D11DeviceContext::GSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer, Optional] ID3D11SamplerState** ppSamplers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::GSGetSamplers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.HullShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Bind an array of shader resources to the hull-shader stage.</p>
            </summary>
            <param name = "startSlot">No documentation.</param>
            <param name = "numViews">No documentation.</param>
            <param name = "shaderResourceViewsOut">No documentation.</param>
            <remarks>
            <p>If an overlapping resource view is already bound to an output slot, such as a render target, then the method will fill the destination shader resource slot with <strong><c>null</c></strong>.</p><p>For information about creating shader-resource views, see <strong>ID3D11Device::CreateShaderResourceView</strong>.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476448</msdn-id>
            <unmanaged>void ID3D11DeviceContext::HSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] const ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::HSSetShaderResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.HullShaderStage.SetShader(SharpDX.Direct3D11.HullShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)">
            <summary>
            <p>Set a hull shader to the device.</p>
            </summary>
            <param name = "hullShaderRef"><dd>  <p>Pointer to a hull shader (see <strong><see cref = "T:SharpDX.Direct3D11.HullShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces.</p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p>
            </remarks>
            <msdn-id>ff476447</msdn-id>
            <unmanaged>void ID3D11DeviceContext::HSSetShader([In, Optional] ID3D11HullShader* pHullShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::HSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.HullShaderStage.SetShader(SharpDX.Direct3D11.HullShader,SharpDX.ComArray{SharpDX.Direct3D11.ClassInstance},System.Int32)">
            <summary>
            <p>Set a hull shader to the device.</p>
            </summary>
            <param name = "hullShaderRef"><dd>  <p>Pointer to a hull shader (see <strong><see cref = "T:SharpDX.Direct3D11.HullShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces.</p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p>
            </remarks>
            <msdn-id>ff476447</msdn-id>
            <unmanaged>void ID3D11DeviceContext::HSSetShader([In, Optional] ID3D11HullShader* pHullShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::HSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.HullShaderStage.SetShader(System.IntPtr,System.IntPtr,System.Int32)">
            <summary>
            <p>Set a hull shader to the device.</p>
            </summary>
            <param name = "hullShaderRef"><dd>  <p>Pointer to a hull shader (see <strong><see cref = "T:SharpDX.Direct3D11.HullShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces.</p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p>
            </remarks>
            <msdn-id>ff476447</msdn-id>
            <unmanaged>void ID3D11DeviceContext::HSSetShader([In, Optional] ID3D11HullShader* pHullShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::HSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.HullShaderStage.SetSamplers(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Set an array of sampler states to the hull-shader stage.</p>
            </summary>
            <param name = "startSlot">No documentation.</param>
            <param name = "numSamplers">No documentation.</param>
            <param name = "samplersOut">No documentation.</param>
            <remarks>
            <p>Any sampler may be set to <strong><c>null</c></strong>; this invokes the default state, which is defined to be the following.</p><pre> //Default sampler state:
            <see cref = "T:SharpDX.Direct3D11.SamplerStateDescription"/> SamplerDesc;
            SamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
            SamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.MipLODBias = 0;
            SamplerDesc.MaxAnisotropy = 1;
            SamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
            SamplerDesc.BorderColor[0] = 1.0f;
            SamplerDesc.BorderColor[1] = 1.0f;
            SamplerDesc.BorderColor[2] = 1.0f;
            SamplerDesc.BorderColor[3] = 1.0f;
            SamplerDesc.MinLOD = -FLT_MAX;
            SamplerDesc.MaxLOD = FLT_MAX; </pre><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476446</msdn-id>
            <unmanaged>void ID3D11DeviceContext::HSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer, Optional] const ID3D11SamplerState** ppSamplers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::HSSetSamplers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.HullShaderStage.SetConstantBuffers(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Set the constant buffers used by the hull-shader stage.</p>
            </summary>
            <param name = "startSlot">No documentation.</param>
            <param name = "numBuffers">No documentation.</param>
            <param name = "constantBuffersOut">No documentation.</param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The Direct3D 11.1 runtime, which is available starting with Windows?8, can bind a larger number of <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants ? 4*32-bit components each).  When you bind such a large buffer, the shader can access only the first 4096 4*32-bit component constants in the buffer, as if 4096 constants is the full size of the buffer.  </p><p>If the application wants the shader to access other parts of the buffer, it must call the <strong>HSSetConstantBuffers1</strong> method instead. </p>
            </remarks>
            <msdn-id>ff476445</msdn-id>
            <unmanaged>void ID3D11DeviceContext::HSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::HSSetConstantBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.HullShaderStage.GetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D11.ShaderResourceView[])">
            <summary>
            <p>Get the hull-shader resources.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - 1).</p> </dd></param>
            <param name = "numViews"><dd>  <p>The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to be returned by the device.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476443</msdn-id>
            <unmanaged>void ID3D11DeviceContext::HSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer, Optional] ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::HSGetShaderResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.HullShaderStage.GetShader(SharpDX.Direct3D11.HullShader@,SharpDX.Direct3D11.ClassInstance[],System.Int32@)">
            <summary>
            <p>Get the hull shader currently set on the device.</p>
            </summary>
            <param name = "hullShaderOut"><dd>  <p>Address of a reference to a hull shader (see <strong><see cref = "T:SharpDX.Direct3D11.HullShader"/></strong>) to be returned by the method.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>Pointer to an array of class instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>).</p> </dd></param>
            <param name = "numClassInstancesRef"><dd>  <p>The number of class-instance elements in the array.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476442</msdn-id>
            <unmanaged>void ID3D11DeviceContext::HSGetShader([Out, Optional] ID3D11HullShader** ppHullShader,[Out, Buffer, Optional] ID3D11ClassInstance** ppClassInstances,[InOut] unsigned int* pNumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::HSGetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.HullShaderStage.GetSamplers(System.Int32,System.Int32,SharpDX.Direct3D11.SamplerState[])">
            <summary>
            <p>Get an array of sampler state interfaces from the hull-shader stage.</p>
            </summary>
            <param name = "startSlot">No documentation.</param>
            <param name = "numSamplers">No documentation.</param>
            <param name = "samplersOut">No documentation.</param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476441</msdn-id>
            <unmanaged>void ID3D11DeviceContext::HSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer, Optional] ID3D11SamplerState** ppSamplers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::HSGetSamplers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.HullShaderStage.GetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[])">
            <summary>
            <p>Get the constant buffers used by the hull-shader stage.</p>
            </summary>
            <param name = "startSlot">No documentation.</param>
            <param name = "numBuffers">No documentation.</param>
            <param name = "constantBuffersOut">No documentation.</param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476440</msdn-id>
            <unmanaged>void ID3D11DeviceContext::HSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::HSGetConstantBuffers</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.Multithread.MultithreadProtected">
            <summary>
            <p>Find out if multithread protection is turned on or not.</p>
            </summary>
            <msdn-id>mt644889</msdn-id>
            <unmanaged>GetMultithreadProtected</unmanaged>
            <unmanaged-short>GetMultithreadProtected</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Multithread.Enter">
            <summary>
            <p>Enter a device's critical section.</p>
            </summary>
            <remarks>
            <p>If <strong>SetMultithreadProtected</strong> is set to true, then entering a device's critical section prevents other threads from simultaneously calling that device's methods, calling DXGI methods, and calling the methods of all resource, view, shader, state, and asynchronous interfaces.</p><p>This function should be used in multithreaded applications when there is a series of graphics commands that must happen in order. This function is typically called at the beginning of the series of graphics commands, and <strong>Leave</strong> is typically called after those graphics commands.</p>
            </remarks>
            <msdn-id>mt644887</msdn-id>
            <unmanaged>void ID3D11Multithread::Enter()</unmanaged>
            <unmanaged-short>ID3D11Multithread::Enter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Multithread.Leave">
            <summary>
            <p>Leave a device's critical section.</p>
            </summary>
            <remarks>
            <p>This function is typically used in multithreaded applications when there is a series of graphics commands  that must happen in order. <strong>Enter</strong> is typically called at the beginning of a series of graphics commands, and this function is typically  called after those graphics commands.</p>
            </remarks>
            <msdn-id>mt644890</msdn-id>
            <unmanaged>void ID3D11Multithread::Leave()</unmanaged>
            <unmanaged-short>ID3D11Multithread::Leave</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Multithread.SetMultithreadProtected(SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>Turns multithread protection on or off.</p>
            </summary>
            <param name = "bMTProtect"><dd>  <p>Set to true to turn multithread protection on, false to turn it off.</p> </dd></param>
            <returns><p>True if multithread protection was already turned on prior to calling this method, false otherwise. </p></returns>
            <msdn-id>mt644891</msdn-id>
            <unmanaged>BOOL ID3D11Multithread::SetMultithreadProtected([In] BOOL bMTProtect)</unmanaged>
            <unmanaged-short>ID3D11Multithread::SetMultithreadProtected</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.Multithread.GetMultithreadProtected">
            <summary>
            <p>Find out if multithread protection is turned on or not.</p>
            </summary>
            <returns><p>Returns true if multithread protection is turned on, false otherwise. </p></returns>
            <msdn-id>mt644889</msdn-id>
            <unmanaged>BOOL ID3D11Multithread::GetMultithreadProtected()</unmanaged>
            <unmanaged-short>ID3D11Multithread::GetMultithreadProtected</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.FrontfacingDefaultValue">
            <summary>Constant FrontfacingDefaultValue</summary>
            <unmanaged>D3D11_PS_FRONTFACING_DEFAULT_VALUE</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.FrontfacingFalseValue">
            <summary>Constant FrontfacingFalseValue</summary>
            <unmanaged>D3D11_PS_FRONTFACING_FALSE_VALUE</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.FrontfacingTrueValue">
            <summary>Constant FrontfacingTrueValue</summary>
            <unmanaged>D3D11_PS_FRONTFACING_TRUE_VALUE</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.InputRegisterComponents">
            <summary>Constant InputRegisterComponents</summary>
            <unmanaged>D3D11_PS_INPUT_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.InputRegisterComponentBitCount">
            <summary>Constant InputRegisterComponentBitCount</summary>
            <unmanaged>D3D11_PS_INPUT_REGISTER_COMPONENT_BIT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.InputRegisterCount">
            <summary>Constant InputRegisterCount</summary>
            <unmanaged>D3D11_PS_INPUT_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.InputRegisterReadsPerInst">
            <summary>Constant InputRegisterReadsPerInst</summary>
            <unmanaged>D3D11_PS_INPUT_REGISTER_READS_PER_INST</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.InputRegisterReadPorts">
            <summary>Constant InputRegisterReadPorts</summary>
            <unmanaged>D3D11_PS_INPUT_REGISTER_READ_PORTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.LegacyPixelCenterFractionalComponent">
            <summary>Constant LegacyPixelCenterFractionalComponent</summary>
            <unmanaged>D3D11_PS_LEGACY_PIXEL_CENTER_FRACTIONAL_COMPONENT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.OutputDepthRegisterComponents">
            <summary>Constant OutputDepthRegisterComponents</summary>
            <unmanaged>D3D11_PS_OUTPUT_DEPTH_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.OutputDepthRegisterComponentBitCount">
            <summary>Constant OutputDepthRegisterComponentBitCount</summary>
            <unmanaged>D3D11_PS_OUTPUT_DEPTH_REGISTER_COMPONENT_BIT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.OutputDepthRegisterCount">
            <summary>Constant OutputDepthRegisterCount</summary>
            <unmanaged>D3D11_PS_OUTPUT_DEPTH_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.OutputMaskRegisterComponents">
            <summary>Constant OutputMaskRegisterComponents</summary>
            <unmanaged>D3D11_PS_OUTPUT_MASK_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.OutputMaskRegisterComponentBitCount">
            <summary>Constant OutputMaskRegisterComponentBitCount</summary>
            <unmanaged>D3D11_PS_OUTPUT_MASK_REGISTER_COMPONENT_BIT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.OutputMaskRegisterCount">
            <summary>Constant OutputMaskRegisterCount</summary>
            <unmanaged>D3D11_PS_OUTPUT_MASK_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.OutputRegisterComponents">
            <summary>Constant OutputRegisterComponents</summary>
            <unmanaged>D3D11_PS_OUTPUT_REGISTER_COMPONENTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.OutputRegisterComponentBitCount">
            <summary>Constant OutputRegisterComponentBitCount</summary>
            <unmanaged>D3D11_PS_OUTPUT_REGISTER_COMPONENT_BIT_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.OutputRegisterCount">
            <summary>Constant OutputRegisterCount</summary>
            <unmanaged>D3D11_PS_OUTPUT_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.PixelCenterFractionalComponent">
            <summary>Constant PixelCenterFractionalComponent</summary>
            <unmanaged>D3D11_PS_PIXEL_CENTER_FRACTIONAL_COMPONENT</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Bind an array of shader resources to the pixel shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - 1).</p> </dd></param>
            <param name = "numViews"><dd>  <p>Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to set to the device.</p> </dd></param>
            <remarks>
            <p>If an overlapping resource view is already bound to an output slot, such as a rendertarget, then this API will fill the destination shader resource slot with <strong><c>null</c></strong>.</p><p>For information about creating shader-resource views, see <strong>ID3D11Device::CreateShaderResourceView</strong>.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476473</msdn-id>
            <unmanaged>void ID3D11DeviceContext::PSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] const ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::PSSetShaderResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShaderStage.SetShader(SharpDX.Direct3D11.PixelShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)">
            <summary>
            <p>Sets a pixel shader to the device.</p>
            </summary>
            <param name = "pixelShaderRef"><dd>  <p> Pointer to a pixel shader (see <strong><see cref = "T:SharpDX.Direct3D11.PixelShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage. </p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p> A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces. </p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p><p> Set ppClassInstances to <strong><c>null</c></strong> if no interfaces are used in the shader. If it is not <strong><c>null</c></strong>, the number of class instances must match the number of interfaces used in the shader. Furthermore, each interface reference must have a corresponding class instance or the assigned shader will be disabled. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476472</msdn-id>
            <unmanaged>void ID3D11DeviceContext::PSSetShader([In, Optional] ID3D11PixelShader* pPixelShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::PSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShaderStage.SetShader(SharpDX.Direct3D11.PixelShader,SharpDX.ComArray{SharpDX.Direct3D11.ClassInstance},System.Int32)">
            <summary>
            <p>Sets a pixel shader to the device.</p>
            </summary>
            <param name = "pixelShaderRef"><dd>  <p> Pointer to a pixel shader (see <strong><see cref = "T:SharpDX.Direct3D11.PixelShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage. </p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p> A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces. </p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p><p> Set ppClassInstances to <strong><c>null</c></strong> if no interfaces are used in the shader. If it is not <strong><c>null</c></strong>, the number of class instances must match the number of interfaces used in the shader. Furthermore, each interface reference must have a corresponding class instance or the assigned shader will be disabled. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476472</msdn-id>
            <unmanaged>void ID3D11DeviceContext::PSSetShader([In, Optional] ID3D11PixelShader* pPixelShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::PSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShaderStage.SetShader(System.IntPtr,System.IntPtr,System.Int32)">
            <summary>
            <p>Sets a pixel shader to the device.</p>
            </summary>
            <param name = "pixelShaderRef"><dd>  <p> Pointer to a pixel shader (see <strong><see cref = "T:SharpDX.Direct3D11.PixelShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage. </p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p> A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces. </p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p><p> Set ppClassInstances to <strong><c>null</c></strong> if no interfaces are used in the shader. If it is not <strong><c>null</c></strong>, the number of class instances must match the number of interfaces used in the shader. Furthermore, each interface reference must have a corresponding class instance or the assigned shader will be disabled. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476472</msdn-id>
            <unmanaged>void ID3D11DeviceContext::PSSetShader([In, Optional] ID3D11PixelShader* pPixelShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::PSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShaderStage.SetSamplers(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Set an array of sampler states to the pixel shader pipeline stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting samplers to (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - 1).</p> </dd></param>
            <param name = "numSamplers"><dd>  <p>Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "samplersOut"><dd>  <p>Pointer to an array of sampler-state interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.SamplerState"/></strong>). See Remarks.</p> </dd></param>
            <remarks>
            <p>Any sampler may be set to <strong><c>null</c></strong>; this invokes the default state, which is defined to be the following.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>Filter</td><td>D3D11_FILTER_MIN_MAG_MIP_LINEAR</td></tr> <tr><td>AddressU</td><td>D3D11_TEXTURE_ADDRESS_CLAMP</td></tr> <tr><td>AddressV</td><td>D3D11_TEXTURE_ADDRESS_CLAMP</td></tr> <tr><td>AddressW</td><td>D3D11_TEXTURE_ADDRESS_CLAMP</td></tr> <tr><td>MipLODBias</td><td>0</td></tr> <tr><td>MaxAnisotropy</td><td>1</td></tr> <tr><td>ComparisonFunc</td><td>D3D11_COMPARISON_NEVER</td></tr> <tr><td>BorderColor[0]</td><td>1.0f</td></tr> <tr><td>BorderColor[1]</td><td>1.0f</td></tr> <tr><td>BorderColor[2]</td><td>1.0f</td></tr> <tr><td>BorderColor[3]</td><td>1.0f</td></tr> <tr><td>MinLOD</td><td>-FLT_MAX</td></tr> <tr><td>MaxLOD</td><td>FLT_MAX</td></tr> </table><p>?</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476471</msdn-id>
            <unmanaged>void ID3D11DeviceContext::PSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer, Optional] const ID3D11SamplerState** ppSamplers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::PSSetSamplers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShaderStage.SetConstantBuffers(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p> Sets the constant buffers used by the pixel shader pipeline stage. </p>
            </summary>
            <param name = "startSlot"><dd>  <p> Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to <strong><see cref = "!:ConstantBufferApiSlotCount"/></strong> - 1). </p> </dd></param>
            <param name = "numBuffers"><dd>  <p> Number of buffers to set (ranges from 0 to <strong><see cref = "!:ConstantBufferApiSlotCount"/></strong> - <em>StartSlot</em>). </p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p> Array of constant buffers (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) being given to the device. </p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p> The Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems, can bind a larger number of <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants ? 4*32-bit components each). When you bind such a large buffer, the shader can access only the first 4096 4*32-bit component constants in the buffer, as if 4096 constants is the full size of the buffer. </p><p> To enable the shader to access other parts of the buffer, call <strong>PSSetConstantBuffers1</strong> instead of <strong>PSSetConstantBuffers</strong>. <strong>PSSetConstantBuffers1</strong> has additional parameters <em>pFirstConstant</em> and <em>pNumConstants</em>. </p>
            </remarks>
            <msdn-id>ff476470</msdn-id>
            <unmanaged>void ID3D11DeviceContext::PSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::PSSetConstantBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShaderStage.GetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D11.ShaderResourceView[])">
            <summary>
            <p>Bind an array of shader resources to the pixel shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - 1).</p> </dd></param>
            <param name = "numViews"><dd>  <p>Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to set to the device.</p> </dd></param>
            <remarks>
            <p>If an overlapping resource view is already bound to an output slot, such as a rendertarget, then this API will fill the destination shader resource slot with <strong><c>null</c></strong>.</p><p>For information about creating shader-resource views, see <strong>ID3D11Device::CreateShaderResourceView</strong>.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476473</msdn-id>
            <unmanaged>void ID3D11DeviceContext::PSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer, Optional] ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::PSGetShaderResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShaderStage.GetShader(SharpDX.Direct3D11.PixelShader@,SharpDX.Direct3D11.ClassInstance[],System.Int32@)">
            <summary>
            <p> Get the pixel shader currently set on the device. </p>
            </summary>
            <param name = "pixelShaderOut"><dd>  <p> Address of a reference to a pixel shader (see <strong><see cref = "T:SharpDX.Direct3D11.PixelShader"/></strong>) to be returned by the method. </p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p> Pointer to an array of class instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). </p> </dd></param>
            <param name = "numClassInstancesRef"><dd>  <p> The number of class-instance elements in the array. </p> </dd></param>
            <remarks>
            <p> Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed, to avoid memory leaks. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476468</msdn-id>
            <unmanaged>void ID3D11DeviceContext::PSGetShader([Out, Optional] ID3D11PixelShader** ppPixelShader,[Out, Buffer, Optional] ID3D11ClassInstance** ppClassInstances,[InOut] unsigned int* pNumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::PSGetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShaderStage.GetSamplers(System.Int32,System.Int32,SharpDX.Direct3D11.SamplerState[])">
            <summary>
            <p>Get an array of sampler states from the pixel shader pipeline stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into a zero-based array to begin getting samplers from (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - 1).</p> </dd></param>
            <param name = "numSamplers"><dd>  <p>Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "samplersOut"><dd>  <p>Arry of sampler-state interface references (see <strong><see cref = "T:SharpDX.Direct3D11.SamplerState"/></strong>) to be returned by the device.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476467</msdn-id>
            <unmanaged>void ID3D11DeviceContext::PSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer, Optional] ID3D11SamplerState** ppSamplers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::PSGetSamplers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShaderStage.GetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[])">
            <summary>
            <p>Get the constant buffers used by the pixel shader pipeline stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd>  <p>Number of buffers to retrieve (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p>Array of constant buffer interface references (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) to be returned by the method.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476466</msdn-id>
            <unmanaged>void ID3D11DeviceContext::PSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::PSGetConstantBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RefDefaultTrackingOptions.SetTrackingOptions(System.Int32,System.Int32)">
            <summary>
            <p> Sets graphics processing unit (GPU) debug reference default tracking options for specific resource types. </p>
            </summary>
            <param name = "resourceTypeFlags"><dd> <p> A <strong><see cref = "T:SharpDX.Direct3D11.ShaderTrackingResourceType"/></strong>-typed value that specifies the type of resource to track. </p> </dd></param>
            <param name = "options"><dd> <p>A combination of <strong>D3D11_SHADER_TRACKING_OPTIONS</strong>-typed flags that are combined by using a bitwise <strong>OR</strong> operation. The resulting value identifies tracking options. If a flag is present, the tracking option that the flag represents is set to "on"; otherwise the tracking option is set to "off."</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 11 return codes. </p></returns>
            <remarks>
            <p> This API requires the Windows Software Development Kit (SDK) for Windows?8. </p>
            </remarks>
            <msdn-id>hh446834</msdn-id>
            <unmanaged>HRESULT ID3D11RefDefaultTrackingOptions::SetTrackingOptions([In] unsigned int ResourceTypeFlags,[In] unsigned int Options)</unmanaged>
            <unmanaged-short>ID3D11RefDefaultTrackingOptions::SetTrackingOptions</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.RefTrackingOptions.SetTrackingOptions(System.Int32)">
            <summary>
            <p>Sets graphics processing unit (GPU) debug reference tracking options.</p>
            </summary>
            <param name = "uOptions"><dd> <p>A combination of <strong>D3D11_SHADER_TRACKING_OPTIONS</strong>-typed flags that are combined by using a bitwise <strong>OR</strong> operation. The resulting value identifies tracking options. If a flag is present, the tracking option that the flag represents is set to "on"; otherwise the tracking option is set to "off."</p> </dd></param>
            <returns><p>This method returns one of the Direct3D 11 return codes.</p></returns>
            <remarks>
            <p>This API requires the Windows Software Development Kit (SDK) for Windows?8.</p>
            </remarks>
            <msdn-id>hh446838</msdn-id>
            <unmanaged>HRESULT ID3D11RefTrackingOptions::SetTrackingOptions([In] unsigned int uOptions)</unmanaged>
            <unmanaged-short>ID3D11RefTrackingOptions::SetTrackingOptions</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.SwitchToRef.UseRef">
            <summary>
            <strong>Note</strong>??The <strong><see cref = "T:SharpDX.Direct3D11.SwitchToRef"/></strong> interface and its methods are not supported in Direct3D 11.?
            </summary>
            <msdn-id>ff476631</msdn-id>
            <unmanaged>GetUseRef</unmanaged>
            <unmanaged-short>GetUseRef</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.SwitchToRef.SetUseRef(SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <strong>Note</strong>??The <strong><see cref = "T:SharpDX.Direct3D11.SwitchToRef"/></strong> interface and its methods are not supported in Direct3D 11.?
            </summary>
            <param name = "useRef">No documentation.</param>
            <returns><p>Reserved.</p></returns>
            <msdn-id>ff476632</msdn-id>
            <unmanaged>BOOL ID3D11SwitchToRef::SetUseRef([In] BOOL UseRef)</unmanaged>
            <unmanaged-short>ID3D11SwitchToRef::SetUseRef</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.SwitchToRef.GetUseRef">
            <summary>
            <strong>Note</strong>??The <strong><see cref = "T:SharpDX.Direct3D11.SwitchToRef"/></strong> interface and its methods are not supported in Direct3D 11.?
            </summary>
            <returns><p>Reserved.</p></returns>
            <msdn-id>ff476631</msdn-id>
            <unmanaged>BOOL ID3D11SwitchToRef::GetUseRef()</unmanaged>
            <unmanaged-short>ID3D11SwitchToRef::GetUseRef</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.TracingDevice.SetShaderTrackingOptionsByType(System.Int32,System.Int32)">
            <summary>
            <p>Sets the reference rasterizer's default race-condition tracking options for the specified resource types.</p>
            </summary>
            <param name = "resourceTypeFlags"><dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.ShaderTrackingResourceType"/></strong>-typed value that specifies the type of resource to track. </p> </dd></param>
            <param name = "options"><dd> <p>A combination of <strong>D3D11_SHADER_TRACKING_OPTIONS</strong>-typed flags that are combined by using a bitwise <strong>OR</strong> operation. The resulting value identifies tracking options. If a flag is present, the tracking option that the flag represents is set to "on," otherwise the tracking option is set to "off."</p> </dd></param>
            <returns><p>This method returns one of the Direct3D 11 return codes.</p></returns>
            <remarks>
            <p>This API requires the Windows Software Development Kit (SDK) for Windows?8.</p>
            </remarks>
            <msdn-id>hh446874</msdn-id>
            <unmanaged>HRESULT ID3D11TracingDevice::SetShaderTrackingOptionsByType([In] unsigned int ResourceTypeFlags,[In] unsigned int Options)</unmanaged>
            <unmanaged-short>ID3D11TracingDevice::SetShaderTrackingOptionsByType</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.TracingDevice.SetShaderTrackingOptions(SharpDX.IUnknown,System.Int32)">
            <summary>
            <p>Sets the reference rasterizer's race-condition tracking options for a specific shader.</p>
            </summary>
            <param name = "shaderRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.IUnknown"/></strong> interface of a shader.</p> </dd></param>
            <param name = "options"><dd> <p>A combination of <strong>D3D11_SHADER_TRACKING_OPTIONS</strong>-typed flags that are combined by using a bitwise <strong>OR</strong> operation. The resulting value identifies tracking options. If a flag is present, the tracking option that the flag represents is set to "on"; otherwise the tracking option is set to "off."</p> </dd></param>
            <returns><p>This method returns one of the Direct3D 11 return codes.</p></returns>
            <remarks>
            <strong>Note</strong>??After a call to <strong>SetShaderTrackingOptions</strong>, the tracking options that the  <em>Options</em> parameter specifies are set for all calls by the shader that the  <em>pShader</em> parameter specifies, until the next call to <strong>SetShaderTrackingOptions</strong>. If you set a flag that is specific to unordered access views (UAV) (for example, <strong>D3D11_SHADER_TRACKING_OPTION_UAV_SPECIFIC_FLAGS</strong>) in the <em>Options</em> parameter for a compute shader, <strong>SetShaderTrackingOptions</strong> ignores it.?<strong>Note</strong>??This API requires the Windows Software Development Kit (SDK) for Windows?8.?
            </remarks>
            <msdn-id>hh446871</msdn-id>
            <unmanaged>HRESULT ID3D11TracingDevice::SetShaderTrackingOptions([In] IUnknown* pShader,[In] unsigned int Options)</unmanaged>
            <unmanaged-short>ID3D11TracingDevice::SetShaderTrackingOptions</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.UserDefinedAnnotation.Status">
            <summary>
            <p>Determines whether the calling application is running under a Microsoft Direct3D profiling tool.</p>
            </summary>
            <remarks>
            <p>You can call <strong>GetStatus</strong> to determine whether your application is running under a Direct3D profiling tool before you make further calls to other methods of the <strong><see cref = "T:SharpDX.Direct3D11.UserDefinedAnnotation"/></strong> interface. For example, the <strong>ID3DUserDefinedAnnotation::BeginEvent</strong> and <strong>ID3DUserDefinedAnnotation::EndEvent</strong> methods have no effect if the calling application is not running under an enabled Direct3D profiling tool. Therefore, you do not need to call these methods unless your application is running under a Direct3D profiling tool.</p>
            </remarks>
            <msdn-id>hh446889</msdn-id>
            <unmanaged>GetStatus</unmanaged>
            <unmanaged-short>GetStatus</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.UserDefinedAnnotation.BeginEvent(System.String)">
            <summary>
            <p>Marks the beginning of a section of event code.</p>
            </summary>
            <param name = "name"><dd> <p>A <strong><c>null</c></strong>-terminated <strong>UNICODE</strong> string that contains the name of the event. The name is not relevant to the operating system. You can choose a name that is meaningful when the calling application is running under the Direct3D profiling tool.A <strong><c>null</c></strong> reference produces undefined results.</p> </dd></param>
            <returns><p>Returns the number of previous calls to <strong>BeginEvent</strong> that have not yet been finalized by calls to the <strong>ID3DUserDefinedAnnotation::EndEvent</strong> method.</p><p>The return value is ?1 if the calling application is not running under a Direct3D profiling tool.</p></returns>
            <remarks>
            <p>You call the <strong>EndEvent</strong> method to mark the end of the section of event code.</p><p>A user can visualize the event when the calling application is running under an enabled Direct3D profiling tool such as Microsoft Visual Studio Ultimate?2012.</p><p><strong>BeginEvent</strong> has no effect if the calling application is not running under an enabled Direct3D profiling tool.</p>
            </remarks>
            <msdn-id>hh446884</msdn-id>
            <unmanaged>int ID3DUserDefinedAnnotation::BeginEvent([In] const wchar_t* Name)</unmanaged>
            <unmanaged-short>ID3DUserDefinedAnnotation::BeginEvent</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.UserDefinedAnnotation.EndEvent">
            <summary>
            <p>Marks the end of a section of event code.</p>
            </summary>
            <returns><p>Returns the number of previous calls to the <strong>ID3DUserDefinedAnnotation::BeginEvent</strong> method that have not yet been finalized by calls to <strong>EndEvent</strong>.</p><p>The return value is ?1 if the calling application is not running under a Direct3D profiling tool.</p></returns>
            <remarks>
            <p>You call the <strong>BeginEvent</strong> method to mark the beginning of the section of event code.</p><p>A user can visualize the event when the calling application is running under an enabled Direct3D profiling tool such as Microsoft Visual Studio Ultimate?2012.</p><p><strong>EndEvent</strong> has no effect if the calling application is not running under an enabled Direct3D profiling tool.</p>
            </remarks>
            <msdn-id>hh446886</msdn-id>
            <unmanaged>int ID3DUserDefinedAnnotation::EndEvent()</unmanaged>
            <unmanaged-short>ID3DUserDefinedAnnotation::EndEvent</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.UserDefinedAnnotation.SetMarker(System.String)">
            <summary>
            <p>Marks a single point of execution in code.</p>
            </summary>
            <param name = "name"><dd> <p>A <strong><c>null</c></strong>-terminated <strong>UNICODE</strong> string that contains the name of the marker. The name is not relevant to the operating system. You can choose a name that is meaningful when the calling application is running under the Direct3D profiling tool.A <strong><c>null</c></strong> reference produces undefined results.</p> </dd></param>
            <remarks>
            <p>A user can visualize the marker when the calling application is running under an enabled Direct3D profiling tool such as Microsoft Visual Studio Ultimate?2012.</p><p><strong>SetMarker</strong> has no effect if the calling application is not running under an enabled Direct3D profiling tool.</p>
            </remarks>
            <msdn-id>hh446898</msdn-id>
            <unmanaged>void ID3DUserDefinedAnnotation::SetMarker([In] const wchar_t* Name)</unmanaged>
            <unmanaged-short>ID3DUserDefinedAnnotation::SetMarker</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.UserDefinedAnnotation.GetStatus">
            <summary>
            <p>Determines whether the calling application is running under a Microsoft Direct3D profiling tool.</p>
            </summary>
            <returns><p>The return value is nonzero if the calling application is running under a Direct3D profiling tool such as Visual Studio Ultimate?2012, and zero otherwise.</p></returns>
            <remarks>
            <p>You can call <strong>GetStatus</strong> to determine whether your application is running under a Direct3D profiling tool before you make further calls to other methods of the <strong><see cref = "T:SharpDX.Direct3D11.UserDefinedAnnotation"/></strong> interface. For example, the <strong>ID3DUserDefinedAnnotation::BeginEvent</strong> and <strong>ID3DUserDefinedAnnotation::EndEvent</strong> methods have no effect if the calling application is not running under an enabled Direct3D profiling tool. Therefore, you do not need to call these methods unless your application is running under a Direct3D profiling tool.</p>
            </remarks>
            <msdn-id>hh446889</msdn-id>
            <unmanaged>BOOL ID3DUserDefinedAnnotation::GetStatus()</unmanaged>
            <unmanaged-short>ID3DUserDefinedAnnotation::GetStatus</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShaderStage.SetConstantBuffers(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Sets the constant buffers used by the vertex shader pipeline stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p> Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to <strong><see cref = "!:ConstantBufferApiSlotCount"/></strong> - 1). </p> </dd></param>
            <param name = "numBuffers"><dd>  <p> Number of buffers to set (ranges from 0 to <strong><see cref = "!:ConstantBufferApiSlotCount"/></strong> - <em>StartSlot</em>). </p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p> Array of constant buffers (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) being given to the device. </p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p> The Direct3D 11.1 runtime, which is available starting with Windows?8, can bind a larger number of <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> resources to the shader than the maximum constant buffer size that is supported by shaders (4096 constants ? 4*32-bit components each).  When you bind such a large buffer, the shader can access only the first 4096 4*32-bit component constants in the buffer, as if 4096 constants is the full size of the buffer. </p><p> If the application wants the shader to access other parts of the buffer, it must call the <strong>VSSetConstantBuffers1</strong> method instead. </p><p><strong>Windows?Phone?8: </strong> This API is supported. </p>
            </remarks>
            <msdn-id>ff476491</msdn-id>
            <unmanaged>void ID3D11DeviceContext::VSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D11Buffer** ppConstantBuffers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::VSSetConstantBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShaderStage.SetShader(SharpDX.Direct3D11.VertexShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)">
            <summary>
            <p>Set a vertex shader to the device.</p>
            </summary>
            <param name = "vertexShaderRef"><dd>  <p>Pointer to a vertex shader (see <strong><see cref = "T:SharpDX.Direct3D11.VertexShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces.</p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p>
            </remarks>
            <msdn-id>ff476493</msdn-id>
            <unmanaged>void ID3D11DeviceContext::VSSetShader([In, Optional] ID3D11VertexShader* pVertexShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::VSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShaderStage.SetShader(SharpDX.Direct3D11.VertexShader,SharpDX.ComArray{SharpDX.Direct3D11.ClassInstance},System.Int32)">
            <summary>
            <p>Set a vertex shader to the device.</p>
            </summary>
            <param name = "vertexShaderRef"><dd>  <p>Pointer to a vertex shader (see <strong><see cref = "T:SharpDX.Direct3D11.VertexShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces.</p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p>
            </remarks>
            <msdn-id>ff476493</msdn-id>
            <unmanaged>void ID3D11DeviceContext::VSSetShader([In, Optional] ID3D11VertexShader* pVertexShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::VSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShaderStage.SetShader(System.IntPtr,System.IntPtr,System.Int32)">
            <summary>
            <p>Set a vertex shader to the device.</p>
            </summary>
            <param name = "vertexShaderRef"><dd>  <p>Pointer to a vertex shader (see <strong><see cref = "T:SharpDX.Direct3D11.VertexShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>A reference to an array of class-instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>). Each interface used by a shader must have a corresponding class instance or the shader will get disabled. Set ppClassInstances to <strong><c>null</c></strong> if the shader does not use any interfaces.</p> </dd></param>
            <param name = "numClassInstances"><dd>  <p>The number of class-instance interfaces in the array.</p> </dd></param>
            <remarks>
            <p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p><p>The maximum number of instances a shader can have is 256.</p>
            </remarks>
            <msdn-id>ff476493</msdn-id>
            <unmanaged>void ID3D11DeviceContext::VSSetShader([In, Optional] ID3D11VertexShader* pVertexShader,[In, Buffer, Optional] const ID3D11ClassInstance** ppClassInstances,[In] unsigned int NumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::VSSetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Bind an array of shader resources to the vertex-shader stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting shader resources to (range is from 0 to <see cref = "!:InputResourceSlotCount"/> - 1).</p> </dd></param>
            <param name = "numViews"><dd>  <p>Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (range is from 0 to <see cref = "!:InputResourceSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to set to the device.</p> </dd></param>
            <remarks>
            <p>If an overlapping resource view is already bound to an output slot, such as a rendertarget, then this API will fill the destination shader resource slot with <strong><c>null</c></strong>.</p><p>For information about creating shader-resource views, see <strong>ID3D11Device::CreateShaderResourceView</strong>.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476494</msdn-id>
            <unmanaged>void ID3D11DeviceContext::VSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] const ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::VSSetShaderResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShaderStage.SetSamplers(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Set an array of sampler states to the vertex shader pipeline stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin setting samplers to (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - 1).</p> </dd></param>
            <param name = "numSamplers"><dd>  <p>Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "samplersOut"><dd>  <p>Pointer to an array of sampler-state interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.SamplerState"/></strong>). See Remarks.</p> </dd></param>
            <remarks>
            <p>Any sampler may be set to <strong><c>null</c></strong>; this invokes the default state, which is defined to be the following.</p><pre> //Default sampler state:
            <see cref = "T:SharpDX.Direct3D11.SamplerStateDescription"/> SamplerDesc;
            SamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
            SamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
            SamplerDesc.MipLODBias = 0;
            SamplerDesc.MaxAnisotropy = 1;
            SamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
            SamplerDesc.BorderColor[0] = 1.0f;
            SamplerDesc.BorderColor[1] = 1.0f;
            SamplerDesc.BorderColor[2] = 1.0f;
            SamplerDesc.BorderColor[3] = 1.0f;
            SamplerDesc.MinLOD = -FLT_MAX;
            SamplerDesc.MaxLOD = FLT_MAX; </pre><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
            </remarks>
            <msdn-id>ff476492</msdn-id>
            <unmanaged>void ID3D11DeviceContext::VSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer, Optional] const ID3D11SamplerState** ppSamplers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::VSSetSamplers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShaderStage.GetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D11.Buffer[])">
            <summary>
            <p>Get the constant buffers used by the vertex shader pipeline stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>
            <param name = "numBuffers"><dd>  <p>Number of buffers to retrieve (ranges from 0 to <see cref = "!:ConstantBufferApiSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "constantBuffersOut"><dd>  <p>Array of constant buffer interface references (see <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong>) to be returned by the method.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476487</msdn-id>
            <unmanaged>void ID3D11DeviceContext::VSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D11Buffer** ppConstantBuffers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::VSGetConstantBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShaderStage.GetShader(SharpDX.Direct3D11.VertexShader@,SharpDX.Direct3D11.ClassInstance[],System.Int32@)">
            <summary>
            <p>Get the vertex shader currently set on the device.</p>
            </summary>
            <param name = "vertexShaderOut"><dd>  <p>Address of a reference to a vertex shader (see <strong><see cref = "T:SharpDX.Direct3D11.VertexShader"/></strong>) to be returned by the method.</p> </dd></param>
            <param name = "classInstancesOut"><dd>  <p>Pointer to an array of class instance interfaces (see <strong><see cref = "T:SharpDX.Direct3D11.ClassInstance"/></strong>).</p> </dd></param>
            <param name = "numClassInstancesRef"><dd>  <p>The number of class-instance elements in the array.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476489</msdn-id>
            <unmanaged>void ID3D11DeviceContext::VSGetShader([Out, Optional] ID3D11VertexShader** ppVertexShader,[Out, Buffer, Optional] ID3D11ClassInstance** ppClassInstances,[InOut] unsigned int* pNumClassInstances)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::VSGetShader</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShaderStage.GetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D11.ShaderResourceView[])">
            <summary>
            <p>Get the vertex shader resources.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - 1).</p> </dd></param>
            <param name = "numViews"><dd>  <p>The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to <see cref = "!:InputResourceSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to be returned by the device.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476490</msdn-id>
            <unmanaged>void ID3D11DeviceContext::VSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer, Optional] ID3D11ShaderResourceView** ppShaderResourceViews)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::VSGetShaderResources</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShaderStage.GetSamplers(System.Int32,System.Int32,SharpDX.Direct3D11.SamplerState[])">
            <summary>
            <p>Get an array of sampler states from the vertex shader pipeline stage.</p>
            </summary>
            <param name = "startSlot"><dd>  <p>Index into a zero-based array to begin getting samplers from (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - 1).</p> </dd></param>
            <param name = "numSamplers"><dd>  <p>Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to <see cref = "!:SamplerSlotCount"/> - StartSlot).</p> </dd></param>
            <param name = "samplersOut"><dd>  <p>Arry of sampler-state interface references (see <strong><see cref = "T:SharpDX.Direct3D11.SamplerState"/></strong>) to be returned by the device.</p> </dd></param>
            <remarks>
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>
            </remarks>
            <msdn-id>ff476488</msdn-id>
            <unmanaged>void ID3D11DeviceContext::VSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer, Optional] ID3D11SamplerState** ppSamplers)</unmanaged>
            <unmanaged-short>ID3D11DeviceContext::VSGetSamplers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.SubmitDecoderBuffers1(SharpDX.Direct3D11.VideoDecoder,System.Int32,SharpDX.Direct3D11.VideoDecoderBufferDescription1[])">
            <summary>
            <p>Submits one or more buffers for decoding.</p>
            </summary>
            <param name = "decoderRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoder"/></strong> interface. To get this reference, call the <strong>ID3D11VideoDevice::CreateVideoDecoder</strong> method.</p> </dd></param>
            <param name = "numBuffers"><dd>  <p>The number of buffers submitted for decoding.</p> </dd></param>
            <param name = "bufferDescRef"><dd>  <p>A reference to an array of <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderBufferDescription1"/></strong> structures. The <em>NumBuffers</em> parameter specifies the number of elements in the array. Each element in the array describes a compressed buffer for decoding.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <see cref = "F:SharpDX.Result.Ok"/>. Otherwise, it returns an <see cref = "T:SharpDX.Result"/> error code.</p></returns>
            <remarks>
            <p>This function does not honor any D3D11 predicate that may have been set. <strong><see cref = "T:SharpDX.Direct3D11.QueryDataPipelineStatistics"/></strong> will not include this function for any feature level.
            </p>
            </remarks>
            <msdn-id>dn894131</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext1::SubmitDecoderBuffers1([In] ID3D11VideoDecoder* pDecoder,[In] unsigned int NumBuffers,[In, Buffer] const D3D11_VIDEO_DECODER_BUFFER_DESC1* pBufferDesc)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::SubmitDecoderBuffers1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.GetDataForNewHardwareKey(SharpDX.Direct3D11.CryptoSession,System.Int32,System.IntPtr,System.Int64@)">
            <summary>
            <p>Allows the driver to return IHV specific information used when initializing the new hardware key.</p>
            </summary>
            <param name = "cryptoSessionRef"><dd>  <p>A reference to the <see cref = "T:SharpDX.Direct3D11.CryptoSession"/> interface.  To get this reference, call <strong>ID3D11VideoDevice1::CreateCryptoSession</strong>.</p> </dd></param>
            <param name = "privateInputSize"><dd>  <p>The size of the memory referenced by the <em>pPrivateInputData</em> parameter.</p> </dd></param>
            <param name = "privatInputDataRef"><dd>  <p>The private input data. The contents of this parameter is defined by the implementation of the secure execution environment. It may contain data about the license or about the stream properties.</p> </dd></param>
            <param name = "privateOutputDataRef"><dd>  <p>A reference to the private output data. The return data is defined by the implementation of the secure execution environment. It may contain graphics-specific data to be associated with the underlying hardware key.</p> </dd></param>
            <returns><p>This method returns one of the following error codes.</p><table> <tr><td><see cref = "F:SharpDX.Result.Ok"/></td><td>The operation completed successfully.</td></tr> <tr><td>E_OUTOFMEMORY</td><td>There is insufficient memory to complete the operation.</td></tr> </table><p>?</p></returns>
            <msdn-id>dn894130</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext1::GetDataForNewHardwareKey([In] ID3D11CryptoSession* pCryptoSession,[In] unsigned int PrivateInputSize,[In, Buffer] const void* pPrivatInputData,[Out] unsigned longlong* pPrivateOutputData)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::GetDataForNewHardwareKey</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.CheckCryptoSessionStatus(SharpDX.Direct3D11.CryptoSession,SharpDX.Direct3D11.CryptoSessionStatus@)">
            <summary>
            <p>Checks the status of a crypto session.</p>
            </summary>
            <param name = "cryptoSessionRef"><dd>  <p>Specifies a <strong><see cref = "T:SharpDX.Direct3D11.CryptoSession"/></strong> for which status is checked.</p> </dd></param>
            <param name = "statusRef"><dd>  <p>A <see cref = "T:SharpDX.Direct3D11.CryptoSessionStatus"/> that is populated with the crypto session status upon completion.</p> </dd></param>
            <returns><p>This method returns one of the following error codes.</p><table> <tr><td><see cref = "F:SharpDX.Result.Ok"/></td><td>The operation completed successfully.</td></tr> <tr><td>E_INVALIDARG</td><td>An invalid parameter was passed or this function was called using an invalid calling pattern.</td></tr> <tr><td>E_OUTOFMEMORY</td><td>There is insufficient memory to complete the operation.</td></tr> </table><p>?</p></returns>
            <msdn-id>dn894127</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext1::CheckCryptoSessionStatus([In] ID3D11CryptoSession* pCryptoSession,[Out] D3D11_CRYPTO_SESSION_STATUS* pStatus)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::CheckCryptoSessionStatus</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.DecoderEnableDownsampling(SharpDX.Direct3D11.VideoDecoder,SharpDX.DXGI.ColorSpaceType,SharpDX.Direct3D11.VideoSampleDescription,System.Int32)">
            <summary>
            <p>Indicates that decoder downsampling will be used and that the driver should allocate the appropriate reference frames.  </p>
            </summary>
            <param name = "decoderRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoder"/></strong> interface.</p> </dd></param>
            <param name = "inputColorSpace"><dd>  <p>The color space information of the reference frame data.</p> </dd></param>
            <param name = "outputDescRef"><dd>  <p>The resolution, format, and colorspace of the output/display frames.  This is the destination resolution and format of the downsample operation.</p> </dd></param>
            <param name = "referenceFrameCount"><dd>  <p>The number of reference frames to be used in the operation.</p> </dd></param>
            <returns><p>This method returns one of the following error codes.</p><table> <tr><td><see cref = "F:SharpDX.Result.Ok"/></td><td>The operation completed successfully.</td></tr> <tr><td>E_INVALIDARG</td><td>An invalid parameter was passed or this function was called using an invalid calling pattern.</td></tr> <tr><td>E_OUTOFMEMORY</td><td>There is insufficient memory to complete the operation.</td></tr> </table><p>?</p></returns>
            <remarks>
            <p>This function can only be called once for a specific <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoder"/></strong> interface. This method must be called prior to the first call to <strong>DecoderBeginFrame</strong>. To update the downsampling parameters, use <strong>DecoderUpdateDownsampling</strong>.</p>
            </remarks>
            <msdn-id>dn894128</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext1::DecoderEnableDownsampling([In] ID3D11VideoDecoder* pDecoder,[In] DXGI_COLOR_SPACE_TYPE InputColorSpace,[In] const D3D11_VIDEO_SAMPLE_DESC* pOutputDesc,[In] unsigned int ReferenceFrameCount)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::DecoderEnableDownsampling</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.DecoderUpdateDownsampling(SharpDX.Direct3D11.VideoDecoder,SharpDX.Direct3D11.VideoSampleDescription)">
            <summary>
            <p>Updates the decoder downsampling parameters.</p>
            </summary>
            <param name = "decoderRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoder"/></strong> interface.</p> </dd></param>
            <param name = "outputDescRef"><dd>  <p>The resolution, format, and colorspace of the output/display frames.  This is the destination resolution and format of the downsample operation.</p> </dd></param>
            <returns><p>This method returns one of the following error codes.</p><table> <tr><td><see cref = "F:SharpDX.Result.Ok"/></td><td>The operation completed successfully.</td></tr> <tr><td>E_INVALIDARG</td><td>An invalid parameter was passed or this function was called using an invalid calling pattern.</td></tr> <tr><td>E_OUTOFMEMORY</td><td>There is insufficient memory to complete the operation.</td></tr> </table><p>?</p></returns>
            <remarks>
            <p>This method can only be called after decode downsampling is enabled by calling <strong>DecoderEnableDownsampling</strong>. This method is only supported if the <strong>D3D11_VIDEO_DECODER_CAPS_DOWNSAMPLE_DYNAMIC</strong> capability is reported.</p>
            </remarks>
            <msdn-id>dn894129</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext1::DecoderUpdateDownsampling([In] ID3D11VideoDecoder* pDecoder,[In] const D3D11_VIDEO_SAMPLE_DESC* pOutputDesc)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::DecoderUpdateDownsampling</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.VideoProcessorSetOutputColorSpace1(SharpDX.Direct3D11.VideoProcessor,SharpDX.DXGI.ColorSpaceType)">
            <summary>
            <p>Sets the color space information for the video processor output surface.</p>
            </summary>
            <param name = "videoProcessorRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface.</p> </dd></param>
            <param name = "colorSpace"><dd>  <p>A  <strong><see cref = "T:SharpDX.DXGI.ColorSpaceType"/></strong> value that specifies the colorspace for the video processor output surface.</p> </dd></param>
            <msdn-id>dn894137</msdn-id>
            <unmanaged>void ID3D11VideoContext1::VideoProcessorSetOutputColorSpace1([In] ID3D11VideoProcessor* pVideoProcessor,[In] DXGI_COLOR_SPACE_TYPE ColorSpace)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::VideoProcessorSetOutputColorSpace1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.VideoProcessorSetOutputShaderUsage(SharpDX.Direct3D11.VideoProcessor,SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>Sets a value indicating whether the output surface from a call to <strong>ID3D11VideoContext::VideoProcessorBlt</strong> will be read by Direct3D shaders.</p>
            </summary>
            <param name = "videoProcessorRef">No documentation.</param>
            <param name = "shaderUsage">No documentation.</param>
            <msdn-id>dn894138</msdn-id>
            <unmanaged>void ID3D11VideoContext1::VideoProcessorSetOutputShaderUsage([In] ID3D11VideoProcessor* pVideoProcessor,[In] BOOL ShaderUsage)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::VideoProcessorSetOutputShaderUsage</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.VideoProcessorGetOutputColorSpace1(SharpDX.Direct3D11.VideoProcessor,SharpDX.DXGI.ColorSpaceType@)">
            <summary>
            <p>Gets the color space information for the video processor output surface.</p>
            </summary>
            <param name = "videoProcessorRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface.</p> </dd></param>
            <param name = "colorSpaceRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.DXGI.ColorSpaceType"/></strong> value that indicates the colorspace for the video processor output surface.</p> </dd></param>
            <msdn-id>dn894133</msdn-id>
            <unmanaged>void ID3D11VideoContext1::VideoProcessorGetOutputColorSpace1([In] ID3D11VideoProcessor* pVideoProcessor,[Out] DXGI_COLOR_SPACE_TYPE* pColorSpace)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::VideoProcessorGetOutputColorSpace1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.VideoProcessorGetOutputShaderUsage(SharpDX.Direct3D11.VideoProcessor,SharpDX.Mathematics.Interop.RawBool@)">
            <summary>
            <p>Gets a value indicating whether the output surface from a call to <strong>ID3D11VideoContext::VideoProcessorBlt</strong> can be read by Direct3D shaders.</p>
            </summary>
            <param name = "videoProcessorRef">No documentation.</param>
            <param name = "shaderUsageRef">No documentation.</param>
            <msdn-id>dn894134</msdn-id>
            <unmanaged>void ID3D11VideoContext1::VideoProcessorGetOutputShaderUsage([In] ID3D11VideoProcessor* pVideoProcessor,[Out] BOOL* pShaderUsage)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::VideoProcessorGetOutputShaderUsage</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.VideoProcessorSetStreamColorSpace1(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.DXGI.ColorSpaceType)">
            <summary>
            <p>Sets the color space information for the video processor input stream.</p>
            </summary>
            <param name = "videoProcessorRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface.</p> </dd></param>
            <param name = "streamIndex"><dd>  <p>An index identifying the input stream.</p> </dd></param>
            <param name = "colorSpace"><dd>  <p>A  <strong><see cref = "T:SharpDX.DXGI.ColorSpaceType"/></strong> value that specifies the colorspace for the video processor input stream.</p> </dd></param>
            <msdn-id>dn894139</msdn-id>
            <unmanaged>void ID3D11VideoContext1::VideoProcessorSetStreamColorSpace1([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] DXGI_COLOR_SPACE_TYPE ColorSpace)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::VideoProcessorSetStreamColorSpace1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.VideoProcessorSetStreamMirror(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool,SharpDX.Mathematics.Interop.RawBool,SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>Specifies whether the video processor input stream should be flipped vertically or horizontally.</p>
            </summary>
            <param name = "videoProcessorRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface.</p> </dd></param>
            <param name = "streamIndex"><dd>  <p>An index identifying the input stream.</p> </dd></param>
            <param name = "enable"><dd>  <p>True if mirroring should be enabled; otherwise, false.</p> </dd></param>
            <param name = "flipHorizontal"><dd>  <p>True if the stream should be flipped horizontally; otherwise, false.</p> </dd></param>
            <param name = "flipVertical"><dd>  <p>True if the stream should be flipped vertically; otherwise, false.</p> </dd></param>
            <remarks>
            <p>When used in combination, transformations on the processor input stream should be applied in the following order:</p><ul> <li>Rotation</li> <li>Mirroring</li> <li>Source clipping</li> </ul>
            </remarks>
            <msdn-id>dn894140</msdn-id>
            <unmanaged>void ID3D11VideoContext1::VideoProcessorSetStreamMirror([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] BOOL Enable,[In] BOOL FlipHorizontal,[In] BOOL FlipVertical)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::VideoProcessorSetStreamMirror</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.VideoProcessorGetStreamColorSpace1(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.DXGI.ColorSpaceType@)">
            <summary>
            <p>Gets the color space information for the video processor input stream.</p>
            </summary>
            <param name = "videoProcessorRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface.</p> </dd></param>
            <param name = "streamIndex"><dd>  <p>An index identifying the input stream.</p> </dd></param>
            <param name = "colorSpaceRef"><dd>  <p>A reference to a  <strong><see cref = "T:SharpDX.DXGI.ColorSpaceType"/></strong> value that specifies the colorspace for the video processor input stream.</p> </dd></param>
            <msdn-id>dn894135</msdn-id>
            <unmanaged>void ID3D11VideoContext1::VideoProcessorGetStreamColorSpace1([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] DXGI_COLOR_SPACE_TYPE* pColorSpace)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::VideoProcessorGetStreamColorSpace1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.VideoProcessorGetStreamMirror(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.Mathematics.Interop.RawBool@,SharpDX.Mathematics.Interop.RawBool@,SharpDX.Mathematics.Interop.RawBool@)">
            <summary>
            <p>Gets values that indicate whether the video processor input stream is  being flipped vertically or horizontally.</p>
            </summary>
            <param name = "videoProcessorRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface.</p> </dd></param>
            <param name = "streamIndex"><dd>  <p>An index identifying the input stream.</p> </dd></param>
            <param name = "enableRef"><dd>  <p>A reference to a boolean value indicating whether mirroring is enabled. True if mirroring is enabled; otherwise, false.</p> </dd></param>
            <param name = "flipHorizontalRef"><dd>  <p>A reference to a boolean value indicating whether the stream is being flipped horizontally. True if the stream is being flipped horizontally; otherwise, false.</p> </dd></param>
            <param name = "flipVerticalRef"><dd>  <p>A reference to a boolean value indicating whether the stream is being flipped vertically. True if the stream is being flipped vertically; otherwise, false.</p> </dd></param>
            <msdn-id>dn894136</msdn-id>
            <unmanaged>void ID3D11VideoContext1::VideoProcessorGetStreamMirror([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] BOOL* pEnable,[Out] BOOL* pFlipHorizontal,[Out] BOOL* pFlipVertical)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::VideoProcessorGetStreamMirror</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext1.VideoProcessorGetBehaviorHints(SharpDX.Direct3D11.VideoProcessor,System.Int32,System.Int32,SharpDX.DXGI.Format,System.Int32,SharpDX.Direct3D11.VideoProcessorStreamBehaviorHint[],System.Int32@)">
            <summary>
            <p>Returns driver hints that indicate which of the video processor operations are best performed using multi-plane overlay hardware rather than <strong>ID3D11VideoContext::VideoProcessorBlt</strong> method.</p>
            </summary>
            <param name = "videoProcessorRef">No documentation.</param>
            <param name = "outputWidth">No documentation.</param>
            <param name = "outputHeight">No documentation.</param>
            <param name = "outputFormat">No documentation.</param>
            <param name = "streamCount">No documentation.</param>
            <param name = "streamsRef">No documentation.</param>
            <param name = "behaviorHintsRef">No documentation.</param>
            <returns><p>This method returns one of the following error codes.</p><table> <tr><td><see cref = "F:SharpDX.Result.Ok"/></td><td>The operation completed successfully.</td></tr> <tr><td>E_INVALIDARG</td><td>An invalid parameter was passed or this function was called using an invalid calling pattern.</td></tr> <tr><td>E_OUTOFMEMORY</td><td>There is insufficient memory to complete the operation.</td></tr> </table><p>?</p></returns>
            <remarks>
            <p>This method computes the behavior hints using the current state of the video processor as set by the "SetOutput" and "SetStream" methods of <strong><see cref = "T:SharpDX.Direct3D11.VideoContext"/></strong> and <strong><see cref = "T:SharpDX.Direct3D11.VideoContext1"/></strong>. You must set the proper state before calling this method to ensure that the returned hints contain useful data.</p>
            </remarks>
            <msdn-id>dn894132</msdn-id>
            <unmanaged>HRESULT ID3D11VideoContext1::VideoProcessorGetBehaviorHints([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int OutputWidth,[In] unsigned int OutputHeight,[In] DXGI_FORMAT OutputFormat,[In] unsigned int StreamCount,[In, Buffer] const D3D11_VIDEO_PROCESSOR_STREAM_BEHAVIOR_HINT* pStreams,[Out] unsigned int* pBehaviorHints)</unmanaged>
            <unmanaged-short>ID3D11VideoContext1::VideoProcessorGetBehaviorHints</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext2.VideoProcessorSetOutputHDRMetaData(SharpDX.Direct3D11.VideoProcessor,SharpDX.DXGI.HdrMetadataType,System.Int32,System.IntPtr)">
            <summary>
            No documentation.
            </summary>
            <param name = "videoProcessorRef">No documentation.</param>
            <param name = "type">No documentation.</param>
            <param name = "size">No documentation.</param>
            <param name = "hDRMetaDataRef">No documentation.</param>
            <unmanaged>void ID3D11VideoContext2::VideoProcessorSetOutputHDRMetaData([In] ID3D11VideoProcessor* pVideoProcessor,[In] DXGI_HDR_METADATA_TYPE Type,[In] unsigned int Size,[In, Buffer, Optional] const void* pHDRMetaData)</unmanaged>
            <unmanaged-short>ID3D11VideoContext2::VideoProcessorSetOutputHDRMetaData</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext2.VideoProcessorGetOutputHDRMetaData(SharpDX.Direct3D11.VideoProcessor,SharpDX.DXGI.HdrMetadataType@,System.Int32,System.IntPtr)">
            <summary>
            No documentation.
            </summary>
            <param name = "videoProcessorRef">No documentation.</param>
            <param name = "typeRef">No documentation.</param>
            <param name = "size">No documentation.</param>
            <param name = "metaDataRef">No documentation.</param>
            <unmanaged>void ID3D11VideoContext2::VideoProcessorGetOutputHDRMetaData([In] ID3D11VideoProcessor* pVideoProcessor,[Out] DXGI_HDR_METADATA_TYPE* pType,[In] unsigned int Size,[Out, Buffer, Optional] void* pMetaData)</unmanaged>
            <unmanaged-short>ID3D11VideoContext2::VideoProcessorGetOutputHDRMetaData</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext2.VideoProcessorSetStreamHDRMetaData(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.DXGI.HdrMetadataType,System.Int32,System.IntPtr)">
            <summary>
            No documentation.
            </summary>
            <param name = "videoProcessorRef">No documentation.</param>
            <param name = "streamIndex">No documentation.</param>
            <param name = "type">No documentation.</param>
            <param name = "size">No documentation.</param>
            <param name = "hDRMetaDataRef">No documentation.</param>
            <unmanaged>void ID3D11VideoContext2::VideoProcessorSetStreamHDRMetaData([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[In] DXGI_HDR_METADATA_TYPE Type,[In] unsigned int Size,[In, Buffer, Optional] const void* pHDRMetaData)</unmanaged>
            <unmanaged-short>ID3D11VideoContext2::VideoProcessorSetStreamHDRMetaData</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoContext2.VideoProcessorGetStreamHDRMetaData(SharpDX.Direct3D11.VideoProcessor,System.Int32,SharpDX.DXGI.HdrMetadataType@,System.Int32,System.IntPtr)">
            <summary>
            No documentation.
            </summary>
            <param name = "videoProcessorRef">No documentation.</param>
            <param name = "streamIndex">No documentation.</param>
            <param name = "typeRef">No documentation.</param>
            <param name = "size">No documentation.</param>
            <param name = "metaDataRef">No documentation.</param>
            <unmanaged>void ID3D11VideoContext2::VideoProcessorGetStreamHDRMetaData([In] ID3D11VideoProcessor* pVideoProcessor,[In] unsigned int StreamIndex,[Out] DXGI_HDR_METADATA_TYPE* pType,[In] unsigned int Size,[Out, Buffer, Optional] void* pMetaData)</unmanaged>
            <unmanaged-short>ID3D11VideoContext2::VideoProcessorGetStreamHDRMetaData</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoDecoder.DriverHandle">
            <summary>
            <p>Gets a handle to the driver.</p>
            </summary>
            <remarks>
            <p>The driver handle can be used to configure content protection.</p>
            </remarks>
            <msdn-id>hh447780</msdn-id>
            <unmanaged>GetDriverHandle</unmanaged>
            <unmanaged-short>GetDriverHandle</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDecoder.GetCreationParameters(SharpDX.Direct3D11.VideoDecoderDescription@,SharpDX.Direct3D11.VideoDecoderConfig@)">
            <summary>
            <p>Gets the parameters that were used to create the decoder.</p>
            </summary>
            <param name = "videoDescRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderDescription"/></strong> structure that receives a description of the video stream.</p> </dd></param>
            <param name = "configRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderConfig"/></strong> structure that receives the decoder configuration.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447769</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDecoder::GetCreationParameters([Out] D3D11_VIDEO_DECODER_DESC* pVideoDesc,[Out] D3D11_VIDEO_DECODER_CONFIG* pConfig)</unmanaged>
            <unmanaged-short>ID3D11VideoDecoder::GetCreationParameters</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDecoder.GetDriverHandle(System.IntPtr@)">
            <summary>
            <p>Gets a handle to the driver.</p>
            </summary>
            <param name = "driverHandleRef"><dd> <p>Receives a handle to the driver.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>The driver handle can be used to configure content protection.</p>
            </remarks>
            <msdn-id>hh447780</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDecoder::GetDriverHandle([Out] void** pDriverHandle)</unmanaged>
            <unmanaged-short>ID3D11VideoDecoder::GetDriverHandle</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoDecoderOutputView.Description">
            <summary>
            <p>Gets the properties of the video decoder output view.
            </p>
            </summary>
            <msdn-id>hh447768</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDecoderOutputView.GetDescription(SharpDX.Direct3D11.VideoDecoderOutputViewDescription@)">
            <summary>
            <p>Gets the properties of the video decoder output view.
            </p>
            </summary>
            <param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderOutputViewDescription"/></strong> structure. The method fills the structure with the view properties.</p> </dd></param>
            <msdn-id>hh447768</msdn-id>
            <unmanaged>void ID3D11VideoDecoderOutputView::GetDesc([Out] D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11VideoDecoderOutputView::GetDesc</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoDevice.VideoDecoderProfileCount">
            <summary>
            <p>Gets the number of profiles that are supported by the driver.</p>
            </summary>
            <remarks>
            <p>To enumerate the profiles, call <strong>ID3D11VideoDevice::GetVideoDecoderProfile</strong>.</p>
            </remarks>
            <msdn-id>hh447796</msdn-id>
            <unmanaged>GetVideoDecoderProfileCount</unmanaged>
            <unmanaged-short>GetVideoDecoderProfileCount</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.CreateVideoDecoder(SharpDX.Direct3D11.VideoDecoderDescription@,SharpDX.Direct3D11.VideoDecoderConfig@,SharpDX.Direct3D11.VideoDecoder@)">
            <summary>
            <p>Creates a video decoder device for Microsoft Direct3D?11.</p>
            </summary>
            <param name = "videoDescRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderDescription"/></strong> structure that describes the video stream and the decoder profile.</p> </dd></param>
            <param name = "configRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderConfig"/></strong> structure that specifies the decoder configuration.</p> </dd></param>
            <param name = "decoderOut"><dd> <p>Receives a reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoder"/></strong> interface. The caller must release the interface.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>This method allocates the necessary decoder buffers. </p><p>The <strong>ID3D11DeviceContext::ClearState</strong> method does not affect the internal state of the video decoder.</p>
            </remarks>
            <msdn-id>hh447786</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::CreateVideoDecoder([In] const D3D11_VIDEO_DECODER_DESC* pVideoDesc,[In] const D3D11_VIDEO_DECODER_CONFIG* pConfig,[Out] ID3D11VideoDecoder** ppDecoder)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::CreateVideoDecoder</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.CreateVideoProcessor(SharpDX.Direct3D11.VideoProcessorEnumerator,System.Int32,SharpDX.Direct3D11.VideoProcessor@)">
            <summary>
            <p>Creates a video processor device for Microsoft Direct3D?11.</p>
            </summary>
            <param name = "enumRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorEnumerator"/></strong> interface. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessorEnumerator</strong>.</p> </dd></param>
            <param name = "rateConversionIndex"><dd> <p>Specifies the frame-rate conversion capabilities for the video processor. The value is a zero-based index that corresponds to the <em>TypeIndex</em> parameter of the <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorRateConversionCaps</strong> method. </p> </dd></param>
            <param name = "videoProcessorOut"><dd> <p>Receives a reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessor"/></strong> interface. The caller must release the interface.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>The <strong>ID3D11DeviceContext::ClearState</strong> method does not affect the internal state of the video processor.</p>
            </remarks>
            <msdn-id>hh447788</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::CreateVideoProcessor([In] ID3D11VideoProcessorEnumerator* pEnum,[In] unsigned int RateConversionIndex,[Out] ID3D11VideoProcessor** ppVideoProcessor)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::CreateVideoProcessor</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.CreateAuthenticatedChannel(SharpDX.Direct3D11.AuthenticatedChannelType,SharpDX.Direct3D11.AuthenticatedChannel@)">
            <summary>
            <p>Creates a channel to communicate with the Microsoft Direct3D device or the graphics driver. The channel can be used to send commands and queries for content protection.</p>
            </summary>
            <param name = "channelType"><dd> <p>Specifies the type of channel, as a member of the <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedChannelType"/></strong> enumeration.</p> </dd></param>
            <param name = "authenticatedChannelOut"><dd> <p>Receives a reference to the <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedChannel"/></strong> interface. The caller must release the interface.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>If the <em>ChannelType</em> parameter is <strong>D3D11_AUTHENTICATED_CHANNEL_D3D11</strong>, the method creates a channel with the Direct3D device. This type of channel does not support authentication.</p><p>If <em>ChannelType</em> is <strong>D3D11_AUTHENTICATED_CHANNEL_DRIVER_SOFTWARE</strong> or <strong>D3D11_AUTHENTICATED_CHANNEL_DRIVER_HARDWARE</strong>, the method creates an authenticated channel with the graphics driver.</p>
            </remarks>
            <msdn-id>hh447784</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::CreateAuthenticatedChannel([In] D3D11_AUTHENTICATED_CHANNEL_TYPE ChannelType,[Out] ID3D11AuthenticatedChannel** ppAuthenticatedChannel)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::CreateAuthenticatedChannel</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.CreateCryptoSession(System.Guid,System.Nullable{System.Guid},System.Guid,SharpDX.Direct3D11.CryptoSession@)">
            <summary>
            <p>Creates a cryptographic session to encrypt video content that is sent to the graphics driver. </p>
            </summary>
            <param name = "cryptoTypeRef"><dd> <p>A reference to a <see cref = "T:System.Guid"/> that specifies the type of encryption to use. The following GUIDs are defined. </p> <table> <tr><th>Value</th><th>Meaning</th></tr> <tr><td><dl> <dt><strong>D3D11_CRYPTO_TYPE_AES128_CTR</strong></dt> </dl> </td><td> <p>128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher.</p> </td></tr> </table> <p>?</p> </dd></param>
            <param name = "decoderProfileRef"><dd> <p>A reference to a <see cref = "T:System.Guid"/> that specifies the decoding profile. For a list of possible values, see <strong>ID3D11VideoDevice::GetVideoDecoderProfile</strong>. If decoding will not be used, set this parameter to <strong><c>null</c></strong>. </p> </dd></param>
            <param name = "keyExchangeTypeRef"><dd> <p>A reference to a <see cref = "T:System.Guid"/> that specifies the type of key exchange.</p> <table> <tr><th>Value</th><th>Meaning</th></tr> <tr><td><dl> <dt><strong>D3D11_KEY_EXCHANGE_RSAES_OAEP</strong></dt> </dl> </td><td> <p>The caller will create the session key, encrypt it with RSA Encryption Scheme - Optimal Asymmetric Encryption Padding (RSAES-OAEP) by using the driver's public key, and pass the session key to the driver.</p> </td></tr> </table> <p>?</p> </dd></param>
            <param name = "cryptoSessionOut"><dd> <p>Receives a reference to the <strong><see cref = "T:SharpDX.Direct3D11.CryptoSession"/></strong> interface. The caller must release the interface.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>The <strong>ID3D11DeviceContext::ClearState</strong> method does not affect the internal state of the cryptographic session.</p>
            </remarks>
            <msdn-id>hh447785</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::CreateCryptoSession([In] const GUID* pCryptoType,[In, Optional] const GUID* pDecoderProfile,[In] const GUID* pKeyExchangeType,[Out] ID3D11CryptoSession** ppCryptoSession)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::CreateCryptoSession</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.CreateVideoDecoderOutputView(SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.VideoDecoderOutputViewDescription@,SharpDX.Direct3D11.VideoDecoderOutputView@)">
            <summary>
            <p>Creates a resource view for a video decoder, describing the output sample for the decoding operation.</p>
            </summary>
            <param name = "resourceRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong> interface of the decoder surface. The resource must be created with the <strong>D3D11_BIND_DECODER</strong> flag. See <strong><see cref = "T:SharpDX.Direct3D11.BindFlags"/></strong>.</p> </dd></param>
            <param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderOutputViewDescription"/></strong> structure that describes the view.</p> </dd></param>
            <param name = "vDOVViewOut"><dd> <p>Receives a reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderOutputView"/></strong> interface. The caller must release the interface. If this parameter is <strong><c>null</c></strong>, the method checks whether the view is supported, but does not create the view. </p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>Set the <em>ppVDOVView</em> parameter to <strong><c>null</c></strong> to test whether a view is supported.</p>
            </remarks>
            <msdn-id>hh447787</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::CreateVideoDecoderOutputView([In] ID3D11Resource* pResource,[In] const D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC* pDesc,[Out, Optional] ID3D11VideoDecoderOutputView** ppVDOVView)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::CreateVideoDecoderOutputView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.CreateVideoProcessorInputView(SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.VideoProcessorEnumerator,SharpDX.Direct3D11.VideoProcessorInputViewDescription,SharpDX.Direct3D11.VideoProcessorInputView@)">
            <summary>
            <p>Creates a resource view for a video processor, describing the input sample for the video processing operation.</p>
            </summary>
            <param name = "resourceRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong> interface of the input surface.</p> </dd></param>
            <param name = "enumRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorEnumerator"/></strong> interface that specifies the video processor. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessorEnumerator</strong>.</p> </dd></param>
            <param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorInputViewDescription"/></strong> structure that describes the view.</p> </dd></param>
            <param name = "vPIViewOut"><dd> <p>Receives a reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorInputView"/></strong> interface. The caller must release the resource. If this parameter is <strong><c>null</c></strong>, the method checks whether the view is supported, but does not create the view. </p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>Set the <em>ppVPIView</em> parameter to <strong><c>null</c></strong> to test whether a view is supported.</p><p>The surface format is given in the <strong>FourCC</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorInputViewDescription"/></strong> structure. The method fails if the video processor does not support this format as an input sample. An app must specify 0 when using 9_1, 9_2, or 9_3 feature levels. </p><p>Resources used for video processor input views must use the following bind flag combinations:</p><ul> <li>Any combination of bind flags that includes <strong>D3D11_BIND_DECODER</strong>,<strong>D3D11_BIND_VIDEO_ENCODER</strong>, <strong>D3D11_BIND_RENDER_TARGET</strong>, and <strong>D3D11_BIND_UNORDERED_ACCESS_VIEW</strong> can be used as for video processor input views (regardless of what other bind flags may be set).</li> <li>Bind flags = 0 is also allowed for a video processor input view.</li> <li>Other restrictions will apply such as:<ul> <li>No multi-sampling is allowed.</li> <li>The Texture2D must have been created using D3D11_USAGE_DEFAULT.</li> </ul> </li> </ul>
            </remarks>
            <msdn-id>hh447790</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::CreateVideoProcessorInputView([In] ID3D11Resource* pResource,[In] ID3D11VideoProcessorEnumerator* pEnum,[In] const D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC* pDesc,[Out, Optional] ID3D11VideoProcessorInputView** ppVPIView)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::CreateVideoProcessorInputView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.CreateVideoProcessorOutputView(SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.VideoProcessorEnumerator,SharpDX.Direct3D11.VideoProcessorOutputViewDescription,SharpDX.Direct3D11.VideoProcessorOutputView@)">
            <summary>
            <p>Creates a resource view for a video processor, describing the output sample for the video processing operation.</p>
            </summary>
            <param name = "resourceRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.Resource"/></strong> interface of the output surface. The resource must be created with the <strong>D3D11_BIND_RENDER_TARGET</strong> flag. See <strong><see cref = "T:SharpDX.Direct3D11.BindFlags"/></strong>.</p> </dd></param>
            <param name = "enumRef"><dd> <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorEnumerator"/></strong> interface that specifies the video processor. To get this reference, call <strong>ID3D11VideoDevice::CreateVideoProcessorEnumerator</strong>.</p> </dd></param>
            <param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorOutputViewDescription"/></strong> structure that describes the view.</p> </dd></param>
            <param name = "vPOViewOut"><dd> <p>Receives a reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorOutputView"/></strong> interface. The caller must release the resource. If this parameter is <strong><c>null</c></strong>, the method checks whether the view is supported, but does not create the view. </p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>Set the <em>ppVPOView</em> parameter to <strong><c>null</c></strong> to test whether a view is supported.</p><p>Resources used for video processor output views must use the following <strong><see cref = "T:SharpDX.Direct3D11.BindFlags"/></strong> combinations:</p><ul> <li> <strong>D3D11_BIND_RENDER_TARGET</strong> indicates that it can be used for a video processor output view. The following bind flags are allowed to be set with <strong>D3D11_BIND_RENDER_TARGET</strong>:<ul> <li> <strong>D3D11_BIND_VIDEO_ENCODER</strong> </li> <li> <strong>D3D11_BIND_SHADER_RESOURCE</strong> </li> </ul> </li> <li>Other restrictions will apply such as:<ul> <li>No multi-sampling is allowed.</li> <li>The Texture2D must have been created using D3D11_USAGE_DEFAULT.</li> </ul> </li> <li>Some YUV formats can be supported as a video processor output view, but might not be supported as a 3D render target.  D3D11 will allow the <strong>D3D11_BIND_RENDER_TARGET</strong> flag for these formats, but <strong>CreateRenderTargetView</strong> will not be allowed for these formats.</li> </ul><p>If stereo output is enabled, the output view must have 2 array elements.  Otherwise, it must only have a single array element.</p>
            </remarks>
            <msdn-id>hh447791</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::CreateVideoProcessorOutputView([In] ID3D11Resource* pResource,[In] ID3D11VideoProcessorEnumerator* pEnum,[In] const D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC* pDesc,[Out, Optional] ID3D11VideoProcessorOutputView** ppVPOView)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::CreateVideoProcessorOutputView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.CreateVideoProcessorEnumerator(SharpDX.Direct3D11.VideoProcessorContentDescription@,SharpDX.Direct3D11.VideoProcessorEnumerator@)">
            <summary>
            <p>Enumerates the video processor capabilities of the driver.</p>
            </summary>
            <param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorContentDescription"/></strong> structure that describes the video content.</p> </dd></param>
            <param name = "enumOut"><dd> <p>Receives a reference to the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorEnumerator"/></strong> interface. The caller must release the interface.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>To create the video processor device, pass the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorEnumerator"/></strong> reference to the <strong>ID3D11VideoDevice::CreateVideoProcessor</strong> method.</p>
            </remarks>
            <msdn-id>hh447789</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::CreateVideoProcessorEnumerator([In] const D3D11_VIDEO_PROCESSOR_CONTENT_DESC* pDesc,[Out] ID3D11VideoProcessorEnumerator** ppEnum)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::CreateVideoProcessorEnumerator</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.GetVideoDecoderProfileCount">
            <summary>
            <p>Gets the number of profiles that are supported by the driver.</p>
            </summary>
            <returns><p>Returns the number of profiles.</p></returns>
            <remarks>
            <p>To enumerate the profiles, call <strong>ID3D11VideoDevice::GetVideoDecoderProfile</strong>.</p>
            </remarks>
            <msdn-id>hh447796</msdn-id>
            <unmanaged>unsigned int ID3D11VideoDevice::GetVideoDecoderProfileCount()</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::GetVideoDecoderProfileCount</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.GetVideoDecoderProfile(System.Int32,System.Guid@)">
            <summary>
            <p>Gets a profile that is supported by the driver.</p>
            </summary>
            <param name = "index"><dd> <p>The zero-based index of the profile. To get the number of profiles that the driver supports, call <strong>ID3D11VideoDevice::GetVideoDecoderProfileCount</strong>.</p> </dd></param>
            <param name = "decoderProfileRef"><dd> <p>Receives a <see cref = "T:System.Guid"/> that identifies the profile.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447795</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::GetVideoDecoderProfile([In] unsigned int Index,[Out] GUID* pDecoderProfile)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::GetVideoDecoderProfile</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.CheckVideoDecoderFormat(System.Guid,SharpDX.DXGI.Format,SharpDX.Mathematics.Interop.RawBool@)">
            <summary>
            <p>Given aprofile, checks whether the driver supports a specified output format.</p>
            </summary>
            <param name = "decoderProfileRef"><dd> <p>A reference to a <see cref = "T:System.Guid"/> that identifies the profile. To get the list of supported profiles, call <strong>ID3D11VideoDevice::GetVideoDecoderProfile</strong>.</p> </dd></param>
            <param name = "format"><dd> <p>A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> value that specifies the output format. Typical values include <strong>DXGI_FORMAT_NV12</strong> and <strong>DXGI_FORMAT_420_OPAQUE</strong>.</p> </dd></param>
            <param name = "supportedRef"><dd> <p>Receives the value <strong>TRUE</strong> if the format is supported, or <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>If the driver does not support the profile given in <em>pDecoderProfile</em>, the method returns <strong>E_INVALIDARG</strong>. If the driver supports the profile, but the DXGI format is not compatible with the profile, the method succeeds but returns the value <strong><see cref = "F:SharpDX.Result.False"/></strong> in <em>pSupported</em>. </p>
            </remarks>
            <msdn-id>hh447783</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::CheckVideoDecoderFormat([In] const GUID* pDecoderProfile,[In] DXGI_FORMAT Format,[Out] BOOL* pSupported)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::CheckVideoDecoderFormat</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.GetVideoDecoderConfigCount(SharpDX.Direct3D11.VideoDecoderDescription@,System.Int32@)">
            <summary>
            <p>Gets the number of decoder configurations that the driver supports for a specified video description.</p>
            </summary>
            <param name = "descRef"><dd> <p>A reference to a  <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderDescription"/></strong> structure that describes the video stream.</p> </dd></param>
            <param name = "countRef"><dd> <p>Receives the number of decoder configurations.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>To enumerate the decoder configurations, call <strong>ID3D11VideoDevice::GetVideoDecoderConfig</strong>.</p>
            </remarks>
            <msdn-id>hh447794</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::GetVideoDecoderConfigCount([In] const D3D11_VIDEO_DECODER_DESC* pDesc,[Out] unsigned int* pCount)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::GetVideoDecoderConfigCount</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.GetVideoDecoderConfig(SharpDX.Direct3D11.VideoDecoderDescription@,System.Int32,SharpDX.Direct3D11.VideoDecoderConfig@)">
            <summary>
            <p>Gets a decoder configuration that is supported by the driver.</p>
            </summary>
            <param name = "descRef"><dd> <p>A reference to a  <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderDescription"/></strong> structure that describes the video stream.</p> </dd></param>
            <param name = "index"><dd> <p>The zero-based index of the decoder configuration. To get the number of configurations that the driver supports, call <strong>ID3D11VideoDevice::GetVideoDecoderConfigCount</strong>.</p> </dd></param>
            <param name = "configRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderConfig"/></strong> structure. The method fills in the structure with the decoder configuration.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447793</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::GetVideoDecoderConfig([In] const D3D11_VIDEO_DECODER_DESC* pDesc,[In] unsigned int Index,[Out] D3D11_VIDEO_DECODER_CONFIG* pConfig)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::GetVideoDecoderConfig</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.GetContentProtectionCaps(System.Nullable{System.Guid},System.Nullable{System.Guid},SharpDX.Direct3D11.VideoContentProtectionCaps@)">
            <summary>
            <p>Queries the driver for its content protection capabilities. </p>
            </summary>
            <param name = "cryptoTypeRef"><dd> <p>A reference to a <see cref = "T:System.Guid"/> that specifies the type of encryption to be used. The following GUIDs are defined.</p> <table> <tr><th>Value</th><th>Meaning</th></tr> <tr><td><dl> <dt><strong>D3D11_CRYPTO_TYPE_AES128_CTR</strong></dt> </dl> </td><td> <p>128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher.</p> </td></tr> </table> <p>?</p> <p>If no encryption will be used, set this parameter to <strong><c>null</c></strong>.</p> </dd></param>
            <param name = "decoderProfileRef"><dd> <p>A reference to a <see cref = "T:System.Guid"/> that specifies the decoding profile. To get profiles that the driver supports, call <strong>ID3D11VideoDevice::GetVideoDecoderProfile</strong>. If decoding will not be used, set this parameter to <strong><c>null</c></strong>.</p> <p>The driver might disallow some combinations of encryption type and profile.</p> </dd></param>
            <param name = "capsRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoContentProtectionCaps"/></strong> structure. The method fills in this structure with the driver's content protection capabilities. </p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447792</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::GetContentProtectionCaps([In, Optional] const GUID* pCryptoType,[In, Optional] const GUID* pDecoderProfile,[Out] D3D11_VIDEO_CONTENT_PROTECTION_CAPS* pCaps)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::GetContentProtectionCaps</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.CheckCryptoKeyExchange(System.Guid,System.Nullable{System.Guid},System.Int32,System.Guid@)">
            <summary>
            <p>Gets a cryptographic key-exchange mechanism that is supported by the driver.</p>
            </summary>
            <param name = "cryptoTypeRef"><dd> <p>A reference to a <see cref = "T:System.Guid"/> that specifies the type of encryption to be used. The following GUIDs are defined.</p> <table> <tr><th>Value</th><th>Meaning</th></tr> <tr><td><dl> <dt><strong>D3D11_CRYPTO_TYPE_AES128_CTR</strong></dt> </dl> </td><td> <p>128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher.</p> </td></tr> </table> <p>?</p> </dd></param>
            <param name = "decoderProfileRef"><dd> <p>A reference to a <see cref = "T:System.Guid"/> that specifies the decoding profile. To get  profiles that the driver supports, call <strong>ID3D11VideoDevice::GetVideoDecoderProfile</strong>. If decoding will not be used, set this parameter to <strong><c>null</c></strong>.</p> </dd></param>
            <param name = "index"><dd> <p>The zero-based index of the key-exchange type. The driver reports the number of types in the <strong>KeyExchangeTypeCount</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoContentProtectionCaps"/></strong> structure.</p> </dd></param>
            <param name = "keyExchangeTypeRef"><dd> <p>Receives a <see cref = "T:System.Guid"/> that identifies the type of key exchange.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447782</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::CheckCryptoKeyExchange([In] const GUID* pCryptoType,[In, Optional] const GUID* pDecoderProfile,[In] unsigned int Index,[Out] GUID* pKeyExchangeType)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::CheckCryptoKeyExchange</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.SetPrivateData(System.Guid,System.Int32,System.IntPtr)">
            <summary>
            <p>Sets private data on the video device and associates that data with a <see cref = "T:System.Guid"/>.
            </p>
            </summary>
            <param name = "guid"><dd> <p>The <see cref = "T:System.Guid"/> associated with the data.</p> </dd></param>
            <param name = "dataSize"><dd> <p>The size of the data, in bytes.</p> </dd></param>
            <param name = "dataRef"><dd> <p>A reference to the data.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447797</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::SetPrivateData([In] const GUID&amp; guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::SetPrivateData</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice.SetPrivateDataInterface(System.Guid,SharpDX.IUnknown)">
            <summary>
            <p>Sets a private <strong><see cref = "T:SharpDX.IUnknown"/></strong> reference on the video device and associates that reference with a <see cref = "T:System.Guid"/>.
            </p>
            </summary>
            <param name = "guid">No documentation.</param>
            <param name = "dataRef">No documentation.</param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447798</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice::SetPrivateDataInterface([In] const GUID&amp; guid,[In, Optional] const IUnknown* pData)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice::SetPrivateDataInterface</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice1.GetCryptoSessionPrivateDataSize(System.Guid,System.Nullable{System.Guid},System.Guid,System.Int32@,System.Int32@)">
            <summary>
            <p>Retrieves optional sizes for private driver data. </p>
            </summary>
            <param name = "cryptoTypeRef"><dd>  <p>Indicates the crypto type for which the private input and output size is queried.</p> </dd></param>
            <param name = "decoderProfileRef"><dd>  <p>Indicates the decoder profile for which the private input and output size is queried.</p> </dd></param>
            <param name = "keyExchangeTypeRef"><dd>  <p>Indicates the key exchange type for which the private input and output size is queried.</p> </dd></param>
            <param name = "privateInputSizeRef"><dd>  <p>Returns the size of private data that the driver needs for input commands.</p> </dd></param>
            <param name = "privateOutputSizeRef"><dd>  <p>Returns the size of private data that the driver needs for output commands.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <see cref = "F:SharpDX.Result.Ok"/>. Otherwise, it returns an <see cref = "T:SharpDX.Result"/> error code.</p></returns>
            <remarks>
            <p>When <em>pKeyExchangeType</em> is <strong>D3D11_KEY_EXCHANGE_HW_PROTECTION</strong>, the following behavior is expected in the <strong>ID3D11VideoContext::NegotiateCryptoSessionKeyExchange</strong> method:</p><ul> <li>The <em>DataSize</em> parameter is set to the size of the <strong><see cref = "T:SharpDX.Direct3D11.KeyExchangeHwProtectionData"/></strong> structure.</li> <li><em>pData</em> points to a <strong><see cref = "T:SharpDX.Direct3D11.KeyExchangeHwProtectionData"/></strong> structure. <ul> <li>The <strong>pInputData</strong> of this structure points to a <strong><see cref = "T:SharpDX.Direct3D11.KeyExchangeHwProtectionInputData"/></strong> structure where:<ul> <li><strong>pbInput</strong>[0] ? <strong>pbInput</strong>[N-1] contains memory reserved for use by the driver. The number of bytes (N) reserved for the driver is determined by the <strong>pPrivateInputSize</strong> value returned by the <strong>ID3D11VideoDevice1::GetCryptoSessionPrivateDataSize</strong> function.</li> <li><strong>pbInput</strong>[N] contains the first byte of the DRM command packet.</li> </ul> </li> <li>The <strong>pOutputData</strong> of this structure points to a <strong><see cref = "T:SharpDX.Direct3D11.KeyExchangeHwProtectionOutputData"/></strong> structure where:<ul> <li><strong>pbOutput</strong>[0] ? <strong>pbOutput</strong>[N-1] contains memory reserved for use by the driver. The number of bytes (N) reserved for the driver is determined by the <strong>pPrivateOutputSize</strong> value returned by the <strong>ID3D11VideoDevice1::GetCryptoSessionPrivateDataSize</strong> function.</li> <li><strong>pbOutput</strong>[N] contains the first byte of the DRM command packet.</li> </ul> </li> </ul> </li> </ul>
            </remarks>
            <msdn-id>dn894143</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice1::GetCryptoSessionPrivateDataSize([In] const GUID* pCryptoType,[In, Optional] const GUID* pDecoderProfile,[In] const GUID* pKeyExchangeType,[Out] unsigned int* pPrivateInputSize,[Out] unsigned int* pPrivateOutputSize)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice1::GetCryptoSessionPrivateDataSize</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice1.GetVideoDecoderCaps(System.Guid,System.Int32,System.Int32,SharpDX.DXGI.Rational,System.Int32,System.Nullable{System.Guid},System.Int32@)">
            <summary>
            <p>Retrieves capabilities and limitations of the video decoder.</p>
            </summary>
            <param name = "decoderProfileRef"><dd>  <p>The decode profile for which the capabilities are queried.</p> </dd></param>
            <param name = "sampleWidth"><dd>  <p>The video width for which the capabilities are queried.</p> </dd></param>
            <param name = "sampleHeight"><dd>  <p>The video height for which the capabilities are queried.</p> </dd></param>
            <param name = "frameRateRef"><dd>  <p>The frame rate of the video content. This information is used by the driver to determine whether the video can be decoded in real-time.</p> </dd></param>
            <param name = "bitRate"><dd>  <p>The bit rate of the video stream. A value of zero indicates that the bit rate can be ignored.</p> </dd></param>
            <param name = "cryptoTypeRef"><dd>  <p>The type of cryptography used to encrypt the video stream. A value of <c>null</c> indicates that the video stream is not encrypted.</p> </dd></param>
            <param name = "decoderCapsRef"><dd>  <p>A reference to a bitwise OR combination of <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderCaps"/></strong> values specifying the decoder capabilities. </p> </dd></param>
            <returns><p>This method returns one of the following error codes.</p><table> <tr><td><see cref = "F:SharpDX.Result.Ok"/></td><td>The operation completed successfully.</td></tr> <tr><td>E_INVALIDARG</td><td>An invalid parameter was passed or this function was called using an invalid calling pattern.</td></tr> </table><p>?</p></returns>
            <msdn-id>dn894144</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice1::GetVideoDecoderCaps([In] const GUID* pDecoderProfile,[In] unsigned int SampleWidth,[In] unsigned int SampleHeight,[In] const DXGI_RATIONAL* pFrameRate,[In] unsigned int BitRate,[In, Optional] const GUID* pCryptoType,[Out] unsigned int* pDecoderCaps)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice1::GetVideoDecoderCaps</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice1.CheckVideoDecoderDownsampling(SharpDX.Direct3D11.VideoDecoderDescription@,SharpDX.DXGI.ColorSpaceType,SharpDX.Direct3D11.VideoDecoderConfig@,SharpDX.DXGI.Rational,SharpDX.Direct3D11.VideoSampleDescription,SharpDX.Mathematics.Interop.RawBool@,SharpDX.Mathematics.Interop.RawBool@)">
            <summary>
            <p>Indicates whether the video decoder supports downsampling with the specified input format, and whether real-time downsampling is supported.</p>
            </summary>
            <param name = "inputDescRef"><dd>  <p>An object describing the decoding profile, the resolution, and format of the input stream.  This is the resolution and format to be downsampled.</p> </dd></param>
            <param name = "inputColorSpace"><dd>  <p>A  <strong><see cref = "T:SharpDX.DXGI.ColorSpaceType"/></strong> value that specifies the colorspace of the reference frame data.</p> </dd></param>
            <param name = "inputConfigRef"><dd>  <p>The configuration data associated with the decode profile.</p> </dd></param>
            <param name = "frameRateRef"><dd>  <p>The frame rate of the video content. This is used by the driver to determine whether the video can be decoded in real-time. </p> </dd></param>
            <param name = "outputDescRef"><dd>  <p>An object describing the resolution, format, and colorspace of the output frames.  This is the destination resolution and format of the downsample operation.</p> </dd></param>
            <param name = "supportedRef"><dd>  <p>Pointer to a boolean value set by the driver that indicates if downsampling is supported with the specified input data. True if the driver supports the requested downsampling;  otherwise, false.</p> </dd></param>
            <param name = "realTimeHintRef"><dd>  <p>Pointer to a boolean value set by the driver that indicates if real-time decoding is supported with the specified input data. True if the driver supports the requested real-time decoding;  otherwise, false. Note that the returned value is based on the current configuration of the video decoder and does not guarantee that real-time decoding will be supported for future downsampling operations.</p> </dd></param>
            <returns><p>This method returns one of the following error codes.</p><table> <tr><td><see cref = "F:SharpDX.Result.Ok"/></td><td>The operation completed successfully.</td></tr> <tr><td>E_INVALIDARG</td><td>An invalid parameter was passed or this function was called using an invalid calling pattern.</td></tr> </table><p>?</p></returns>
            <remarks>
            <p>You  should call <strong>GetVideoDecoderCaps</strong> to determine whether decoder downsampling is supported before checking support for a  specific configuration.</p>
            </remarks>
            <msdn-id>dn894142</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice1::CheckVideoDecoderDownsampling([In] const D3D11_VIDEO_DECODER_DESC* pInputDesc,[In] DXGI_COLOR_SPACE_TYPE InputColorSpace,[In] const D3D11_VIDEO_DECODER_CONFIG* pInputConfig,[In] const DXGI_RATIONAL* pFrameRate,[In] const D3D11_VIDEO_SAMPLE_DESC* pOutputDesc,[Out] BOOL* pSupported,[Out] BOOL* pRealTimeHint)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice1::CheckVideoDecoderDownsampling</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoDevice1.RecommendVideoDecoderDownsampleParameters(SharpDX.Direct3D11.VideoDecoderDescription@,SharpDX.DXGI.ColorSpaceType,SharpDX.Direct3D11.VideoDecoderConfig@,SharpDX.DXGI.Rational,SharpDX.Direct3D11.VideoSampleDescription@)">
            <summary>
            <p>Allows the driver to recommend optimal output downsample parameters from the input parameters.</p>
            </summary>
            <param name = "inputDescRef"><dd>  <p>A <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderDescription"/></strong> object describing the decoding profile, the resolution, and format of the input stream.  This is the resolution and format to be downsampled.</p> </dd></param>
            <param name = "inputColorSpace"><dd>  <p>A  <strong><see cref = "T:SharpDX.DXGI.ColorSpaceType"/></strong> value that specifies the colorspace of the reference frame data.</p> </dd></param>
            <param name = "inputConfigRef"><dd>  <p>The configuration data associated with the decode profile.</p> </dd></param>
            <param name = "frameRateRef"><dd>  <p>The frame rate of the video content. This is used by the driver to determine whether the video can be decoded in real-time. </p> </dd></param>
            <param name = "recommendedOutputDescRef"><dd>  <p>Pointer to a <strong><see cref = "T:SharpDX.Direct3D11.VideoSampleDescription"/></strong> structure that the driver populates with the recommended output buffer parameters for a downsample operation. The driver will attempt to recommend parameters that can support real-time decoding. If it is unable to do so, the driver will recommend values that are as close to the real-time solution as possible.</p> </dd></param>
            <returns><p>This method returns one of the following error codes.</p><table> <tr><td><see cref = "F:SharpDX.Result.Ok"/></td><td>The operation completed successfully.</td></tr> <tr><td>E_INVALIDARG</td><td>An invalid parameter was passed or this function was called using an invalid calling pattern.</td></tr> </table><p>?</p></returns>
            <remarks>
            <p>You  should call <strong>GetVideoDecoderCaps</strong> to determine whether decoder downsampling is supported before checking support for a  specific configuration.</p>
            </remarks>
            <msdn-id>dn894145</msdn-id>
            <unmanaged>HRESULT ID3D11VideoDevice1::RecommendVideoDecoderDownsampleParameters([In] const D3D11_VIDEO_DECODER_DESC* pInputDesc,[In] DXGI_COLOR_SPACE_TYPE InputColorSpace,[In] const D3D11_VIDEO_DECODER_CONFIG* pInputConfig,[In] const DXGI_RATIONAL* pFrameRate,[Out] D3D11_VIDEO_SAMPLE_DESC* pRecommendedOutputDesc)</unmanaged>
            <unmanaged-short>ID3D11VideoDevice1::RecommendVideoDecoderDownsampleParameters</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoProcessor.ContentDescription">
            <summary>
            <p>Gets the content description that was used to create the video processor.</p>
            </summary>
            <msdn-id>hh447811</msdn-id>
            <unmanaged>GetContentDesc</unmanaged>
            <unmanaged-short>GetContentDesc</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoProcessor.RateConversionCaps">
            <summary>
            <p>Gets the rate conversion capabilities of the video processor.</p>
            </summary>
            <msdn-id>hh447813</msdn-id>
            <unmanaged>GetRateConversionCaps</unmanaged>
            <unmanaged-short>GetRateConversionCaps</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoProcessor.GetContentDescription(SharpDX.Direct3D11.VideoProcessorContentDescription@)">
            <summary>
            <p>Gets the content description that was used to create the video processor.</p>
            </summary>
            <param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorContentDescription"/></strong> structure that receives the content description.</p> </dd></param>
            <msdn-id>hh447811</msdn-id>
            <unmanaged>void ID3D11VideoProcessor::GetContentDesc([Out] D3D11_VIDEO_PROCESSOR_CONTENT_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11VideoProcessor::GetContentDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoProcessor.GetRateConversionCaps(SharpDX.Direct3D11.VideoProcessorRateConversionCaps@)">
            <summary>
            <p>Gets the rate conversion capabilities of the video processor.</p>
            </summary>
            <param name = "capsRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorRateConversionCaps"/></strong> structure that receives the rate conversion capabilities.</p> </dd></param>
            <msdn-id>hh447813</msdn-id>
            <unmanaged>void ID3D11VideoProcessor::GetRateConversionCaps([Out] D3D11_VIDEO_PROCESSOR_RATE_CONVERSION_CAPS* pCaps)</unmanaged>
            <unmanaged-short>ID3D11VideoProcessor::GetRateConversionCaps</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoProcessorEnumerator.VideoProcessorContentDescription">
            <summary>
            <p>Gets the content description that was used to create this enumerator.</p>
            </summary>
            <msdn-id>hh447803</msdn-id>
            <unmanaged>GetVideoProcessorContentDesc</unmanaged>
            <unmanaged-short>GetVideoProcessorContentDesc</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoProcessorEnumerator.VideoProcessorCaps">
            <summary>
            <p>Gets the capabilities of the video processor.</p>
            </summary>
            <msdn-id>hh447802</msdn-id>
            <unmanaged>GetVideoProcessorCaps</unmanaged>
            <unmanaged-short>GetVideoProcessorCaps</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoProcessorEnumerator.GetVideoProcessorContentDescription(SharpDX.Direct3D11.VideoProcessorContentDescription@)">
            <summary>
            <p>Gets the content description that was used to create this enumerator.</p>
            </summary>
            <param name = "contentDescRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorContentDescription"/></strong> structure that receives the content description.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447803</msdn-id>
            <unmanaged>HRESULT ID3D11VideoProcessorEnumerator::GetVideoProcessorContentDesc([Out] D3D11_VIDEO_PROCESSOR_CONTENT_DESC* pContentDesc)</unmanaged>
            <unmanaged-short>ID3D11VideoProcessorEnumerator::GetVideoProcessorContentDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoProcessorEnumerator.CheckVideoProcessorFormat(SharpDX.DXGI.Format,System.Int32@)">
            <summary>
            <p>Queries whether the video processor supports a specified video format.</p>
            </summary>
            <param name = "format"><dd> <p>The video format to query, specified as a <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> value.</p> </dd></param>
            <param name = "flagsRef"><dd> <p>Receives a bitwise <strong>OR</strong> of zero or more flags from the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorFormatSupport"/></strong> enumeration.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447801</msdn-id>
            <unmanaged>HRESULT ID3D11VideoProcessorEnumerator::CheckVideoProcessorFormat([In] DXGI_FORMAT Format,[Out] unsigned int* pFlags)</unmanaged>
            <unmanaged-short>ID3D11VideoProcessorEnumerator::CheckVideoProcessorFormat</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoProcessorEnumerator.GetVideoProcessorCaps(SharpDX.Direct3D11.VideoProcessorCaps@)">
            <summary>
            <p>Gets the capabilities of the video processor.</p>
            </summary>
            <param name = "capsRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorCaps"/></strong> structure that receives the capabilities.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447802</msdn-id>
            <unmanaged>HRESULT ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps([Out] D3D11_VIDEO_PROCESSOR_CAPS* pCaps)</unmanaged>
            <unmanaged-short>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoProcessorEnumerator.GetVideoProcessorRateConversionCaps(System.Int32,SharpDX.Direct3D11.VideoProcessorRateConversionCaps@)">
            <summary>
            <p>Returns a group of video processor capabilities that are associated with frame-rate conversion, including deinterlacing and inverse telecine.</p>
            </summary>
            <param name = "typeIndex"><dd> <p>The zero-based index of the group to retrieve. To get the maximum index, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> and check the <strong>RateConversionCapsCount</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorCaps"/></strong> structure.</p> </dd></param>
            <param name = "capsRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorRateConversionCaps"/></strong> structure that receives the frame-rate conversion capabilities.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <remarks>
            <p>The capabilities defined in the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorRateConversionCaps"/></strong> structure are interdependent. Therefore, the driver can support multiple, distinct groups of these capabilities. </p>
            </remarks>
            <msdn-id>hh447806</msdn-id>
            <unmanaged>HRESULT ID3D11VideoProcessorEnumerator::GetVideoProcessorRateConversionCaps([In] unsigned int TypeIndex,[Out] D3D11_VIDEO_PROCESSOR_RATE_CONVERSION_CAPS* pCaps)</unmanaged>
            <unmanaged-short>ID3D11VideoProcessorEnumerator::GetVideoProcessorRateConversionCaps</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoProcessorEnumerator.GetVideoProcessorCustomRate(System.Int32,System.Int32,SharpDX.Direct3D11.VideoProcessorCustomRate@)">
            <summary>
            <p>Gets a list of custom frame rates that a video processor supports.</p>
            </summary>
            <param name = "typeIndex"><dd> <p>The zero-based index of the frame-rate capability group. To get the maxmum index, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps </strong> and check the <strong>RateConversionCapsCount</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorCaps"/></strong> structure.</p> </dd></param>
            <param name = "customRateIndex"><dd> <p>The zero-based index of the custom rate to retrieve. To get the maximum index, call <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorRateConversionCaps</strong> and check the <strong>CustomRateCount</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorRateConversionCaps"/></strong> structure.</p> <p>This index value is always relative to the capability group specified in the <em>TypeIndex</em> parameter.</p> </dd></param>
            <param name = "rateRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorCustomRate"/></strong> structure that receives the custom rate.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447804</msdn-id>
            <unmanaged>HRESULT ID3D11VideoProcessorEnumerator::GetVideoProcessorCustomRate([In] unsigned int TypeIndex,[In] unsigned int CustomRateIndex,[Out] D3D11_VIDEO_PROCESSOR_CUSTOM_RATE* pRate)</unmanaged>
            <unmanaged-short>ID3D11VideoProcessorEnumerator::GetVideoProcessorCustomRate</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoProcessorEnumerator.GetVideoProcessorFilterRange(SharpDX.Direct3D11.VideoProcessorFilter,SharpDX.Direct3D11.VideoProcessorFilterRange@)">
            <summary>
            <p>Gets the range of values for an image filter.</p>
            </summary>
            <param name = "filter"><dd> <p>The type of image filter, specified as a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorFilter"/></strong> value.</p> </dd></param>
            <param name = "rangeRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorFilterRange"/></strong> structure. The method fills the structure with the range of values for the specified filter.</p> </dd></param>
            <returns><p>If this method succeeds, it returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong>. Otherwise, it returns an <strong><see cref = "T:SharpDX.Result"/></strong> error code.</p></returns>
            <msdn-id>hh447805</msdn-id>
            <unmanaged>HRESULT ID3D11VideoProcessorEnumerator::GetVideoProcessorFilterRange([In] D3D11_VIDEO_PROCESSOR_FILTER Filter,[Out] D3D11_VIDEO_PROCESSOR_FILTER_RANGE* pRange)</unmanaged>
            <unmanaged-short>ID3D11VideoProcessorEnumerator::GetVideoProcessorFilterRange</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoProcessorEnumerator1.CheckVideoProcessorFormatConversion(SharpDX.DXGI.Format,SharpDX.DXGI.ColorSpaceType,SharpDX.DXGI.Format,SharpDX.DXGI.ColorSpaceType,SharpDX.Mathematics.Interop.RawBool@)">
            <summary>
            <p>Indicates whether the driver supports the specified combination of format and colorspace conversions.</p>
            </summary>
            <param name = "inputFormat"><dd>  <p>The format of the video processor input.</p> </dd></param>
            <param name = "inputColorSpace"><dd>  <p>The colorspace of the video processor input.</p> </dd></param>
            <param name = "outputFormat"><dd>  <p>The format of the video processor output.</p> </dd></param>
            <param name = "outputColorSpace"><dd>  <p>The colorspace of the video processor output.</p> </dd></param>
            <param name = "supportedRef"><dd>  <p>Pointer to a boolean that is set by the driver to indicate if the specified combination of format and colorspace conversions is supported. True if the conversion is supported; otherwise, false.</p> </dd></param>
            <returns><p>This method returns one of the following error codes.</p><table> <tr><td><see cref = "F:SharpDX.Result.Ok"/></td><td>The operation completed successfully.</td></tr> <tr><td>E_INVALIDARG</td><td>An invalid parameter was passed or this function was called using an invalid calling pattern.</td></tr> </table><p>?</p></returns>
            <msdn-id>dn894147</msdn-id>
            <unmanaged>HRESULT ID3D11VideoProcessorEnumerator1::CheckVideoProcessorFormatConversion([In] DXGI_FORMAT InputFormat,[In] DXGI_COLOR_SPACE_TYPE InputColorSpace,[In] DXGI_FORMAT OutputFormat,[In] DXGI_COLOR_SPACE_TYPE OutputColorSpace,[Out] BOOL* pSupported)</unmanaged>
            <unmanaged-short>ID3D11VideoProcessorEnumerator1::CheckVideoProcessorFormatConversion</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoProcessorInputView.Description">
            <summary>
            <p>Gets the properties of the video processor input view.</p>
            </summary>
            <msdn-id>hh447808</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoProcessorInputView.GetDescription(SharpDX.Direct3D11.VideoProcessorInputViewDescription@)">
            <summary>
            <p>Gets the properties of the video processor input view.</p>
            </summary>
            <param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorInputViewDescription"/></strong> structure. The method fills the structure with the view properties.</p> </dd></param>
            <msdn-id>hh447808</msdn-id>
            <unmanaged>void ID3D11VideoProcessorInputView::GetDesc([Out] D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11VideoProcessorInputView::GetDesc</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoProcessorOutputView.Description">
            <summary>
            <p>Gets the properties of the video processor output view.</p>
            </summary>
            <msdn-id>hh447810</msdn-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D11.VideoProcessorOutputView.GetDescription(SharpDX.Direct3D11.VideoProcessorOutputViewDescription@)">
            <summary>
            <p>Gets the properties of the video processor output view.</p>
            </summary>
            <param name = "descRef"><dd> <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorOutputViewDescription"/></strong> structure. The method fills the structure with the view properties.</p> </dd></param>
            <msdn-id>hh447810</msdn-id>
            <unmanaged>void ID3D11VideoProcessorOutputView::GetDesc([Out] D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC* pDesc)</unmanaged>
            <unmanaged-short>ID3D11VideoProcessorOutputView::GetDesc</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AesCtrIv">
            <summary>
            <p>Contains an initialization vector (IV) for 128-bit Advanced Encryption Standard CTR mode (AES-CTR) block cipher encryption. </p>
            </summary>
            <msdn-id>hh447597</msdn-id>
            <unmanaged>D3D11_AES_CTR_IV</unmanaged>
            <unmanaged-short>D3D11_AES_CTR_IV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AesCtrIv.Iv">
            <summary>
            <dd> <p>The IV, in big-endian format.</p> </dd>
            </summary>
            <msdn-id>hh447597</msdn-id>
            <unmanaged>IV</unmanaged>
            <unmanaged-short>IV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AesCtrIv.Count">
            <summary>
            <dd> <p>The block count, in big-endian format.</p> </dd>
            </summary>
            <msdn-id>hh447597</msdn-id>
            <unmanaged>Count</unmanaged>
            <unmanaged-short>Count</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedConfigureAccessibleEncryptionInput">
            <summary>
            <p>Contains input data for a <strong>D3D11_AUTHENTICATED_CONFIGURE_ENCRYPTION_WHEN_ACCESSIBLE</strong> command.</p>
            </summary>
            <msdn-id>hh447600</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_CONFIGURE_ACCESSIBLE_ENCRYPTION_INPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_CONFIGURE_ACCESSIBLE_ENCRYPTION_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureAccessibleEncryptionInput.Parameters">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedConfigureInput"/></strong> structure that contains the command <see cref = "T:System.Guid"/> and other data. </p> </dd>
            </summary>
            <msdn-id>hh447600</msdn-id>
            <unmanaged>Parameters</unmanaged>
            <unmanaged-short>Parameters</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureAccessibleEncryptionInput.EncryptionGuid">
            <summary>
            <dd> <p>A <see cref = "T:System.Guid"/> that specifies the type of encryption to apply.</p> </dd>
            </summary>
            <msdn-id>hh447600</msdn-id>
            <unmanaged>EncryptionGuid</unmanaged>
            <unmanaged-short>EncryptionGuid</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedConfigureCryptoSessionInput">
            <summary>
            <p>Contains input data for a <strong>D3D11_AUTHENTICATED_CONFIGURE_CRYPTO_SESSION</strong> command.</p>
            </summary>
            <msdn-id>hh447601</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_CONFIGURE_CRYPTO_SESSION_INPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_CONFIGURE_CRYPTO_SESSION_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureCryptoSessionInput.Parameters">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedConfigureInput"/></strong> structure that contains the command <see cref = "T:System.Guid"/> and other data. </p> </dd>
            </summary>
            <msdn-id>hh447601</msdn-id>
            <unmanaged>Parameters</unmanaged>
            <unmanaged-short>Parameters</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureCryptoSessionInput.DecoderHandle">
            <summary>
            <dd> <p>A handle to the decoder device. Get this from <strong>ID3D11VideoDecoder::GetDriverHandle</strong>.</p> </dd>
            </summary>
            <msdn-id>hh447601</msdn-id>
            <unmanaged>DecoderHandle</unmanaged>
            <unmanaged-short>DecoderHandle</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureCryptoSessionInput.CryptoSessionHandle">
            <summary>
            <dd> <p>A handle to the cryptographic session. Get this from <strong>ID3D11CryptoSession::GetCryptoSessionHandle</strong>.</p> </dd>
            </summary>
            <msdn-id>hh447601</msdn-id>
            <unmanaged>CryptoSessionHandle</unmanaged>
            <unmanaged-short>CryptoSessionHandle</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureCryptoSessionInput.DeviceHandle">
            <summary>
            <dd> <p>A handle to the Direct3D device. Get this from <strong>D3D11VideoContext::QueryAuthenticatedChannel</strong> using <strong>D3D11_AUTHENTICATED_QUERY_DEVICE_HANDLE</strong>.
            </p> </dd>
            </summary>
            <msdn-id>hh447601</msdn-id>
            <unmanaged>DeviceHandle</unmanaged>
            <unmanaged-short>DeviceHandle</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedConfigureInitializeInput">
            <summary>
            <p>Contains input data for a <strong>D3D11_AUTHENTICATED_CONFIGURE_INITIALIZE</strong> command.</p>
            </summary>
            <msdn-id>hh447602</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_CONFIGURE_INITIALIZE_INPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_CONFIGURE_INITIALIZE_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureInitializeInput.Parameters">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedConfigureInput"/></strong> structure that contains the command <see cref = "T:System.Guid"/> and other data. </p> </dd>
            </summary>
            <msdn-id>hh447602</msdn-id>
            <unmanaged>Parameters</unmanaged>
            <unmanaged-short>Parameters</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureInitializeInput.StartSequenceQuery">
            <summary>
            <dd> <p>The initial sequence number for queries.</p> </dd>
            </summary>
            <msdn-id>hh447602</msdn-id>
            <unmanaged>StartSequenceQuery</unmanaged>
            <unmanaged-short>StartSequenceQuery</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureInitializeInput.StartSequenceConfigure">
            <summary>
            <dd> <p>The initial sequence number for commands.</p> </dd>
            </summary>
            <msdn-id>hh447602</msdn-id>
            <unmanaged>StartSequenceConfigure</unmanaged>
            <unmanaged-short>StartSequenceConfigure</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedConfigureInput">
            <summary>
            <p>Contains input data for the <strong>ID3D11VideoContext::ConfigureAuthenticatedChannel</strong> method.</p>
            </summary>
            <msdn-id>hh447603</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_CONFIGURE_INPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_CONFIGURE_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureInput.Omac">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447603</msdn-id>
            <unmanaged>omac</unmanaged>
            <unmanaged-short>omac</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureInput.ConfigureType">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447603</msdn-id>
            <unmanaged>ConfigureType</unmanaged>
            <unmanaged-short>ConfigureType</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureInput.HChannel">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447603</msdn-id>
            <unmanaged>hChannel</unmanaged>
            <unmanaged-short>hChannel</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureInput.SequenceNumber">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447603</msdn-id>
            <unmanaged>SequenceNumber</unmanaged>
            <unmanaged-short>SequenceNumber</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedConfigureOutput">
            <summary>
            <p>Contains the response from the <strong>ID3D11VideoContext::ConfigureAuthenticatedChannel</strong> method.</p>
            </summary>
            <msdn-id>hh447604</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_CONFIGURE_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_CONFIGURE_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureOutput.Omac">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447604</msdn-id>
            <unmanaged>omac</unmanaged>
            <unmanaged-short>omac</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureOutput.ConfigureType">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447604</msdn-id>
            <unmanaged>ConfigureType</unmanaged>
            <unmanaged-short>ConfigureType</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureOutput.HChannel">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447604</msdn-id>
            <unmanaged>hChannel</unmanaged>
            <unmanaged-short>hChannel</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureOutput.SequenceNumber">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447604</msdn-id>
            <unmanaged>SequenceNumber</unmanaged>
            <unmanaged-short>SequenceNumber</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureOutput.ReturnCode">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447604</msdn-id>
            <unmanaged>ReturnCode</unmanaged>
            <unmanaged-short>ReturnCode</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedConfigureProtectionInput">
            <summary>
            <p>Contains input data for a <strong>D3D11_AUTHENTICATED_CONFIGURE_PROTECTION</strong> command.</p>
            </summary>
            <msdn-id>hh447598</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_CONFIGURE_PROTECTION_INPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_CONFIGURE_PROTECTION_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureProtectionInput.Parameters">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedConfigureInput"/></strong> structure that contains the command <see cref = "T:System.Guid"/> and other data. </p> </dd>
            </summary>
            <msdn-id>hh447598</msdn-id>
            <unmanaged>Parameters</unmanaged>
            <unmanaged-short>Parameters</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureProtectionInput.Protections">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedProtectionFlags"/></strong> union that specifies the protection level.</p> </dd>
            </summary>
            <msdn-id>hh447598</msdn-id>
            <unmanaged>Protections</unmanaged>
            <unmanaged-short>Protections</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedConfigureSharedResourceInput">
            <summary>
            <p>Contains input data for a <strong>D3D11_AUTHENTICATED_CONFIGURE_SHARED_RESOURCE</strong> command.</p>
            </summary>
            <msdn-id>hh447605</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_CONFIGURE_SHARED_RESOURCE_INPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_CONFIGURE_SHARED_RESOURCE_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureSharedResourceInput.Parameters">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedConfigureInput"/></strong> structure that contains the command <see cref = "T:System.Guid"/> and other data. </p> </dd>
            </summary>
            <msdn-id>hh447605</msdn-id>
            <unmanaged>Parameters</unmanaged>
            <unmanaged-short>Parameters</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureSharedResourceInput.ProcessType">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedProcessIdentifierType"/></strong> value that specifies the type of process. To specify the Desktop Window Manager (DWM) process, set this member to <strong>D3D11_PROCESSIDTYPE_DWM</strong>. Otherwise, set this member to <strong>D3D11_PROCESSIDTYPE_HANDLE</strong> and set the <strong>ProcessHandle</strong> member to a valid handle.</p> </dd>
            </summary>
            <msdn-id>hh447605</msdn-id>
            <unmanaged>ProcessType</unmanaged>
            <unmanaged-short>ProcessType</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureSharedResourceInput.ProcessHandle">
            <summary>
            <dd> <p>A process handle. If the <strong>ProcessType</strong> member equals <strong>D3D11_PROCESSIDTYPE_HANDLE</strong>, the <strong>ProcessHandle</strong> member specifies a handle to a process. Otherwise, the value is ignored.</p> </dd>
            </summary>
            <msdn-id>hh447605</msdn-id>
            <unmanaged>ProcessHandle</unmanaged>
            <unmanaged-short>ProcessHandle</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedConfigureSharedResourceInput.AllowAccess">
            <summary>
            <dd> <p>If <strong>TRUE</strong>, the specified process has access to restricted shared resources.</p> </dd>
            </summary>
            <msdn-id>hh447605</msdn-id>
            <unmanaged>AllowAccess</unmanaged>
            <unmanaged-short>AllowAccess</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedProtectionFlags">
            <summary>
            <p>Specifies the protection level for video content.</p>
            </summary>
            <msdn-id>hh447607</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_PROTECTION_FLAGS</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_PROTECTION_FLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedProtectionFlags.Flags">
            <summary>
            <dd> <dl> <dt><strong>ProtectionEnabled</strong></dt> <dd> <p>If 1, video content protection is enabled. </p> </dd> <dt><strong>OverlayOrFullscreenRequired</strong></dt> <dd> <p>If 1, the application requires video to be displayed using either a hardware overlay or full-screen exclusive mode.</p> </dd> <dt><strong>Reserved </strong></dt> <dd> <p>Reserved. Set all bits to zero. </p> </dd> </dl> </dd>
            </summary>
            <msdn-id>hh447607</msdn-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedProtectionFlags.Value">
            <summary>
            <dd> <p>Use this member to access all of the bits in the union. </p> </dd>
            </summary>
            <msdn-id>hh447607</msdn-id>
            <unmanaged>Value</unmanaged>
            <unmanaged-short>Value</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedProtectionFlagsMidlMidlItfD3d11000000340001Inner">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_AUTHENTICATED_PROTECTION_FLAGS___MIDL___MIDL_itf_d3d11_0000_0034_0001_INNER</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_PROTECTION_FLAGS___MIDL___MIDL_itf_d3d11_0000_0034_0001_INNER</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.AuthenticatedProtectionFlagsMidlMidlItfD3d11000000340001Inner.ProtectionEnabled">
            <summary>
            No documentation.
            </summary>
            <unmanaged>ProtectionEnabled</unmanaged>
            <unmanaged-short>ProtectionEnabled</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.AuthenticatedProtectionFlagsMidlMidlItfD3d11000000340001Inner.OverlayOrFullscreenRequired">
            <summary>
            No documentation.
            </summary>
            <unmanaged>OverlayOrFullscreenRequired</unmanaged>
            <unmanaged-short>OverlayOrFullscreenRequired</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.AuthenticatedProtectionFlagsMidlMidlItfD3d11000000340001Inner.Reserved">
            <summary>
            No documentation.
            </summary>
            <unmanaged>Reserved</unmanaged>
            <unmanaged-short>Reserved</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryAccessibilityEncryptionGuidCountOutput">
            <summary>
            <p>Contains the response to a <strong>D3D11_AUTHENTICATED_QUERY_ENCRYPTION_WHEN_ACCESSIBLE_GUID_COUNT</strong> query.</p>
            </summary>
            <msdn-id>hh447608</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_COUNT_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_COUNT_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryAccessibilityEncryptionGuidCountOutput.Output">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryOutput"/></strong> structure that contains a Message Authentication Code (MAC) and other data.</p> </dd>
            </summary>
            <msdn-id>hh447608</msdn-id>
            <unmanaged>Output</unmanaged>
            <unmanaged-short>Output</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryAccessibilityEncryptionGuidCountOutput.EncryptionGuidCount">
            <summary>
            <dd> <p>The number of encryption GUIDs. </p> </dd>
            </summary>
            <msdn-id>hh447608</msdn-id>
            <unmanaged>EncryptionGuidCount</unmanaged>
            <unmanaged-short>EncryptionGuidCount</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryAccessibilityEncryptionGuidInput">
            <summary>
            <p>Contains input data for a <strong>D3D11_AUTHENTICATED_QUERY_ENCRYPTION_WHEN_ACCESSIBLE_GUID</strong> query.</p>
            </summary>
            <msdn-id>hh447609</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_INPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryAccessibilityEncryptionGuidInput.Input">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryInput"/></strong> structure that contains the <see cref = "T:System.Guid"/> for the query and other data.</p> </dd>
            </summary>
            <msdn-id>hh447609</msdn-id>
            <unmanaged>Input</unmanaged>
            <unmanaged-short>Input</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryAccessibilityEncryptionGuidInput.EncryptionGuidIndex">
            <summary>
            <dd> <p>The index of the encryption <see cref = "T:System.Guid"/>. </p> </dd>
            </summary>
            <msdn-id>hh447609</msdn-id>
            <unmanaged>EncryptionGuidIndex</unmanaged>
            <unmanaged-short>EncryptionGuidIndex</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryAccessibilityEncryptionGuidOutput">
            <summary>
            <p>Contains the response to a <strong>D3D11_AUTHENTICATED_QUERY_ENCRYPTION_WHEN_ACCESSIBLE_GUID</strong> query.</p>
            </summary>
            <msdn-id>hh447610</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_ACCESSIBILITY_ENCRYPTION_GUID_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryAccessibilityEncryptionGuidOutput.Output">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryOutput"/></strong> structure that contains a Message Authentication Code (MAC) and other data.</p> </dd>
            </summary>
            <msdn-id>hh447610</msdn-id>
            <unmanaged>Output</unmanaged>
            <unmanaged-short>Output</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryAccessibilityEncryptionGuidOutput.EncryptionGuidIndex">
            <summary>
            <dd> <p>The index of the encryption <see cref = "T:System.Guid"/>.</p> </dd>
            </summary>
            <msdn-id>hh447610</msdn-id>
            <unmanaged>EncryptionGuidIndex</unmanaged>
            <unmanaged-short>EncryptionGuidIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryAccessibilityEncryptionGuidOutput.EncryptionGuid">
            <summary>
            <dd> <p>A <see cref = "T:System.Guid"/> that specifies a supported encryption type.</p> </dd>
            </summary>
            <msdn-id>hh447610</msdn-id>
            <unmanaged>EncryptionGuid</unmanaged>
            <unmanaged-short>EncryptionGuid</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryAcessibilityOutput">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_ACESSIBILITY_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_ACESSIBILITY_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryAcessibilityOutput.Output">
            <summary>
            No documentation.
            </summary>
            <unmanaged>Output</unmanaged>
            <unmanaged-short>Output</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryAcessibilityOutput.BusType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>BusType</unmanaged>
            <unmanaged-short>BusType</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryAcessibilityOutput.AccessibleInContiguousBlocks">
            <summary>
            No documentation.
            </summary>
            <unmanaged>AccessibleInContiguousBlocks</unmanaged>
            <unmanaged-short>AccessibleInContiguousBlocks</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryAcessibilityOutput.AccessibleInNonContiguousBlocks">
            <summary>
            No documentation.
            </summary>
            <unmanaged>AccessibleInNonContiguousBlocks</unmanaged>
            <unmanaged-short>AccessibleInNonContiguousBlocks</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryChannelTypeOutput">
            <summary>
            <p>Contains the response to a <strong>D3D11_AUTHENTICATED_QUERY_CHANNEL_TYPE</strong> query.</p>
            </summary>
            <msdn-id>hh447612</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_CHANNEL_TYPE_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_CHANNEL_TYPE_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryChannelTypeOutput.Output">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryOutput"/></strong> structure that contains a Message Authentication Code (MAC) and other data.</p> </dd>
            </summary>
            <msdn-id>hh447612</msdn-id>
            <unmanaged>Output</unmanaged>
            <unmanaged-short>Output</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryChannelTypeOutput.ChannelType">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedChannelType"/></strong> value that specifies the channel type. </p> </dd>
            </summary>
            <msdn-id>hh447612</msdn-id>
            <unmanaged>ChannelType</unmanaged>
            <unmanaged-short>ChannelType</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryCryptoSessionInput">
            <summary>
            <p>Contains input data for a <strong>D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION</strong> query. </p>
            </summary>
            <msdn-id>hh447613</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_INPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryCryptoSessionInput.Input">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryInput"/></strong> structure that contains the <see cref = "T:System.Guid"/> for the query and other data.</p> </dd>
            </summary>
            <msdn-id>hh447613</msdn-id>
            <unmanaged>Input</unmanaged>
            <unmanaged-short>Input</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryCryptoSessionInput.DecoderHandle">
            <summary>
            <dd> <p>A handle to a decoder device.</p> </dd>
            </summary>
            <msdn-id>hh447613</msdn-id>
            <unmanaged>DecoderHandle</unmanaged>
            <unmanaged-short>DecoderHandle</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryCryptoSessionOutput">
            <summary>
            <p>Contains the response to a <strong>D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION</strong> query. </p>
            </summary>
            <msdn-id>hh447614</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_CRYPTO_SESSION_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryCryptoSessionOutput.Output">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryOutput"/></strong> structure that contains a Message Authentication Code (MAC) and other data.</p> </dd>
            </summary>
            <msdn-id>hh447614</msdn-id>
            <unmanaged>Output</unmanaged>
            <unmanaged-short>Output</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryCryptoSessionOutput.DecoderHandle">
            <summary>
            <dd> <p>A handle to a decoder device.</p> </dd>
            </summary>
            <msdn-id>hh447614</msdn-id>
            <unmanaged>DecoderHandle</unmanaged>
            <unmanaged-short>DecoderHandle</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryCryptoSessionOutput.CryptoSessionHandle">
            <summary>
            <dd> <p>A handle to the cryptographic session that is associated with the decoder device.</p> </dd>
            </summary>
            <msdn-id>hh447614</msdn-id>
            <unmanaged>CryptoSessionHandle</unmanaged>
            <unmanaged-short>CryptoSessionHandle</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryCryptoSessionOutput.DeviceHandle">
            <summary>
            <dd> <p>A handle to the Direct3D device that is associated with the decoder device.</p> </dd>
            </summary>
            <msdn-id>hh447614</msdn-id>
            <unmanaged>DeviceHandle</unmanaged>
            <unmanaged-short>DeviceHandle</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryCurrentAccessibilityEncryptionOutput">
            <summary>
            <p>Contains the response to a <strong>D3D11_AUTHENTICATED_QUERY_CURRENT_ENCRYPTION_WHEN_ACCESSIBLE </strong>query.</p>
            </summary>
            <msdn-id>hh447615</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_CURRENT_ACCESSIBILITY_ENCRYPTION_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_CURRENT_ACCESSIBILITY_ENCRYPTION_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryCurrentAccessibilityEncryptionOutput.Output">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryOutput"/></strong> structure that contains a Message Authentication Code (MAC) and other data.</p> </dd>
            </summary>
            <msdn-id>hh447615</msdn-id>
            <unmanaged>Output</unmanaged>
            <unmanaged-short>Output</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryCurrentAccessibilityEncryptionOutput.EncryptionGuid">
            <summary>
            <dd> <p>A <see cref = "T:System.Guid"/> that specifies the current encryption type. </p> </dd>
            </summary>
            <msdn-id>hh447615</msdn-id>
            <unmanaged>EncryptionGuid</unmanaged>
            <unmanaged-short>EncryptionGuid</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryDeviceHandleOutput">
            <summary>
            <p>Contains the response to a <strong>D3D11_AUTHENTICATED_QUERY_DEVICE_HANDLE</strong> query. </p>
            </summary>
            <msdn-id>hh447616</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_DEVICE_HANDLE_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_DEVICE_HANDLE_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryDeviceHandleOutput.Output">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryOutput"/></strong> structure that contains a Message Authentication Code (MAC) and other data. </p> </dd>
            </summary>
            <msdn-id>hh447616</msdn-id>
            <unmanaged>Output</unmanaged>
            <unmanaged-short>Output</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryDeviceHandleOutput.DeviceHandle">
            <summary>
            <dd> <p>A handle to the device. </p> </dd>
            </summary>
            <msdn-id>hh447616</msdn-id>
            <unmanaged>DeviceHandle</unmanaged>
            <unmanaged-short>DeviceHandle</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryInput">
            <summary>
            <p>Contains input data for the <strong>ID3D11VideoContext::QueryAuthenticatedChannel</strong> method. </p>
            </summary>
            <msdn-id>hh447617</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_INPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryInput.QueryType">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447617</msdn-id>
            <unmanaged>QueryType</unmanaged>
            <unmanaged-short>QueryType</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryInput.HChannel">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447617</msdn-id>
            <unmanaged>hChannel</unmanaged>
            <unmanaged-short>hChannel</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryInput.SequenceNumber">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447617</msdn-id>
            <unmanaged>SequenceNumber</unmanaged>
            <unmanaged-short>SequenceNumber</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryOutput">
            <summary>
            <p>Contains a response from the <strong>ID3D11VideoContext::QueryAuthenticatedChannel</strong> method.</p>
            </summary>
            <msdn-id>hh447618</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutput.Omac">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447618</msdn-id>
            <unmanaged>omac</unmanaged>
            <unmanaged-short>omac</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutput.QueryType">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447618</msdn-id>
            <unmanaged>QueryType</unmanaged>
            <unmanaged-short>QueryType</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutput.HChannel">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447618</msdn-id>
            <unmanaged>hChannel</unmanaged>
            <unmanaged-short>hChannel</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutput.SequenceNumber">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447618</msdn-id>
            <unmanaged>SequenceNumber</unmanaged>
            <unmanaged-short>SequenceNumber</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutput.ReturnCode">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447618</msdn-id>
            <unmanaged>ReturnCode</unmanaged>
            <unmanaged-short>ReturnCode</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryOutputIdCountInput">
            <summary>
            <p>Contains input data for a <strong>D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT</strong> query.</p>
            </summary>
            <msdn-id>hh447619</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_INPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdCountInput.Input">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryInput"/></strong> structure that contains the <see cref = "T:System.Guid"/> for the query and other data.</p> </dd>
            </summary>
            <msdn-id>hh447619</msdn-id>
            <unmanaged>Input</unmanaged>
            <unmanaged-short>Input</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdCountInput.DeviceHandle">
            <summary>
            <dd> <p>A handle to the device.</p> </dd>
            </summary>
            <msdn-id>hh447619</msdn-id>
            <unmanaged>DeviceHandle</unmanaged>
            <unmanaged-short>DeviceHandle</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdCountInput.CryptoSessionHandle">
            <summary>
            <dd> <p>A handle to the cryptographic session.</p> </dd>
            </summary>
            <msdn-id>hh447619</msdn-id>
            <unmanaged>CryptoSessionHandle</unmanaged>
            <unmanaged-short>CryptoSessionHandle</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryOutputIdCountOutput">
            <summary>
            <p>Contains the response to a <strong>D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT</strong> query.</p>
            </summary>
            <msdn-id>hh447620</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_COUNT_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdCountOutput.Output">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryOutput"/></strong> structure that contains a Message Authentication Code (MAC) and other data.</p> </dd>
            </summary>
            <msdn-id>hh447620</msdn-id>
            <unmanaged>Output</unmanaged>
            <unmanaged-short>Output</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdCountOutput.DeviceHandle">
            <summary>
            <dd> <p>A handle to the device.</p> </dd>
            </summary>
            <msdn-id>hh447620</msdn-id>
            <unmanaged>DeviceHandle</unmanaged>
            <unmanaged-short>DeviceHandle</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdCountOutput.CryptoSessionHandle">
            <summary>
            <dd> <p>A handle to the cryptographic session.</p> </dd>
            </summary>
            <msdn-id>hh447620</msdn-id>
            <unmanaged>CryptoSessionHandle</unmanaged>
            <unmanaged-short>CryptoSessionHandle</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdCountOutput.OutputIDCount">
            <summary>
            <dd> <p>The number of output IDs associated with the specified device and cryptographic session.</p> </dd>
            </summary>
            <msdn-id>hh447620</msdn-id>
            <unmanaged>OutputIDCount</unmanaged>
            <unmanaged-short>OutputIDCount</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryOutputIdInput">
            <summary>
            <p>Contains input data for a <strong>D3D11_AUTHENTICATED_QUERY_OUTPUT_ID</strong> query.</p>
            </summary>
            <msdn-id>hh447621</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_INPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdInput.Input">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryInput"/></strong> structure that contains the <see cref = "T:System.Guid"/> for the query and other data.</p> </dd>
            </summary>
            <msdn-id>hh447621</msdn-id>
            <unmanaged>Input</unmanaged>
            <unmanaged-short>Input</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdInput.DeviceHandle">
            <summary>
            <dd> <p>A handle to the device.</p> </dd>
            </summary>
            <msdn-id>hh447621</msdn-id>
            <unmanaged>DeviceHandle</unmanaged>
            <unmanaged-short>DeviceHandle</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdInput.CryptoSessionHandle">
            <summary>
            <dd> <p>A handle to the cryptographic session.</p> </dd>
            </summary>
            <msdn-id>hh447621</msdn-id>
            <unmanaged>CryptoSessionHandle</unmanaged>
            <unmanaged-short>CryptoSessionHandle</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdInput.OutputIDIndex">
            <summary>
            <dd> <p>The index of the output ID.</p> </dd>
            </summary>
            <msdn-id>hh447621</msdn-id>
            <unmanaged>OutputIDIndex</unmanaged>
            <unmanaged-short>OutputIDIndex</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryOutputIdOutput">
            <summary>
            <p>Contains the response to a <strong>D3D11_AUTHENTICATED_QUERY_OUTPUT_ID</strong> query.</p>
            </summary>
            <msdn-id>hh447622</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_OUTPUT_ID_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdOutput.Output">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryOutput"/></strong> structure that contains a Message Authentication Code (MAC) and other data.</p> </dd>
            </summary>
            <msdn-id>hh447622</msdn-id>
            <unmanaged>Output</unmanaged>
            <unmanaged-short>Output</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdOutput.DeviceHandle">
            <summary>
            <dd> <p>A handle to the device.</p> </dd>
            </summary>
            <msdn-id>hh447622</msdn-id>
            <unmanaged>DeviceHandle</unmanaged>
            <unmanaged-short>DeviceHandle</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdOutput.CryptoSessionHandle">
            <summary>
            <dd> <p>A handle to the cryptographic session.</p> </dd>
            </summary>
            <msdn-id>hh447622</msdn-id>
            <unmanaged>CryptoSessionHandle</unmanaged>
            <unmanaged-short>CryptoSessionHandle</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdOutput.OutputIDIndex">
            <summary>
            <dd> <p>The index of the output ID.</p> </dd>
            </summary>
            <msdn-id>hh447622</msdn-id>
            <unmanaged>OutputIDIndex</unmanaged>
            <unmanaged-short>OutputIDIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryOutputIdOutput.OutputID">
            <summary>
            <dd> <p>An output ID that is associated with the specified device and cryptographic session.</p> </dd>
            </summary>
            <msdn-id>hh447622</msdn-id>
            <unmanaged>OutputID</unmanaged>
            <unmanaged-short>OutputID</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryProtectionOutput">
            <summary>
            <p>Contains the response to a <strong>D3D11_AUTHENTICATED_QUERY_PROTECTION</strong> query. </p>
            </summary>
            <msdn-id>hh447623</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_PROTECTION_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_PROTECTION_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryProtectionOutput.Output">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryOutput"/></strong> structure that contains a Message Authentication Code (MAC) and other data. </p> </dd>
            </summary>
            <msdn-id>hh447623</msdn-id>
            <unmanaged>Output</unmanaged>
            <unmanaged-short>Output</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryProtectionOutput.ProtectionFlags">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedProtectionFlags"/></strong> union that specifies the protection level. </p> </dd>
            </summary>
            <msdn-id>hh447623</msdn-id>
            <unmanaged>ProtectionFlags</unmanaged>
            <unmanaged-short>ProtectionFlags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryRestrictedSharedResourceProcessCountOutput">
            <summary>
            <p>Contains the response to a <strong>D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_COUNT</strong> query.</p>
            </summary>
            <msdn-id>hh447624</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_COUNT_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_COUNT_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryRestrictedSharedResourceProcessCountOutput.Output">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryOutput"/></strong> structure that contains a Message Authentication Code (MAC) and other data.</p> </dd>
            </summary>
            <msdn-id>hh447624</msdn-id>
            <unmanaged>Output</unmanaged>
            <unmanaged-short>Output</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryRestrictedSharedResourceProcessCountOutput.RestrictedSharedResourceProcessCount">
            <summary>
            <dd> <p>The number of processes that are allowed to open shared resources that have restricted access. A process cannot open such a resource unless the process has been granted access. </p> </dd>
            </summary>
            <msdn-id>hh447624</msdn-id>
            <unmanaged>RestrictedSharedResourceProcessCount</unmanaged>
            <unmanaged-short>RestrictedSharedResourceProcessCount</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryRestrictedSharedResourceProcessInput">
            <summary>
            <p>Contains input data for a <strong>D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS</strong> query.</p>
            </summary>
            <msdn-id>hh447625</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_INPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryRestrictedSharedResourceProcessInput.Input">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryInput"/></strong> structure that contains the <see cref = "T:System.Guid"/> for the query and other data.</p> </dd>
            </summary>
            <msdn-id>hh447625</msdn-id>
            <unmanaged>Input</unmanaged>
            <unmanaged-short>Input</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryRestrictedSharedResourceProcessInput.ProcessIndex">
            <summary>
            <dd> <p>The index of the process. </p> </dd>
            </summary>
            <msdn-id>hh447625</msdn-id>
            <unmanaged>ProcessIndex</unmanaged>
            <unmanaged-short>ProcessIndex</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryRestrictedSharedResourceProcessOutput">
            <summary>
            <p>Contains the response to a <strong>D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS</strong> query.</p>
            </summary>
            <remarks>
            <p>The Desktop Window Manager (DWM) process is identified by setting <strong>ProcessIdentifier</strong> equal to <strong>D3D11_PROCESSIDTYPE_DWM</strong>. Other processes are identified by setting the process handle in <strong>ProcessHandle</strong> and setting <strong>ProcessIdentifier</strong> equal to <strong>D3D11_PROCESSIDTYPE_HANDLE</strong>.</p>
            </remarks>
            <msdn-id>hh447626</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_RESTRICTED_SHARED_RESOURCE_PROCESS_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryRestrictedSharedResourceProcessOutput.Output">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryOutput"/></strong> structure that contains a Message Authentication Code (MAC) and other data.</p> </dd>
            </summary>
            <msdn-id>hh447626</msdn-id>
            <unmanaged>Output</unmanaged>
            <unmanaged-short>Output</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryRestrictedSharedResourceProcessOutput.ProcessIndex">
            <summary>
            <dd> <p>The index of the process in the list of processes.</p> </dd>
            </summary>
            <msdn-id>hh447626</msdn-id>
            <unmanaged>ProcessIndex</unmanaged>
            <unmanaged-short>ProcessIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryRestrictedSharedResourceProcessOutput.ProcessIdentifier">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedProcessIdentifierType"/></strong> value that specifies the type of process.</p> </dd>
            </summary>
            <msdn-id>hh447626</msdn-id>
            <unmanaged>ProcessIdentifier</unmanaged>
            <unmanaged-short>ProcessIdentifier</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryRestrictedSharedResourceProcessOutput.ProcessHandle">
            <summary>
            <dd> <p>A process handle. If the <strong>ProcessIdentifier</strong> member equals <strong>D3D11_PROCESSIDTYPE_HANDLE</strong>, the <strong>ProcessHandle</strong> member contains a valid handle to a process. Otherwise, this member is ignored.</p> </dd>
            </summary>
            <msdn-id>hh447626</msdn-id>
            <unmanaged>ProcessHandle</unmanaged>
            <unmanaged-short>ProcessHandle</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.AuthenticatedQueryUnrestrictedProtectedSharedResourceCountOutput">
            <summary>
            <p>Contains the response to a <strong>D3D11_AUTHENTICATED_QUERY_UNRESTRICTED_PROTECTED_SHARED_RESOURCE_COUNT</strong> query.</p>
            </summary>
            <msdn-id>hh447627</msdn-id>
            <unmanaged>D3D11_AUTHENTICATED_QUERY_UNRESTRICTED_PROTECTED_SHARED_RESOURCE_COUNT_OUTPUT</unmanaged>
            <unmanaged-short>D3D11_AUTHENTICATED_QUERY_UNRESTRICTED_PROTECTED_SHARED_RESOURCE_COUNT_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryUnrestrictedProtectedSharedResourceCountOutput.Output">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.AuthenticatedQueryOutput"/></strong> structure that contains a Message Authentication Code (MAC) and other data.</p> </dd>
            </summary>
            <msdn-id>hh447627</msdn-id>
            <unmanaged>Output</unmanaged>
            <unmanaged-short>Output</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.AuthenticatedQueryUnrestrictedProtectedSharedResourceCountOutput.UnrestrictedProtectedSharedResourceCount">
            <summary>
            <dd> <p>The number of protected, shared resources that can be opened by any process without restrictions.</p> </dd>
            </summary>
            <msdn-id>hh447627</msdn-id>
            <unmanaged>UnrestrictedProtectedSharedResourceCount</unmanaged>
            <unmanaged-short>UnrestrictedProtectedSharedResourceCount</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.Cd3d11VideoDefault">
            <summary>
            No documentation.
            </summary>
            <unmanaged>CD3D11_VIDEO_DEFAULT</unmanaged>
            <unmanaged-short>CD3D11_VIDEO_DEFAULT</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ClassInstanceDescription">
            <summary>
            <p>Describes an HLSL class instance.</p>
            </summary>
            <remarks>
            <p>The <see cref = "T:SharpDX.Direct3D11.ClassInstanceDescription"/> structure is returned by the <strong>ID3D11ClassInstance::GetDesc</strong> method.</p><p>The members of this structure except <strong>InstanceIndex</strong> are valid (non default values) if they describe a class instance aquired using  <strong>ID3D11ClassLinkage::CreateClassInstance</strong>.  The <strong>InstanceIndex</strong> member is only valid when the class instance is aquired using <strong>ID3D11ClassLinkage::GetClassInstance</strong>.</p>
            </remarks>
            <msdn-id>ff476098</msdn-id>
            <unmanaged>D3D11_CLASS_INSTANCE_DESC</unmanaged>
            <unmanaged-short>D3D11_CLASS_INSTANCE_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ClassInstanceDescription.InstanceId">
            <summary>
            <dd> <p>The instance ID of an HLSL class; the default value is 0.</p> </dd>
            </summary>
            <msdn-id>ff476098</msdn-id>
            <unmanaged>InstanceId</unmanaged>
            <unmanaged-short>InstanceId</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ClassInstanceDescription.InstanceIndex">
            <summary>
            <dd> <p>The instance index of an HLSL class; the default value is 0.</p> </dd>
            </summary>
            <msdn-id>ff476098</msdn-id>
            <unmanaged>InstanceIndex</unmanaged>
            <unmanaged-short>InstanceIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ClassInstanceDescription.TypeId">
            <summary>
            <dd> <p>The type ID of an HLSL class; the default value is 0.</p> </dd>
            </summary>
            <msdn-id>ff476098</msdn-id>
            <unmanaged>TypeId</unmanaged>
            <unmanaged-short>TypeId</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ClassInstanceDescription.ConstantBuffer">
            <summary>
            <dd> <p>Describes the constant buffer associated with an HLSL class; the default value is 0.</p> </dd>
            </summary>
            <msdn-id>ff476098</msdn-id>
            <unmanaged>ConstantBuffer</unmanaged>
            <unmanaged-short>ConstantBuffer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ClassInstanceDescription.BaseConstantBufferOffset">
            <summary>
            <dd> <p>The base constant buffer offset associated with an HLSL class; the default value is 0.</p> </dd>
            </summary>
            <msdn-id>ff476098</msdn-id>
            <unmanaged>BaseConstantBufferOffset</unmanaged>
            <unmanaged-short>BaseConstantBufferOffset</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ClassInstanceDescription.BaseTexture">
            <summary>
            <dd> <p>The base texture associated with an HLSL class; the default value is 127.</p> </dd>
            </summary>
            <msdn-id>ff476098</msdn-id>
            <unmanaged>BaseTexture</unmanaged>
            <unmanaged-short>BaseTexture</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ClassInstanceDescription.BaseSampler">
            <summary>
            <dd> <p>The base sampler associated with an HLSL class; the default value is 15.</p> </dd>
            </summary>
            <msdn-id>ff476098</msdn-id>
            <unmanaged>BaseSampler</unmanaged>
            <unmanaged-short>BaseSampler</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ClassInstanceDescription.IsCreated">
            <summary>
            <dd> <p>True if the class was created; the default value is false.</p> </dd>
            </summary>
            <msdn-id>ff476098</msdn-id>
            <unmanaged>Created</unmanaged>
            <unmanaged-short>Created</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.CounterCapabilities">
            <summary>
            <p>Information about the video card's performance counter capabilities.</p>
            </summary>
            <remarks>
            <p>This structure is returned by <strong>ID3D11Device::CheckCounterInfo</strong>.</p>
            </remarks>
            <msdn-id>ff476104</msdn-id>
            <unmanaged>D3D11_COUNTER_INFO</unmanaged>
            <unmanaged-short>D3D11_COUNTER_INFO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CounterCapabilities.LastDeviceDependentCounter">
            <summary>
            <dd> <p>Largest device-dependent counter ID that the device supports. If none are supported, this value will be 0. Otherwise it will be greater than or equal to D3D11_COUNTER_DEVICE_DEPENDENT_0. See <strong><see cref = "T:SharpDX.Direct3D11.CounterKind"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476104</msdn-id>
            <unmanaged>LastDeviceDependentCounter</unmanaged>
            <unmanaged-short>LastDeviceDependentCounter</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CounterCapabilities.SimultaneousCounterCount">
            <summary>
            <dd> <p>Number of counters that can be simultaneously supported.</p> </dd>
            </summary>
            <msdn-id>ff476104</msdn-id>
            <unmanaged>NumSimultaneousCounters</unmanaged>
            <unmanaged-short>NumSimultaneousCounters</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CounterCapabilities.DetectableParallelUnitCount">
            <summary>
            <dd> <p>Number of detectable parallel units that the counter is able to discern. Values are 1 ~ 4. Use NumDetectableParallelUnits to interpret the values of the VERTEX_PROCESSING, GEOMETRY_PROCESSING, PIXEL_PROCESSING, and OTHER_GPU_PROCESSING counters. </p> </dd>
            </summary>
            <msdn-id>ff476104</msdn-id>
            <unmanaged>NumDetectableParallelUnits</unmanaged>
            <unmanaged-short>NumDetectableParallelUnits</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.CounterDescription">
            <summary>
            <p>Describes a counter.</p>
            </summary>
            <remarks>
            <p>This structure is used by <strong>ID3D11Counter::GetDesc</strong>, <strong>ID3D11Device::CheckCounter</strong> and <strong>ID3D11Device::CreateCounter</strong>.</p>
            </remarks>
            <msdn-id>ff476103</msdn-id>
            <unmanaged>D3D11_COUNTER_DESC</unmanaged>
            <unmanaged-short>D3D11_COUNTER_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CounterDescription.Counter">
            <summary>
            <dd> <p>Type of counter (see <strong><see cref = "T:SharpDX.Direct3D11.CounterKind"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476103</msdn-id>
            <unmanaged>Counter</unmanaged>
            <unmanaged-short>Counter</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.CounterDescription.MiscFlags">
            <summary>
            <dd> <p>Reserved.</p> </dd>
            </summary>
            <msdn-id>ff476103</msdn-id>
            <unmanaged>MiscFlags</unmanaged>
            <unmanaged-short>MiscFlags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.D3D11ResourceFlags">
            <summary>
            <p> Used with <strong>ID3D11On12Device::CreateWrappedResource</strong> to override flags that would be inferred by the resource properties or heap properties, including bind flags, misc flags, and CPU access flags. </p>
            </summary>
            <remarks>
            <p> Use this structure with <strong>CreateWrappedResource</strong>. </p>
            </remarks>
            <msdn-id>dn914753</msdn-id>
            <unmanaged>D3D11_RESOURCE_FLAGS</unmanaged>
            <unmanaged-short>D3D11_RESOURCE_FLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.D3D11ResourceFlags.BindFlags">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn914753</msdn-id>
            <unmanaged>BindFlags</unmanaged>
            <unmanaged-short>BindFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.D3D11ResourceFlags.MiscFlags">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn914753</msdn-id>
            <unmanaged>MiscFlags</unmanaged>
            <unmanaged-short>MiscFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.D3D11ResourceFlags.CPUAccessFlags">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn914753</msdn-id>
            <unmanaged>CPUAccessFlags</unmanaged>
            <unmanaged-short>CPUAccessFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.D3D11ResourceFlags.StructureByteStride">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn914753</msdn-id>
            <unmanaged>StructureByteStride</unmanaged>
            <unmanaged-short>StructureByteStride</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilOperationDescription">
            <summary>
            <p>Stencil operations that can be performed based on the results of stencil test.</p>
            </summary>
            <remarks>
            <p>All stencil operations are specified as a <strong><see cref = "T:SharpDX.Direct3D11.StencilOperation"/></strong>. The stencil operation can be set differently based on the outcome of the stencil test (which is referred to as <strong>StencilFunc</strong> in the stencil test portion of depth-stencil testing.</p><p>This structure is a member of a <strong>depth-stencil description</strong>. </p>
            </remarks>
            <msdn-id>ff476109</msdn-id>
            <unmanaged>D3D11_DEPTH_STENCILOP_DESC</unmanaged>
            <unmanaged-short>D3D11_DEPTH_STENCILOP_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilOperationDescription.FailOperation">
            <summary>
            <dd> <p>The stencil operation to perform when stencil testing fails.</p> </dd>
            </summary>
            <msdn-id>ff476109</msdn-id>
            <unmanaged>StencilFailOp</unmanaged>
            <unmanaged-short>StencilFailOp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilOperationDescription.DepthFailOperation">
            <summary>
            <dd> <p>The stencil operation to perform when stencil testing passes and depth testing fails.</p> </dd>
            </summary>
            <msdn-id>ff476109</msdn-id>
            <unmanaged>StencilDepthFailOp</unmanaged>
            <unmanaged-short>StencilDepthFailOp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilOperationDescription.PassOperation">
            <summary>
            <dd> <p>The stencil operation to perform when stencil testing and depth testing both pass.</p> </dd>
            </summary>
            <msdn-id>ff476109</msdn-id>
            <unmanaged>StencilPassOp</unmanaged>
            <unmanaged-short>StencilPassOp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilOperationDescription.Comparison">
            <summary>
            <dd> <p>A function that compares stencil data against existing stencil data. The function options are listed in <strong><see cref = "T:SharpDX.Direct3D11.Comparison"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476109</msdn-id>
            <unmanaged>StencilFunc</unmanaged>
            <unmanaged-short>StencilFunc</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilViewDescription">
            <summary>
            <p>Specifies the subresources of a texture that are accessible from a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>These are valid formats for a depth-stencil view:</p><ul> <li>DXGI_FORMAT_D16_UNORM</li> <li>DXGI_FORMAT_D24_UNORM_S8_UINT</li> <li>DXGI_FORMAT_D32_FLOAT</li> <li>DXGI_FORMAT_D32_FLOAT_S8X24_UINT</li> <li>DXGI_FORMAT_UNKNOWN</li> </ul><p>A depth-stencil view cannot use a typeless format.  If the format chosen is DXGI_FORMAT_UNKNOWN, then the format of the parent resource is used.</p><p>A depth-stencil-view description is needed when calling <strong>ID3D11Device::CreateDepthStencilView</strong>.</p>
            </remarks>
            <msdn-id>ff476112</msdn-id>
            <unmanaged>D3D11_DEPTH_STENCIL_VIEW_DESC</unmanaged>
            <unmanaged-short>D3D11_DEPTH_STENCIL_VIEW_DESC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilViewDescription.Texture1DResource">
            <summary>
            <p>Specifies the subresource from a 1D texture that is accessible to a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a depth-stencil-view description (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476229</msdn-id>
            <unmanaged>D3D11_TEX1D_DSV</unmanaged>
            <unmanaged-short>D3D11_TEX1D_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture1DResource.MipSlice">
            <summary>
            <dd> <p>The index of the first mipmap level to use.</p> </dd>
            </summary>
            <msdn-id>ff476229</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilViewDescription.Texture1DArrayResource">
            <summary>
            <p>Specifies the subresources from an array of 1D textures to use in a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a depth-stencil-view description (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476225</msdn-id>
            <unmanaged>D3D11_TEX1D_ARRAY_DSV</unmanaged>
            <unmanaged-short>D3D11_TEX1D_ARRAY_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture1DArrayResource.MipSlice">
            <summary>
            <dd> <p>The index of the first mipmap level to use.</p> </dd>
            </summary>
            <msdn-id>ff476225</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture1DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>ff476225</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture1DArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures to use.</p> </dd>
            </summary>
            <msdn-id>ff476225</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DResource">
            <summary>
            <p>Specifies the subresource from a 2D texture that is accessible to a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a depth-stencil-view description (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476243</msdn-id>
            <unmanaged>D3D11_TEX2D_DSV</unmanaged>
            <unmanaged-short>D3D11_TEX2D_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DResource.MipSlice">
            <summary>
            <dd> <p>The index of the first mipmap level to use.</p> </dd>
            </summary>
            <msdn-id>ff476243</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DArrayResource">
            <summary>
            <p>Specifies the subresources from an array 2D textures that are accessible to a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a depth-stencil-view description (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476239</msdn-id>
            <unmanaged>D3D11_TEX2D_ARRAY_DSV</unmanaged>
            <unmanaged-short>D3D11_TEX2D_ARRAY_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DArrayResource.MipSlice">
            <summary>
            <dd> <p>The index of the first mipmap level to use.</p> </dd>
            </summary>
            <msdn-id>ff476239</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>ff476239</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures to use.</p> </dd>
            </summary>
            <msdn-id>ff476239</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DMultisampledResource">
            <summary>
            <p>Specifies the subresource from a multisampled 2D texture that is accessible to a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>Because a multisampled 2D texture contains a single subtexture, there is nothing to specify; this unused member is included so that this structure will compile in C.</p>
            </remarks>
            <msdn-id>ff476236</msdn-id>
            <unmanaged>D3D11_TEX2DMS_DSV</unmanaged>
            <unmanaged-short>D3D11_TEX2DMS_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DMultisampledResource.UnusedFieldNothingToDefine">
            <summary>
            <dd> <p>Unused.</p> </dd>
            </summary>
            <msdn-id>ff476236</msdn-id>
            <unmanaged>UnusedField_NothingToDefine</unmanaged>
            <unmanaged-short>UnusedField_NothingToDefine</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DMultisampledArrayResource">
            <summary>
            <p>Specifies the subresources from an array of multisampled 2D textures for a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a depth-stencil-view description (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476233</msdn-id>
            <unmanaged>D3D11_TEX2DMS_ARRAY_DSV</unmanaged>
            <unmanaged-short>D3D11_TEX2DMS_ARRAY_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DMultisampledArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>ff476233</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DMultisampledArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures to use.</p> </dd>
            </summary>
            <msdn-id>ff476233</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Format">
            <summary>
            <dd> <p>Resource data  format (see <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>). See remarks for allowable formats.</p> </dd>
            </summary>
            <msdn-id>ff476112</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Dimension">
            <summary>
            <dd> <p>Type of resource (see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilViewDimension"/></strong>). Specifies how a depth-stencil resource will be accessed; the value is stored in the  union in this structure.</p> </dd>
            </summary>
            <msdn-id>ff476112</msdn-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Flags">
            <summary>
            <dd> <p>A value that describes whether the texture is read only.  Pass 0 to specify that it is not read only; otherwise, pass one of the members of  the <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilViewFlags"/></strong> enumerated type.</p> </dd>
            </summary>
            <msdn-id>ff476112</msdn-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture1D">
            <summary>
            <dd> <p>Specifies a 1D texture subresource (see <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476112</msdn-id>
            <unmanaged>Texture1D</unmanaged>
            <unmanaged-short>Texture1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture1DArray">
            <summary>
            <dd> <p>Specifies an array of 1D texture subresources (see <strong><see cref = "!:SharpDX.Direct3D11.Texture1DArrayResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476112</msdn-id>
            <unmanaged>Texture1DArray</unmanaged>
            <unmanaged-short>Texture1DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2D">
            <summary>
            <dd> <p>Specifies a 2D texture subresource (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476112</msdn-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DArray">
            <summary>
            <dd> <p>Specifies an array of 2D texture subresources (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DArrayResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476112</msdn-id>
            <unmanaged>Texture2DArray</unmanaged>
            <unmanaged-short>Texture2DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DMS">
            <summary>
            <dd> <p>Specifies a multisampled 2D texture (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DMultisampledResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476112</msdn-id>
            <unmanaged>Texture2DMS</unmanaged>
            <unmanaged-short>Texture2DMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DMSArray">
            <summary>
            <dd> <p>Specifies an array of multisampled 2D textures (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DMultisampledArrayResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476112</msdn-id>
            <unmanaged>Texture2DMSArray</unmanaged>
            <unmanaged-short>Texture2DMSArray</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DrawIndexedInstancedIndirectArguments">
            <summary>
            <p> Arguments for draw indexed instanced indirect. </p>
            </summary>
            <remarks>
            <p> The members of this structure serve the same purpose as the parameters of <strong>ID3D11DeviceContext::DrawIndexedInstanced</strong>. </p>
            </remarks>
            <msdn-id>dn912868</msdn-id>
            <unmanaged>D3D11_DRAW_INDEXED_INSTANCED_INDIRECT_ARGS</unmanaged>
            <unmanaged-short>D3D11_DRAW_INDEXED_INSTANCED_INDIRECT_ARGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DrawIndexedInstancedIndirectArguments.IndexCountPerInstance">
            <summary>
            <dd> <p> The number of indices read from the index buffer for each instance. </p> </dd>
            </summary>
            <msdn-id>dn912868</msdn-id>
            <unmanaged>IndexCountPerInstance</unmanaged>
            <unmanaged-short>IndexCountPerInstance</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DrawIndexedInstancedIndirectArguments.InstanceCount">
            <summary>
            <dd> <p> The number of instances to draw. </p> </dd>
            </summary>
            <msdn-id>dn912868</msdn-id>
            <unmanaged>InstanceCount</unmanaged>
            <unmanaged-short>InstanceCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DrawIndexedInstancedIndirectArguments.StartIndexLocation">
            <summary>
            <dd> <p> The location of the first index read by the GPU from the index buffer. </p> </dd>
            </summary>
            <msdn-id>dn912868</msdn-id>
            <unmanaged>StartIndexLocation</unmanaged>
            <unmanaged-short>StartIndexLocation</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DrawIndexedInstancedIndirectArguments.BaseVertexLocation">
            <summary>
            <dd> <p> A value added to each index before reading a vertex from the vertex buffer. </p> </dd>
            </summary>
            <msdn-id>dn912868</msdn-id>
            <unmanaged>BaseVertexLocation</unmanaged>
            <unmanaged-short>BaseVertexLocation</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DrawIndexedInstancedIndirectArguments.StartInstanceLocation">
            <summary>
            <dd> <p> A value added to each index before reading per-instance data from a vertex buffer. </p> </dd>
            </summary>
            <msdn-id>dn912868</msdn-id>
            <unmanaged>StartInstanceLocation</unmanaged>
            <unmanaged-short>StartInstanceLocation</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.DrawInstancedIndirectArguments">
            <summary>
            <p> Arguments for draw instanced indirect. </p>
            </summary>
            <remarks>
            <p> The members of this structure serve the same purpose as the parameters of <strong>ID3D11DeviceContext::DrawInstanced</strong>. </p>
            </remarks>
            <msdn-id>dn912869</msdn-id>
            <unmanaged>D3D11_DRAW_INSTANCED_INDIRECT_ARGS</unmanaged>
            <unmanaged-short>D3D11_DRAW_INSTANCED_INDIRECT_ARGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DrawInstancedIndirectArguments.VertexCountPerInstance">
            <summary>
            <dd> <p> The number of vertices to draw. </p> </dd>
            </summary>
            <msdn-id>dn912869</msdn-id>
            <unmanaged>VertexCountPerInstance</unmanaged>
            <unmanaged-short>VertexCountPerInstance</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DrawInstancedIndirectArguments.InstanceCount">
            <summary>
            <dd> <p> The number of instances to draw. </p> </dd>
            </summary>
            <msdn-id>dn912869</msdn-id>
            <unmanaged>InstanceCount</unmanaged>
            <unmanaged-short>InstanceCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DrawInstancedIndirectArguments.StartVertexLocation">
            <summary>
            <dd> <p> The index of the first vertex. </p> </dd>
            </summary>
            <msdn-id>dn912869</msdn-id>
            <unmanaged>StartVertexLocation</unmanaged>
            <unmanaged-short>StartVertexLocation</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.DrawInstancedIndirectArguments.StartInstanceLocation">
            <summary>
            <dd> <p> A value added to each index before reading per-instance data from a vertex buffer. </p> </dd>
            </summary>
            <msdn-id>dn912869</msdn-id>
            <unmanaged>StartInstanceLocation</unmanaged>
            <unmanaged-short>StartInstanceLocation</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.EncryptedBlockInformation">
            <summary>
            <p>Specifies which bytes in a video surface are encrypted. </p>
            </summary>
            <msdn-id>hh447630</msdn-id>
            <unmanaged>D3D11_ENCRYPTED_BLOCK_INFO</unmanaged>
            <unmanaged-short>D3D11_ENCRYPTED_BLOCK_INFO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.EncryptedBlockInformation.NumEncryptedBytesAtBeginning">
            <summary>
            <dd> <p>The number of bytes that are encrypted at the start of the buffer. </p> </dd>
            </summary>
            <msdn-id>hh447630</msdn-id>
            <unmanaged>NumEncryptedBytesAtBeginning</unmanaged>
            <unmanaged-short>NumEncryptedBytesAtBeginning</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.EncryptedBlockInformation.NumBytesInSkipPattern">
            <summary>
            <dd> <p>The number of bytes that are skipped after the first <strong>NumEncryptedBytesAtBeginning</strong> bytes, and then after each block of <strong>NumBytesInEncryptPattern</strong> bytes. Skipped bytes are not encrypted. </p> </dd>
            </summary>
            <msdn-id>hh447630</msdn-id>
            <unmanaged>NumBytesInSkipPattern</unmanaged>
            <unmanaged-short>NumBytesInSkipPattern</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.EncryptedBlockInformation.NumBytesInEncryptPattern">
            <summary>
            <dd> <p>The number of bytes that are encrypted after each block of skipped bytes.</p> </dd>
            </summary>
            <msdn-id>hh447630</msdn-id>
            <unmanaged>NumBytesInEncryptPattern</unmanaged>
            <unmanaged-short>NumBytesInEncryptPattern</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataArchitectureInformation">
            <summary>
            <strong>Note</strong>??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?<p>Describes information about Direct3D 11.1 adapter architecture.</p>
            </summary>
            <msdn-id>hh404455</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_ARCHITECTURE_INFO</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_ARCHITECTURE_INFO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataArchitectureInformation.TileBasedDeferredRenderer">
            <summary>
            <dd> <p>Specifies whether a rendering device batches rendering commands and performs multipass rendering into tiles or bins over a render area. Certain API usage patterns that are fine for TileBasedDefferredRenderers (TBDRs) can perform worse on non-TBDRs and vice versa.  Applications that are careful about rendering can be friendly to both TBDR and non-TBDR architectures. <strong>TRUE</strong> if the rendering device batches rendering commands and <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise. </p> </dd>
            </summary>
            <msdn-id>hh404455</msdn-id>
            <unmanaged>TileBasedDeferredRenderer</unmanaged>
            <unmanaged-short>TileBasedDeferredRenderer</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataD3D10XHardwareOptions">
            <summary>
            <p>Describes compute shader and raw and structured buffer support in the current graphics driver.</p>
            </summary>
            <remarks>
            <p>Direct3D 11 devices (D3D_FEATURE_LEVEL_11_0) are required to support Compute Shader model 5.0.  Direct3D 10.x devices (D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_10_1) can optionally support Compute Shader model 4.0 or 4.1.</p>
            </remarks>
            <msdn-id>ff476126</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D10XHardwareOptions.ComputeShadersPlusRawAndStructuredBuffersViaShader4X">
            <summary>
            <dd> <p><strong>TRUE</strong> if compute shaders and raw and structured buffers are supported; otherwise <strong><see cref = "F:SharpDX.Result.False"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476126</msdn-id>
            <unmanaged>ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x</unmanaged>
            <unmanaged-short>ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataD3D11Options">
            <summary>
            <strong>Note</strong>??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?<p>Describes Direct3D 11.1 feature options in the current graphics driver.</p>
            </summary>
            <remarks>
            <p>If a Microsoft Direct3D device supports feature level 11.1 (<strong>D3D_FEATURE_LEVEL_11_1</strong>), when you call <strong>ID3D11Device::CheckFeatureSupport</strong> with <strong>D3D11_FEATURE_D3D11_OPTIONS</strong>, <strong>CheckFeatureSupport</strong> returns a reference to <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options"/></strong> with all member set to <strong>TRUE</strong> except the <strong>SAD4ShaderInstructions</strong> and <strong>ExtendedDoublesShaderInstructions</strong> members, which are optionally supported by the hardware and driver and therefore can be <strong>TRUE</strong> or <strong><see cref = "F:SharpDX.Result.False"/></strong>.</p><p>Feature level 11.1  provides the following additional features:</p><ul> <li>UAVs at every shader stage with 64 UAV bind slots instead of 8.</li> <li>Target-independent rasterization, which enables you  to set the <strong>ForcedSampleCount</strong> member of <strong><see cref = "T:SharpDX.Direct3D11.RasterizerStateDescription1"/></strong> to 1, 4, 8, or 16 and to render to RTVs with a single sample.</li> <li>UAV-only rendering with the <strong>ForcedSampleCount</strong> member of <strong><see cref = "T:SharpDX.Direct3D11.RasterizerStateDescription1"/></strong> set to up to 16 (only up to 8 for feature level 11).</li> </ul><p>The runtime always sets the following groupings of members identically. That is, all the values in a grouping are <strong>TRUE</strong> or <strong><see cref = "F:SharpDX.Result.False"/></strong> together:</p><ul> <li><strong>DiscardAPIsSeenByDriver</strong> and <strong>FlagsForUpdateAndCopySeenByDriver</strong></li> <li><strong>ClearView</strong>, <strong>CopyWithOverlap</strong>, <strong>ConstantBufferPartialUpdate</strong>, <strong>ConstantBufferOffsetting</strong>, and <strong>MapNoOverwriteOnDynamicConstantBuffer</strong></li> <li><strong>MapNoOverwriteOnDynamicBufferSRV</strong> and <strong>MultisampleRTVWithForcedSampleCountOne</strong></li> </ul>
            </remarks>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_D3D11_OPTIONS</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_D3D11_OPTIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.OutputMergerLogicOp">
            <summary>
            <dd> <p>Specifies whether logic operations are available in blend state. The runtime sets this member to <strong>TRUE</strong> if logic operations are available in blend state and <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise. This member is <strong><see cref = "F:SharpDX.Result.False"/></strong> for feature level 9.1, 9.2, and 9.3.  This member is optional for feature level 10, 10.1, and 11.  This member is <strong>TRUE</strong> for feature level 11.1.</p> </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>OutputMergerLogicOp</unmanaged>
            <unmanaged-short>OutputMergerLogicOp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.UAVOnlyRenderingForcedSampleCount">
            <summary>
            <dd> <p>Specifies whether the driver can render with no render target views (RTVs) or depth stencil views (DSVs), and only unordered access views (UAVs) bound. The runtime sets this member to <strong>TRUE</strong> if  the driver can render with no RTVs or DSVs and only UAVs bound and <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise. If <strong>TRUE</strong>, you can set the <strong>ForcedSampleCount</strong> member of <strong><see cref = "T:SharpDX.Direct3D11.RasterizerStateDescription1"/></strong> to 1, 4, or 8 when you render with no RTVs or DSV and only UAVs bound.  For feature level 11.1, this member is always <strong>TRUE</strong> and you can also set <strong>ForcedSampleCount</strong> to 16 in addition to 1, 4, or 8.  The default value of <strong>ForcedSampleCount</strong> is 0, which means the same as if the value is set to 1. You can always set <strong>ForcedSampleCount</strong> to 0 or 1 for UAV-only rendering independently of how this member is set.</p> </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>UAVOnlyRenderingForcedSampleCount</unmanaged>
            <unmanaged-short>UAVOnlyRenderingForcedSampleCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.DiscardAPIsSeenByDriver">
            <summary>
            <dd> <p>Specifies whether the driver supports the <strong>ID3D11DeviceContext1::DiscardView</strong> and <strong>ID3D11DeviceContext1::DiscardResource</strong> methods. The runtime sets this member to <strong>TRUE</strong> if the driver supports these methods and <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise. How this member is set does not indicate whether the driver actually uses these methods; that is,   the driver might ignore these methods if they are not useful to the  hardware.  If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the runtime does not expose these methods to the driver because the driver does not support them.  You can monitor this member during development to rule out legacy drivers on hardware where these methods might have otherwise been beneficial.  You are not required to write separate code paths based on whether this member is <strong>TRUE</strong> or <strong><see cref = "F:SharpDX.Result.False"/></strong>; you can call these methods whenever applicable.</p> </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>DiscardAPIsSeenByDriver</unmanaged>
            <unmanaged-short>DiscardAPIsSeenByDriver</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.FlagsForUpdateAndCopySeenByDriver">
            <summary>
            <dd> <p>Specifies whether the driver supports new semantics for copy and update that are exposed by the <strong>ID3D11DeviceContext1::CopySubresourceRegion1</strong> and <strong>ID3D11DeviceContext1::UpdateSubresource1</strong> methods.  The runtime sets this member to <strong>TRUE</strong> if the driver supports new semantics for copy and update. The runtime sets this member to <strong><see cref = "F:SharpDX.Result.False"/></strong> only for legacy drivers. The runtime handles this member similarly to the <strong>DiscardAPIsSeenByDriver</strong> member.</p> </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>FlagsForUpdateAndCopySeenByDriver</unmanaged>
            <unmanaged-short>FlagsForUpdateAndCopySeenByDriver</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.ClearView">
            <summary>
            <dd> <p>Specifies whether the driver supports the <strong>ID3D11DeviceContext1::ClearView</strong> method. The runtime sets this member to <strong>TRUE</strong> if the driver supports this method and <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise. If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the runtime does not expose this method to the driver because the driver does not support it.  </p> <strong>Note</strong>??For feature level 9.1, 9.2, and 9.3, this member is always <strong>TRUE</strong> because the option is emulated by the runtime. ? </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>ClearView</unmanaged>
            <unmanaged-short>ClearView</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.CopyWithOverlap">
            <summary>
            <dd> <p>Specifies whether you can call <strong>ID3D11DeviceContext1::CopySubresourceRegion1</strong> with overlapping source and destination rectangles. The runtime sets this member to <strong>TRUE</strong> if  you can call <strong>CopySubresourceRegion1</strong> with overlapping source and destination rectangles and <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise. If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the runtime does not expose this method to the driver because the driver does not support it.  </p> <strong>Note</strong>??For feature level 9.1, 9.2, and 9.3, this member is always <strong>TRUE</strong> because drivers already support the option for these feature levels. ? </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>CopyWithOverlap</unmanaged>
            <unmanaged-short>CopyWithOverlap</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.ConstantBufferPartialUpdate">
            <summary>
            <dd> <p>Specifies whether the driver supports partial updates of constant buffers. The runtime sets this member to <strong>TRUE</strong> if  the driver supports partial updates of constant buffers and <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise. If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the runtime does not expose this operation to the driver because the driver does not support it.  </p> <strong>Note</strong>??For feature level 9.1, 9.2, and 9.3, this member is always <strong>TRUE</strong> because the option is emulated by the runtime. ? </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>ConstantBufferPartialUpdate</unmanaged>
            <unmanaged-short>ConstantBufferPartialUpdate</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.ConstantBufferOffsetting">
            <summary>
            <dd> <p>Specifies whether the driver supports new semantics for setting offsets in constant buffers for a shader. The runtime sets this member to <strong>TRUE</strong> if  the driver supports allowing you to specify offsets when you call new methods like the <strong>ID3D11DeviceContext1::VSSetConstantBuffers1</strong> method and <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise. If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the runtime does not expose this operation to the driver because the driver does not support it.    </p> <strong>Note</strong>??For feature level 9.1, 9.2, and 9.3, this member is always <strong>TRUE</strong> because the option is emulated by the runtime. ? </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>ConstantBufferOffsetting</unmanaged>
            <unmanaged-short>ConstantBufferOffsetting</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.MapNoOverwriteOnDynamicConstantBuffer">
            <summary>
            <dd> <p>Specifies whether you can call <strong>ID3D11DeviceContext::Map</strong> with <strong>D3D11_MAP_WRITE_NO_OVERWRITE</strong> on a dynamic constant buffer (that is, whether the driver supports this operation). The runtime sets this member to <strong>TRUE</strong> if  the driver supports this operation and <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise. If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the runtime fails this method because the driver does not support the operation.  </p> <strong>Note</strong>??For feature level 9.1, 9.2, and 9.3, this member is always <strong>TRUE</strong> because the option is emulated by the runtime. ? </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>MapNoOverwriteOnDynamicConstantBuffer</unmanaged>
            <unmanaged-short>MapNoOverwriteOnDynamicConstantBuffer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.MapNoOverwriteOnDynamicBufferSRV">
            <summary>
            <dd> <p>Specifies whether you can call <strong>ID3D11DeviceContext::Map</strong> with <strong>D3D11_MAP_WRITE_NO_OVERWRITE</strong> on a dynamic buffer SRV (that is, whether the driver supports this operation). The runtime sets this member to <strong>TRUE</strong> if  the driver supports this operation and <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise. If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the runtime fails this method because the driver does not support the operation.</p> </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>MapNoOverwriteOnDynamicBufferSRV</unmanaged>
            <unmanaged-short>MapNoOverwriteOnDynamicBufferSRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.MultisampleRTVWithForcedSampleCountOne">
            <summary>
            <dd> <p>Specifies whether the driver supports multisample rendering when you render with RTVs bound. If <strong>TRUE</strong>, you can set the <strong>ForcedSampleCount</strong> member of <strong><see cref = "T:SharpDX.Direct3D11.RasterizerStateDescription1"/></strong> to 1 with a multisample RTV bound. The driver can support this option on feature level 10 and higher.  If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the rasterizer-state creation will fail because the driver is legacy or the feature level is too low.</p> </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>MultisampleRTVWithForcedSampleCountOne</unmanaged>
            <unmanaged-short>MultisampleRTVWithForcedSampleCountOne</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.SAD4ShaderInstructions">
            <summary>
            <dd> <p>Specifies whether the hardware and driver support the <strong>msad4</strong> intrinsic function in shaders. The runtime sets this member to <strong>TRUE</strong> if  the hardware and driver support calls to <strong>msad4</strong> intrinsic functions in shaders. If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the driver is legacy or the hardware does not support the option; the runtime will fail shader creation for shaders that use <strong>msad4</strong>.</p> </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>SAD4ShaderInstructions</unmanaged>
            <unmanaged-short>SAD4ShaderInstructions</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.ExtendedDoublesShaderInstructions">
            <summary>
            <dd> <p>Specifies whether the hardware and driver support the <strong>fma</strong> intrinsic function and other extended doubles instructions (<strong>DDIV</strong> and <strong>DRCP</strong>) in shaders. The <strong>fma</strong> intrinsic function emits an extended doubles <strong>DFMA</strong> instruction. The runtime sets this member to <strong>TRUE</strong> if  the hardware and driver support extended doubles instructions in shaders (shader model 5 and higher).  Support of this option implies support of basic double-precision shader instructions as well. You can use the <strong>D3D11_FEATURE_DOUBLES</strong> value to query for support of double-precision shaders.  If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the hardware and driver do not support the option; the runtime will fail shader creation for shaders that use extended doubles instructions.</p> </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>ExtendedDoublesShaderInstructions</unmanaged>
            <unmanaged-short>ExtendedDoublesShaderInstructions</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options.ExtendedResourceSharing">
            <summary>
            <dd> <p>Specifies whether the hardware and driver support sharing a greater variety of Texture2D resource types and formats. The runtime sets this member to <strong>TRUE</strong> if  the hardware and driver support extended Texture2D resource sharing.</p> </dd>
            </summary>
            <msdn-id>hh404457</msdn-id>
            <unmanaged>ExtendedResourceSharing</unmanaged>
            <unmanaged-short>ExtendedResourceSharing</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataD3D11Options1">
            <summary>
            <strong>Note</strong>?? This structure is supported by the Direct3D 11.2 runtime, which is available on Windows?8.1 and later operating systems.?<p>Describes Direct3D 11.2 feature options in the current graphics driver.</p>
            </summary>
            <remarks>
            <p> If the Direct3D API is the Direct3D 11.2 runtime and can support 11.2 features, <strong>ID3D11Device::CheckFeatureSupport</strong> for <strong>D3D11_FEATURE_D3D11_OPTIONS1</strong> will return a SUCCESS code when valid parameters are passed. The members of <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> will be set appropriately based on the system's graphics hardware and graphics driver. </p>
            </remarks>
            <msdn-id>dn280377</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_D3D11_OPTIONS1</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_D3D11_OPTIONS1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options1.TiledResourcesTier">
            <summary>
            <dd> <p> Specifies whether the hardware and driver support tiled resources. The runtime sets this member to a <strong><see cref = "T:SharpDX.Direct3D11.TiledResourcesTier"/></strong>-typed value that indicates if the hardware and driver support tiled resources and at what tier level. </p> </dd>
            </summary>
            <msdn-id>dn280377</msdn-id>
            <unmanaged>TiledResourcesTier</unmanaged>
            <unmanaged-short>TiledResourcesTier</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options1.MinMaxFiltering">
            <summary>
            <dd> <p> Specifies whether the hardware and driver support the filtering options (<strong><see cref = "T:SharpDX.Direct3D11.Filter"/></strong>) of comparing the result to the minimum or maximum value during texture sampling. The runtime sets this member to <strong>TRUE</strong> if the hardware and driver support these filtering options. </p> </dd>
            </summary>
            <msdn-id>dn280377</msdn-id>
            <unmanaged>MinMaxFiltering</unmanaged>
            <unmanaged-short>MinMaxFiltering</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options1.ClearViewAlsoSupportsDepthOnlyFormats">
            <summary>
            <dd> <p> Specifies whether the hardware and driver also support the <strong>ID3D11DeviceContext1::ClearView</strong> method on depth formats. For info about valid depth formats, see <strong><see cref = "T:SharpDX.Direct3D11.DepthStencilViewDescription"/></strong>. </p> </dd>
            </summary>
            <msdn-id>dn280377</msdn-id>
            <unmanaged>ClearViewAlsoSupportsDepthOnlyFormats</unmanaged>
            <unmanaged-short>ClearViewAlsoSupportsDepthOnlyFormats</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options1.MapOnDefaultBuffers">
            <summary>
            <dd> <p> Specifies support for creating <strong><see cref = "T:SharpDX.Direct3D11.Buffer"/></strong> resources that can be passed to the <strong>ID3D11DeviceContext::Map</strong> and <strong>ID3D11DeviceContext::Unmap</strong> methods. This means that the <strong>CPUAccessFlags</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.BufferDescription"/></strong> structure may be set with the desired <strong><see cref = "T:SharpDX.Direct3D11.CpuAccessFlags"/></strong> elements when the <strong>Usage</strong> member of <strong><see cref = "T:SharpDX.Direct3D11.BufferDescription"/></strong> is set to <strong>D3D11_USAGE_DEFAULT</strong>. The runtime sets this member to <strong>TRUE</strong> if the hardware is capable of at least <strong>D3D_FEATURE_LEVEL_11_0</strong> and the graphics device driver supports mappable default buffers. </p> </dd>
            </summary>
            <msdn-id>dn280377</msdn-id>
            <unmanaged>MapOnDefaultBuffers</unmanaged>
            <unmanaged-short>MapOnDefaultBuffers</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataD3D11Options2">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_FEATURE_DATA_D3D11_OPTIONS2</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_D3D11_OPTIONS2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options2.PSSpecifiedStencilRefSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>PSSpecifiedStencilRefSupported</unmanaged>
            <unmanaged-short>PSSpecifiedStencilRefSupported</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options2.TypedUAVLoadAdditionalFormats">
            <summary>
            No documentation.
            </summary>
            <unmanaged>TypedUAVLoadAdditionalFormats</unmanaged>
            <unmanaged-short>TypedUAVLoadAdditionalFormats</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options2.ROVsSupported">
            <summary>
            No documentation.
            </summary>
            <unmanaged>ROVsSupported</unmanaged>
            <unmanaged-short>ROVsSupported</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options2.ConservativeRasterizationTier">
            <summary>
            No documentation.
            </summary>
            <unmanaged>ConservativeRasterizationTier</unmanaged>
            <unmanaged-short>ConservativeRasterizationTier</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options2.TiledResourcesTier">
            <summary>
            No documentation.
            </summary>
            <unmanaged>TiledResourcesTier</unmanaged>
            <unmanaged-short>TiledResourcesTier</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options2.MapOnDefaultTextures">
            <summary>
            No documentation.
            </summary>
            <unmanaged>MapOnDefaultTextures</unmanaged>
            <unmanaged-short>MapOnDefaultTextures</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options2.StandardSwizzle">
            <summary>
            No documentation.
            </summary>
            <unmanaged>StandardSwizzle</unmanaged>
            <unmanaged-short>StandardSwizzle</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options2.UnifiedMemoryArchitecture">
            <summary>
            No documentation.
            </summary>
            <unmanaged>UnifiedMemoryArchitecture</unmanaged>
            <unmanaged-short>UnifiedMemoryArchitecture</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataD3D11Options3">
            <summary>
            <p>Describes Direct3D 11.3 feature options in the current graphics driver.</p>
            </summary>
            <msdn-id>dn933226</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_D3D11_OPTIONS3</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_D3D11_OPTIONS3</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options3.VPAndRTArrayIndexFromAnyShaderFeedingRasterizer">
            <summary>
            <dd> <p> Whether to use the VP and RT array index from any shader feeding the rasterizer. </p> </dd>
            </summary>
            <msdn-id>dn933226</msdn-id>
            <unmanaged>VPAndRTArrayIndexFromAnyShaderFeedingRasterizer</unmanaged>
            <unmanaged-short>VPAndRTArrayIndexFromAnyShaderFeedingRasterizer</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataD3D11Options4">
            <summary>
            <p>Describes Direct3D 11.4 feature options in the current graphics driver.</p>
            </summary>
            <remarks>
            <p>Use this structure with the D3D11_FEATURE_D3D11_OPTIONS4 member of <strong><see cref = "T:SharpDX.Direct3D11.Feature"/></strong>. </p><p>Refer to the section on NV12 in Direct3D 11.4 Features.</p>
            </remarks>
            <msdn-id>mt732994</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_D3D11_OPTIONS4</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_D3D11_OPTIONS4</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D11Options4.ExtendedNV12SharedTextureSupported">
            <summary>
            <dd> <p>Specifies a <see cref = "T:SharpDX.Mathematics.Interop.RawBool"/> that determines if NV12 textures can be shared across processes and D3D devices.</p> </dd>
            </summary>
            <msdn-id>mt732994</msdn-id>
            <unmanaged>ExtendedNV12SharedTextureSupported</unmanaged>
            <unmanaged-short>ExtendedNV12SharedTextureSupported</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataD3D9Options">
            <summary>
            <strong>Note</strong>??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?<p>Describes Direct3D 9 feature options in the current graphics driver.</p>
            </summary>
            <msdn-id>hh404458</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_D3D9_OPTIONS</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_D3D9_OPTIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D9Options.FullNonPow2TextureSupport">
            <summary>
            <dd> <p>Specifies whether the driver supports the nonpowers-of-2-unconditionally feature. For more information about this feature, see feature level. The runtime sets this member to <strong>TRUE</strong> for hardware at Direct3D 10 and higher feature levels.  For hardware at Direct3D 9.3 and lower feature levels, the runtime sets this member to <strong><see cref = "F:SharpDX.Result.False"/></strong> if the hardware and driver support the powers-of-2 (2D textures must have widths and heights specified as powers of two) feature or the nonpowers-of-2-conditionally feature. For more information about this feature, see feature level.</p> </dd>
            </summary>
            <msdn-id>hh404458</msdn-id>
            <unmanaged>FullNonPow2TextureSupport</unmanaged>
            <unmanaged-short>FullNonPow2TextureSupport</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataD3D9Options1">
            <summary>
            <strong>Note</strong>??This structure is supported by the Direct3D 11.2 runtime, which is available on Windows?8.1 and later operating systems.?<p>Describes Direct3D 9 feature options in the current graphics driver.</p>
            </summary>
            <remarks>
            <p>You can use the <strong>D3D11_FEATURE_D3D9_OPTIONS1</strong> enumeration value with <strong>ID3D11Device::CheckFeatureSupport</strong> to query a driver about support for Direct3D 9 feature options rather than making multiple calls to <strong>ID3D11Device::CheckFeatureSupport</strong> by using <strong>D3D11_FEATURE_D3D9_OPTIONS</strong>, <strong>D3D11_FEATURE_D3D9_SHADOW_SUPPORT</strong>, and <strong>D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT</strong>, which provide identical info about supported Direct3D 9 feature options.</p>
            </remarks>
            <msdn-id>dn629642</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_D3D9_OPTIONS1</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_D3D9_OPTIONS1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D9Options1.FullNonPow2TextureSupported">
            <summary>
            <dd> <p>Specifies whether the driver supports the nonpowers-of-2-unconditionally feature. For more info about this feature, see feature level. The runtime sets this member to <strong>TRUE</strong> for hardware at Direct3D 10 and higher feature levels.  For hardware at Direct3D 9.3 and lower feature levels, the runtime sets this member to <strong><see cref = "F:SharpDX.Result.False"/></strong> if the hardware and driver support the powers-of-2 (2D textures must have widths and heights specified as powers of two) feature or the nonpowers-of-2-conditionally feature. </p> </dd>
            </summary>
            <msdn-id>dn629642</msdn-id>
            <unmanaged>FullNonPow2TextureSupported</unmanaged>
            <unmanaged-short>FullNonPow2TextureSupported</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D9Options1.DepthAsTextureWithLessEqualComparisonFilterSupported">
            <summary>
            <dd> <p>Specifies whether the driver supports the shadowing feature with the comparison-filtering mode set to less than or equal to. The runtime sets this member to <strong>TRUE</strong> for hardware at Direct3D 10 and higher feature levels.  For hardware at Direct3D 9.3 and lower feature levels, the runtime sets this member to <strong>TRUE</strong> only if the hardware and driver support the shadowing feature; otherwise <strong><see cref = "F:SharpDX.Result.False"/></strong>. </p> </dd>
            </summary>
            <msdn-id>dn629642</msdn-id>
            <unmanaged>DepthAsTextureWithLessEqualComparisonFilterSupported</unmanaged>
            <unmanaged-short>DepthAsTextureWithLessEqualComparisonFilterSupported</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D9Options1.SimpleInstancingSupported">
            <summary>
            <dd> <p>Specifies whether the hardware and driver support simple instancing. The runtime sets this member to <strong>TRUE</strong> if  the hardware and driver support simple instancing.</p> </dd>
            </summary>
            <msdn-id>dn629642</msdn-id>
            <unmanaged>SimpleInstancingSupported</unmanaged>
            <unmanaged-short>SimpleInstancingSupported</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D9Options1.TextureCubeFaceRenderTargetWithNonCubeDepthStencilSupported">
            <summary>
            <dd> <p>Specifies whether the hardware and driver support setting a single face of a <strong>TextureCube</strong> as a render target while the depth stencil surface that is bound alongside can be a <strong>Texture2D</strong> (as opposed to <strong>TextureCube</strong>). The runtime sets this member to <strong>TRUE</strong> if  the hardware and driver support this feature; otherwise <strong><see cref = "F:SharpDX.Result.False"/></strong>.</p> <p>If the hardware and driver don't support this feature, the app must match the render target surface type with the depth stencil surface type. Because hardware at Direct3D 9.3 and lower feature levels doesn't allow <strong>TextureCube</strong> depth surfaces, the only way to render a scene into a <strong>TextureCube</strong> while having depth buffering enabled is to render each <strong>TextureCube</strong> face separately to a <strong>Texture2D</strong> render target first (because that can be matched with a <strong>Texture2D</strong> depth), and then copy the results into the <strong>TextureCube</strong>.  If  the hardware and driver support this feature, the app can just render to the <strong>TextureCube</strong> faces directly while getting depth buffering out of a <strong>Texture2D</strong> depth buffer.</p> <p>You only need to query this feature from  hardware at Direct3D 9.3 and lower feature levels because hardware at Direct3D 10.0 and higher feature levels allow <strong>TextureCube</strong> depth surfaces.</p> </dd>
            </summary>
            <msdn-id>dn629642</msdn-id>
            <unmanaged>TextureCubeFaceRenderTargetWithNonCubeDepthStencilSupported</unmanaged>
            <unmanaged-short>TextureCubeFaceRenderTargetWithNonCubeDepthStencilSupported</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataD3D9ShadowSupport">
            <summary>
            <strong>Note</strong>??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?<p>Describes Direct3D?9 shadow support in the current graphics driver. </p>
            </summary>
            <remarks>
            <p>Shadows are an important element in realistic 3D scenes.  You can use the shadow buffer technique to render shadows.  The basic principle of the technique is to use a depth buffer to store the scene depth info from the perspective of the light source, and then compare each point rendered in the scene with that buffer to determine if it is in shadow.</p><p>To render objects into the scene with shadows on them, you create <strong>sampler state objects</strong> with comparison filtering set and  the comparison mode (ComparisonFunc) to LessEqual.  You can also set BorderColor addressing on this depth sampler, even though BorderColor isn't typically allowed on feature levels 9.1 and 9.2.  By using the border color and picking 0.0 or 1.0 as the border color value, you can control whether the regions off the edge of the shadow map appear to be always in shadow or never in shadow respectively.
            You can control the shadow filter quality by the Mag and Min filter settings in the comparison sampler.  Point sampling will produce shadows with non-anti-aliased edges.  Linear filter sampler settings will result in higher quality shadow edges, but might affect performance on some power-optimized devices.</p><strong>Note</strong>??If you use a separate setting for Mag versus Min filter options, you produce an undefined result.  Anisotropic filtering is not supported. The Mip filter choice is not relevant because feature level 9.x does not allow mipmapped depth buffers.?<strong>Note</strong>??On feature level 9.x, you can't compile a shader with the <strong>SampleCmp</strong> and <strong>SampleCmpLevelZero</strong> intrinsic functions by using older versions of the compiler. For example,  you can't use the fxc.exe compiler that ships with the DirectX SDK or use the <strong>D3DCompile**</strong> functions (like <strong>D3DCompileFromFile</strong>) that are implemented in D3DCompiler_43.dll and earlier. These intrinsic functions on feature level 9.x are only supported in the fxc.exe compiler that ships with the Windows?8 SDK and later and with the <strong>D3DCompile**</strong> functions that are implemented in D3DCompiler_44.dll and later.
            But these intrinsic functions are present in shader models for feature levels higher than 9.x.?
            </remarks>
            <msdn-id>jj247569</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D9ShadowSupport.SupportsDepthAsTextureWithLessEqualComparisonFilter">
            <summary>
            <dd> <p>Specifies whether the driver supports the shadowing feature with the comparison-filtering mode set to less than or equal to. The runtime sets this member to <strong>TRUE</strong> for hardware at Direct3D 10 and higher feature levels.  For hardware at Direct3D 9.3 and lower feature levels, the runtime sets this member to <strong>TRUE</strong> only if the hardware and driver support the shadowing feature; otherwise <strong><see cref = "F:SharpDX.Result.False"/></strong>. </p> </dd>
            </summary>
            <msdn-id>jj247569</msdn-id>
            <unmanaged>SupportsDepthAsTextureWithLessEqualComparisonFilter</unmanaged>
            <unmanaged-short>SupportsDepthAsTextureWithLessEqualComparisonFilter</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataD3D9SimpleInstancingSupport">
            <summary>
            <strong>Note</strong>?? This structure is supported by the Direct3D 11.2 runtime, which is available on Windows?8.1 and later operating systems.?<p>Describes whether simple instancing is supported.</p>
            </summary>
            <remarks>
            <p> If the Direct3D API is the Direct3D 11.2 runtime and can support 11.2 features, <strong>ID3D11Device::CheckFeatureSupport</strong> for <strong>D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT</strong> will return a SUCCESS code when valid parameters are passed. The <strong>SimpleInstancingSupported</strong> member of <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataD3D9SimpleInstancingSupport"/></strong> will be set to <strong>TRUE</strong> or <strong><see cref = "F:SharpDX.Result.False"/></strong>. </p><p> Simple instancing means that instancing is supported with the caveat that the <strong>InstanceDataStepRate</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.InputElement"/></strong> structure must be equal to 1. This does not change the full instancing support provided by hardware at feature level 9.3 and above, and is meant to expose the instancing support that may be available on feature level 9.2 and 9.1 hardware. </p>
            </remarks>
            <msdn-id>dn280414</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataD3D9SimpleInstancingSupport.SimpleInstancingSupported">
            <summary>
            <dd> <p> Specifies whether the hardware and driver support simple instancing. The runtime sets this member to <strong>TRUE</strong> if  the hardware and driver support simple instancing. </p> </dd>
            </summary>
            <msdn-id>dn280414</msdn-id>
            <unmanaged>SimpleInstancingSupported</unmanaged>
            <unmanaged-short>SimpleInstancingSupported</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataDoubles">
            <summary>
            <p>Describes double data type support in the current graphics driver.</p>
            </summary>
            <remarks>
            <p>If the runtime sets <strong>DoublePrecisionFloatShaderOps</strong> to  <strong>TRUE</strong>, the hardware and driver support the following Shader Model 5 instructions:</p><ul> <li> dadd </li> <li> dmax </li> <li> dmin </li> <li> dmul </li> <li> deq </li> <li> dge </li> <li> dlt </li> <li> dne </li> <li> dmov </li> <li> dmovc </li> <li> dtof </li> <li> ftod </li> </ul><strong>Note</strong>??If <strong>DoublePrecisionFloatShaderOps</strong> is <strong>TRUE</strong>, the hardware and driver do not necessarily support double-precision division.?
            </remarks>
            <msdn-id>ff476127</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_DOUBLES</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_DOUBLES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataDoubles.DoublePrecisionFloatShaderOps">
            <summary>
            <dd> <p>Specifies whether double types are allowed. If <strong>TRUE</strong>, double types are allowed; otherwise <strong><see cref = "F:SharpDX.Result.False"/></strong>. The runtime must set <strong>DoublePrecisionFloatShaderOps</strong> to  <strong>TRUE</strong> in order for you to use any HLSL shader that is compiled with a double type.</p> </dd>
            </summary>
            <msdn-id>ff476127</msdn-id>
            <unmanaged>DoublePrecisionFloatShaderOps</unmanaged>
            <unmanaged-short>DoublePrecisionFloatShaderOps</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataFormatSupport">
            <summary>
            <p>Describes which resources are supported by the current graphics driver for a given format.</p>
            </summary>
            <msdn-id>ff476128</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_FORMAT_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_FORMAT_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataFormatSupport.InFormat">
            <summary>
            <dd> <p> <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> to return information on.</p> </dd>
            </summary>
            <msdn-id>ff476128</msdn-id>
            <unmanaged>InFormat</unmanaged>
            <unmanaged-short>InFormat</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataFormatSupport.OutFormatSupport">
            <summary>
            <dd> <p>Combination of <strong><see cref = "T:SharpDX.Direct3D11.FormatSupport"/></strong> flags indicating which resources are supported.</p> </dd>
            </summary>
            <msdn-id>ff476128</msdn-id>
            <unmanaged>OutFormatSupport</unmanaged>
            <unmanaged-short>OutFormatSupport</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataFormatSupport2">
            <summary>
            <p>Describes which unordered resource options are supported by the current graphics driver for a given format.</p>
            </summary>
            <msdn-id>ff476129</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_FORMAT_SUPPORT2</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_FORMAT_SUPPORT2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataFormatSupport2.InFormat">
            <summary>
            <dd> <p> <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> to return information on.</p> </dd>
            </summary>
            <msdn-id>ff476129</msdn-id>
            <unmanaged>InFormat</unmanaged>
            <unmanaged-short>InFormat</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataFormatSupport2.OutFormatSupport2">
            <summary>
            <dd> <p>Combination of <strong><see cref = "T:SharpDX.Direct3D11.ComputeShaderFormatSupport"/></strong> flags indicating which unordered resource options are supported.</p> </dd>
            </summary>
            <msdn-id>ff476129</msdn-id>
            <unmanaged>OutFormatSupport2</unmanaged>
            <unmanaged-short>OutFormatSupport2</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataGpuVirtualAddressSupport">
            <summary>
            <p> Describes feature data GPU virtual address support, including maximum address bits per resource and per process. </p>
            </summary>
            <remarks>
            <p> See <strong><see cref = "T:SharpDX.Direct3D11.Feature"/></strong>. </p>
            </remarks>
            <msdn-id>mt158212</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataGpuVirtualAddressSupport.MaxGPUVirtualAddressBitsPerResource">
            <summary>
            <dd> <p> The maximum GPU virtual address bits per resource. </p> </dd>
            </summary>
            <msdn-id>mt158212</msdn-id>
            <unmanaged>MaxGPUVirtualAddressBitsPerResource</unmanaged>
            <unmanaged-short>MaxGPUVirtualAddressBitsPerResource</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataGpuVirtualAddressSupport.MaxGPUVirtualAddressBitsPerProcess">
            <summary>
            <dd> <p> The maximum GPU virtual address bits per process. </p> </dd>
            </summary>
            <msdn-id>mt158212</msdn-id>
            <unmanaged>MaxGPUVirtualAddressBitsPerProcess</unmanaged>
            <unmanaged-short>MaxGPUVirtualAddressBitsPerProcess</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataMarkerSupport">
            <summary>
            <strong>Note</strong>??This structure is supported by the Direct3D 11.2 runtime, which is available on Windows?8.1 and later operating systems.?<p>Describes whether a GPU profiling technique is supported.</p>
            </summary>
            <remarks>
            <p>If the Direct3D API is the Direct3D 11.2 runtime and can support 11.2 features, <strong>ID3D11Device::CheckFeatureSupport</strong> for <strong>D3D11_FEATURE_MARKER_SUPPORT</strong> will return a SUCCESS code when valid parameters are passed. The <strong>Profile</strong> member of <strong><see cref = "T:SharpDX.Direct3D11.FeatureDataMarkerSupport"/></strong> will be set to <strong>TRUE</strong> or <strong><see cref = "F:SharpDX.Result.False"/></strong>.</p>
            </remarks>
            <msdn-id>dn280415</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_MARKER_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_MARKER_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataMarkerSupport.Profile">
            <summary>
            <dd> <p>Specifies whether the hardware and driver support a GPU profiling technique that can be used with development tools. The runtime sets this member to <strong>TRUE</strong> if  the hardware and driver support data marking.</p> </dd>
            </summary>
            <msdn-id>dn280415</msdn-id>
            <unmanaged>Profile</unmanaged>
            <unmanaged-short>Profile</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataShaderCache">
            <summary>
            <p>Stencil operations that can be performed based on the results of stencil test.</p>
            </summary>
            <remarks>
            <p>All stencil operations are specified as a <strong><see cref = "T:SharpDX.Direct3D11.StencilOperation"/></strong>. The stencil operation can be set differently based on the outcome of the stencil test (which is referred to as <strong>StencilFunc</strong> in the stencil test portion of depth-stencil testing.</p><p>This structure is a member of a <strong>depth-stencil description</strong>. </p>
            </remarks>
            <msdn-id>ff476109</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_SHADER_CACHE</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_SHADER_CACHE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataShaderCache.SupportFlags">
            <summary>
            <dd> <p>The stencil operation to perform when stencil testing fails.</p> </dd>
            </summary>
            <msdn-id>ff476109</msdn-id>
            <unmanaged>SupportFlags</unmanaged>
            <unmanaged-short>SupportFlags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataShaderMinimumPrecisionSupport">
            <summary>
            <strong>Note</strong>??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?<p>Describes precision support  options for shaders in the current graphics driver.</p>
            </summary>
            <remarks>
            <p>For hardware at Direct3D 10 and higher feature levels, the runtime sets both members identically.  For hardware at Direct3D 9.3 and lower feature levels, the runtime can set a lower precision support in the <strong>PixelShaderMinPrecision</strong> member than the <strong>AllOtherShaderStagesMinPrecision</strong> member; for 9.3 and lower, all other shader stages represent only the vertex shader.</p><p>For more info about HLSL minimum precision, see using HLSL minimum precision.</p>
            </remarks>
            <msdn-id>hh404460</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_SHADER_MIN_PRECISION_SUPPORT</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_SHADER_MIN_PRECISION_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataShaderMinimumPrecisionSupport.PixelShaderMinPrecision">
            <summary>
            <dd> <p>A combination of <strong><see cref = "T:SharpDX.Direct3D11.ShaderMinimumPrecisionSupport"/></strong>-typed values that are combined by using a bitwise OR operation. The resulting value specifies minimum precision levels that the driver supports for the pixel shader. A value of zero indicates that the driver supports only full 32-bit precision for the pixel shader.</p> </dd>
            </summary>
            <msdn-id>hh404460</msdn-id>
            <unmanaged>PixelShaderMinPrecision</unmanaged>
            <unmanaged-short>PixelShaderMinPrecision</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataShaderMinimumPrecisionSupport.AllOtherShaderStagesMinPrecision">
            <summary>
            <dd> <p>A combination of <strong><see cref = "T:SharpDX.Direct3D11.ShaderMinimumPrecisionSupport"/></strong>-typed values that are combined by using a bitwise OR operation. The resulting value specifies minimum precision levels that the driver supports for all other shader stages. A value of zero indicates that the driver supports only full 32-bit precision for all other shader stages.</p> </dd>
            </summary>
            <msdn-id>hh404460</msdn-id>
            <unmanaged>AllOtherShaderStagesMinPrecision</unmanaged>
            <unmanaged-short>AllOtherShaderStagesMinPrecision</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.FeatureDataThreading">
            <summary>
            <p>Describes the multi-threading features that are supported by the current graphics driver.</p>
            </summary>
            <remarks>
            <p>Use the <see cref = "T:SharpDX.Direct3D11.FeatureDataThreading"/> structure with the <strong>ID3D11Device::CheckFeatureSupport</strong> method to determine multi-threading support.</p>
            </remarks>
            <msdn-id>ff476130</msdn-id>
            <unmanaged>D3D11_FEATURE_DATA_THREADING</unmanaged>
            <unmanaged-short>D3D11_FEATURE_DATA_THREADING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataThreading.DriverConcurrentCreates">
            <summary>
            <dd> <p><strong>TRUE</strong> means resources can be created concurrently on multiple threads while drawing; <strong><see cref = "F:SharpDX.Result.False"/></strong> means that the presence of coarse synchronization will prevent concurrency.</p> </dd>
            </summary>
            <msdn-id>ff476130</msdn-id>
            <unmanaged>DriverConcurrentCreates</unmanaged>
            <unmanaged-short>DriverConcurrentCreates</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.FeatureDataThreading.DriverCommandLists">
            <summary>
            <dd> <p><strong>TRUE</strong> means command lists are supported by the current driver; <strong><see cref = "F:SharpDX.Result.False"/></strong> means that the API will emulate deferred contexts and command lists with software.</p> </dd>
            </summary>
            <msdn-id>ff476130</msdn-id>
            <unmanaged>DriverCommandLists</unmanaged>
            <unmanaged-short>DriverCommandLists</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.InfoQueueFilter">
            <summary>
            <p>Allow or deny certain types of messages to pass through a filter.</p>
            </summary>
            <msdn-id>ff476178</msdn-id>
            <unmanaged>D3D11_INFO_QUEUE_FILTER</unmanaged>
            <unmanaged-short>D3D11_INFO_QUEUE_FILTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InfoQueueFilter.AllowList">
            <summary>
            <dd> <p>Number of message categories to allow or deny.</p> </dd>
            </summary>
            <msdn-id>ff476178</msdn-id>
            <unmanaged>AllowList</unmanaged>
            <unmanaged-short>AllowList</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.InfoQueueFilter.DenyList">
            <summary>
            <dd> <p>Array of message categories to allow or deny. Array must have at least NumCategories members (see <strong><see cref = "T:SharpDX.Direct3D11.MessageCategory"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476178</msdn-id>
            <unmanaged>DenyList</unmanaged>
            <unmanaged-short>DenyList</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.KeyExchangeHwProtectionData">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Represents key exchange data for hardware content protection.</p>
            </summary>
            <remarks>
            <p>A reference to this structure is passed in the <em>pData</em> parameter of <strong>ID3D11VideoContext::NegotiateCryptoSessionKeyExchange</strong> method when the <strong><see cref = "T:SharpDX.Direct3D11.CryptoSession"/></strong> is creating using the <strong>D3D11_KEY_EXCHANGE_HW_PROTECTION</strong> key exchange type.</p>
            </remarks>
            <msdn-id>dn894115</msdn-id>
            <unmanaged>D3D11_KEY_EXCHANGE_HW_PROTECTION_DATA</unmanaged>
            <unmanaged-short>D3D11_KEY_EXCHANGE_HW_PROTECTION_DATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.KeyExchangeHwProtectionData.HWProtectionFunctionID">
            <summary>
            <dd> <p>The function ID of the DRM command. The values and meanings of the function ID are defined by the DRM specification.</p> </dd>
            </summary>
            <msdn-id>dn894115</msdn-id>
            <unmanaged>HWProtectionFunctionID</unmanaged>
            <unmanaged-short>HWProtectionFunctionID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.KeyExchangeHwProtectionData.PInputData">
            <summary>
            <dd> <p>Pointer to a buffer containing a <strong><see cref = "T:SharpDX.Direct3D11.KeyExchangeHwProtectionInputData"/></strong> structure that specifies memory reserved for IHV use and the input data for the DRM command.</p> </dd>
            </summary>
            <msdn-id>dn894115</msdn-id>
            <unmanaged>pInputData</unmanaged>
            <unmanaged-short>pInputData</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.KeyExchangeHwProtectionData.POutputData">
            <summary>
            <dd> <p>Pointer to a buffer containing a <strong><see cref = "T:SharpDX.Direct3D11.KeyExchangeHwProtectionOutputData"/></strong> structure that specifies memory reserved for IHV use and the input data for the DRM command.</p> </dd>
            </summary>
            <msdn-id>dn894115</msdn-id>
            <unmanaged>pOutputData</unmanaged>
            <unmanaged-short>pOutputData</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.KeyExchangeHwProtectionData.Status">
            <summary>
            <dd> <p>The result of the hardware DRM command.</p> </dd>
            </summary>
            <msdn-id>dn894115</msdn-id>
            <unmanaged>Status</unmanaged>
            <unmanaged-short>Status</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.KeyExchangeHwProtectionInputData">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Represents key exchange input data for hardware content protection.</p>
            </summary>
            <msdn-id>dn894116</msdn-id>
            <unmanaged>D3D11_KEY_EXCHANGE_HW_PROTECTION_INPUT_DATA</unmanaged>
            <unmanaged-short>D3D11_KEY_EXCHANGE_HW_PROTECTION_INPUT_DATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.KeyExchangeHwProtectionInputData.PrivateDataSize">
            <summary>
            <dd> <p>The size of the private data reserved for IHV usage. This size is determined from the <em>pPrivateInputSize</em> parameter returned by the <strong>ID3D11VideoDevice1::GetCryptoSessionPrivateDataSize</strong> function.</p> </dd>
            </summary>
            <msdn-id>dn894116</msdn-id>
            <unmanaged>PrivateDataSize</unmanaged>
            <unmanaged-short>PrivateDataSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.KeyExchangeHwProtectionInputData.HWProtectionDataSize">
            <summary>
            <dd> <p>The size of the DRM command data.</p> </dd>
            </summary>
            <msdn-id>dn894116</msdn-id>
            <unmanaged>HWProtectionDataSize</unmanaged>
            <unmanaged-short>HWProtectionDataSize</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.KeyExchangeHwProtectionInputData.PbInput">
            <summary>
            <dd> <p>If <strong>PrivateDataSize</strong> is greater than 0,  pbInput[0] ? <strong>pbInput</strong>[<strong>PrivateDataSize</strong> - 1] is reserved for IHV use.</p> <p><strong>pbInput</strong>[<strong>PrivateDataSize</strong>] ? <strong>pbInput</strong>[<strong>HWProtectionDataSize</strong> + <strong>PrivateDataSize</strong> - 1] contains the input data for the DRM command. The format and size of the DRM command is defined by the DRM specification.</p> </dd>
            </summary>
            <msdn-id>dn894116</msdn-id>
            <unmanaged>pbInput</unmanaged>
            <unmanaged-short>pbInput</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.KeyExchangeHwProtectionOutputData">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Represents key exchange output data for hardware content protection.</p>
            </summary>
            <msdn-id>dn894117</msdn-id>
            <unmanaged>D3D11_KEY_EXCHANGE_HW_PROTECTION_OUTPUT_DATA</unmanaged>
            <unmanaged-short>D3D11_KEY_EXCHANGE_HW_PROTECTION_OUTPUT_DATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.KeyExchangeHwProtectionOutputData.PrivateDataSize">
            <summary>
            <dd> <p>The size of the private data reserved for IHV usage. This size is determined from the <em>pPrivateOutputSize</em> parameter returned by the <strong>ID3D11VideoDevice1::GetCryptoSessionPrivateDataSize</strong> function.</p> </dd>
            </summary>
            <msdn-id>dn894117</msdn-id>
            <unmanaged>PrivateDataSize</unmanaged>
            <unmanaged-short>PrivateDataSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.KeyExchangeHwProtectionOutputData.MaxHWProtectionDataSize">
            <summary>
            <dd> <p>The maximum size of data that the driver can return in the output buffer. The last byte that it can write to is <strong>pbOuput</strong>[<strong>PrivateDataSize</strong> + <strong>MaxHWProtectionDataSize</strong> ? 1].</p> </dd>
            </summary>
            <msdn-id>dn894117</msdn-id>
            <unmanaged>MaxHWProtectionDataSize</unmanaged>
            <unmanaged-short>MaxHWProtectionDataSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.KeyExchangeHwProtectionOutputData.HWProtectionDataSize">
            <summary>
            <dd> <p>The size of the output data written by the driver.</p> </dd>
            </summary>
            <msdn-id>dn894117</msdn-id>
            <unmanaged>HWProtectionDataSize</unmanaged>
            <unmanaged-short>HWProtectionDataSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.KeyExchangeHwProtectionOutputData.TransportTime">
            <summary>
            <dd> <p>The number of 100 nanosecond units spent transporting the data.</p> </dd>
            </summary>
            <msdn-id>dn894117</msdn-id>
            <unmanaged>TransportTime</unmanaged>
            <unmanaged-short>TransportTime</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.KeyExchangeHwProtectionOutputData.ExecutionTime">
            <summary>
            <dd> <p>The number of 100 nanosecond units spent executing the content protection command.</p> </dd>
            </summary>
            <msdn-id>dn894117</msdn-id>
            <unmanaged>ExecutionTime</unmanaged>
            <unmanaged-short>ExecutionTime</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.KeyExchangeHwProtectionOutputData.PbOutput">
            <summary>
            <dd> <p>If <strong>PrivateDataSize</strong> is greater than 0,  pbInput[0] ? <strong>pbOutput</strong>[<strong>PrivateDataSize</strong> - 1] is reserved for IHV use.</p> <p><strong>pbOutput</strong>[<strong>PrivateDataSize</strong>] ? <strong>pbOutput</strong>[<strong>HWProtectionDataSize</strong> + <strong>PrivateDataSize</strong> - 1] contains the input data for the DRM command. The format and size of the DRM command is defined by the DRM specification.</p> </dd>
            </summary>
            <msdn-id>dn894117</msdn-id>
            <unmanaged>pbOutput</unmanaged>
            <unmanaged-short>pbOutput</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.MessageAuthenticationCode">
            <summary>
            <p>Contains a Message Authentication Code (MAC). </p>
            </summary>
            <msdn-id>hh447631</msdn-id>
            <unmanaged>D3D11_OMAC</unmanaged>
            <unmanaged-short>D3D11_OMAC</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.MessageAuthenticationCode.Buffer">
            <summary>
            <dd> <p>A byte array that contains the cryptographic MAC value of the message.</p> </dd>
            </summary>
            <msdn-id>hh447631</msdn-id>
            <unmanaged>Omac</unmanaged>
            <unmanaged-short>Omac</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.PackedMipDescription">
            <summary>
            <p>Describes the tile structure of a tiled resource with mipmaps. </p>
            </summary>
            <msdn-id>dn280418</msdn-id>
            <unmanaged>D3D11_PACKED_MIP_DESC</unmanaged>
            <unmanaged-short>D3D11_PACKED_MIP_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.PackedMipDescription.StandardMipCount">
            <summary>
            <dd> <p>Number of standard mipmaps in the tiled resource. </p> </dd>
            </summary>
            <msdn-id>dn280418</msdn-id>
            <unmanaged>NumStandardMips</unmanaged>
            <unmanaged-short>NumStandardMips</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.PackedMipDescription.PackedMipCount">
            <summary>
            <dd> <p>Number of packed mipmaps in the tiled resource. </p> <p>This number starts from the least detailed mipmap (either sharing tiles or using non standard tile layout). This number is 0 if no
            such packing is in the resource.  For array surfaces, this value is the number of mipmaps that are packed for a given array slice where each array slice repeats the same
            packing.
            </p> <p>On Tier_2 tiled resources hardware, mipmaps that fill at least one standard shaped tile in all dimensions 
            are not allowed to be included in the set of packed mipmaps.  On Tier_1 hardware, mipmaps that are an integer multiple of one standard shaped tile in all dimensions are not allowed to be included in the set of packed mipmaps.  Mipmaps with at least one 
            dimension less than the standard tile shape may or may not be packed.  When a given mipmap needs to be packed, all coarser 
            mipmaps for a given array slice are considered packed as well.
            </p> </dd>
            </summary>
            <msdn-id>dn280418</msdn-id>
            <unmanaged>NumPackedMips</unmanaged>
            <unmanaged-short>NumPackedMips</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.PackedMipDescription.TilesForPackedMipCount">
            <summary>
            <dd> <p>Number of tiles for the packed mipmaps in the tiled resource. </p> <p>If there is no packing, this value is meaningless and is set to 0.
            Otherwise, it is set to the number of tiles
            that are needed to represent the set of packed mipmaps.  
            The pixel layout within the packed mipmaps is hardware specific. 
            If apps define only partial mappings for the set of tiles in packed mipmaps, read and write behavior is vendor specific and undefined.
            For arrays, this value is only the count of packed mipmaps within
            the subresources for each array slice.</p> </dd>
            </summary>
            <msdn-id>dn280418</msdn-id>
            <unmanaged>NumTilesForPackedMips</unmanaged>
            <unmanaged-short>NumTilesForPackedMips</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.PackedMipDescription.StartTileIndexInOverallResource">
            <summary>
            <dd> <p>Offset of the first packed tile for the resource
            in the overall range of tiles.  If <strong>NumPackedMips</strong> is 0, this
            value is meaningless and is 0.  Otherwise, it is the
            offset of the first packed tile for the resource in the overall
            range of tiles for the resource.  A value of 0 for 
            <strong>StartTileIndexInOverallResource</strong> means the entire resource is packed.  
            For array surfaces, this is the offset for the tiles that contain the packed 
            mipmaps for the first array slice. Packed mipmaps for each array slice in arrayed surfaces are at this offset
            past the beginning of the tiles for each array slice.  </p> <strong>Note</strong>??The 
            number of overall tiles, packed or not, for a given array slice is
            simply the total number of tiles for the resource divided by the 
            resource's array size, so it is easy to locate the range of tiles for 
            any given array slice, out of which <strong>StartTileIndexInOverallResource</strong> identifies
            which of those are packed. ? </dd>
            </summary>
            <msdn-id>dn280418</msdn-id>
            <unmanaged>StartTileIndexInOverallResource</unmanaged>
            <unmanaged-short>StartTileIndexInOverallResource</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.QueryDataPipelineStatistics">
            <summary>
            <p>Query information about graphics-pipeline activity in between calls to <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>.</p>
            </summary>
            <msdn-id>ff476192</msdn-id>
            <unmanaged>D3D11_QUERY_DATA_PIPELINE_STATISTICS</unmanaged>
            <unmanaged-short>D3D11_QUERY_DATA_PIPELINE_STATISTICS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.IAVerticeCount">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476192</msdn-id>
            <unmanaged>IAVertices</unmanaged>
            <unmanaged-short>IAVertices</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.IAPrimitiveCount">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476192</msdn-id>
            <unmanaged>IAPrimitives</unmanaged>
            <unmanaged-short>IAPrimitives</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.VSInvocationCount">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476192</msdn-id>
            <unmanaged>VSInvocations</unmanaged>
            <unmanaged-short>VSInvocations</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.GSInvocationCount">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476192</msdn-id>
            <unmanaged>GSInvocations</unmanaged>
            <unmanaged-short>GSInvocations</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.GSPrimitiveCount">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476192</msdn-id>
            <unmanaged>GSPrimitives</unmanaged>
            <unmanaged-short>GSPrimitives</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.CInvocationCount">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476192</msdn-id>
            <unmanaged>CInvocations</unmanaged>
            <unmanaged-short>CInvocations</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.CPrimitiveCount">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476192</msdn-id>
            <unmanaged>CPrimitives</unmanaged>
            <unmanaged-short>CPrimitives</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.PSInvocationCount">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476192</msdn-id>
            <unmanaged>PSInvocations</unmanaged>
            <unmanaged-short>PSInvocations</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.HSInvocationCount">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476192</msdn-id>
            <unmanaged>HSInvocations</unmanaged>
            <unmanaged-short>HSInvocations</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.DSInvocationCount">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476192</msdn-id>
            <unmanaged>DSInvocations</unmanaged>
            <unmanaged-short>DSInvocations</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.CSInvocationCount">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476192</msdn-id>
            <unmanaged>CSInvocations</unmanaged>
            <unmanaged-short>CSInvocations</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.QueryDataTimestampDisjoint">
            <summary>
            <p>Query information about the reliability of a timestamp query.</p>
            </summary>
            <remarks>
            <p>For a list of query types see <strong><see cref = "T:SharpDX.Direct3D11.QueryType"/></strong>.</p>
            </remarks>
            <msdn-id>ff476194</msdn-id>
            <unmanaged>D3D11_QUERY_DATA_TIMESTAMP_DISJOINT</unmanaged>
            <unmanaged-short>D3D11_QUERY_DATA_TIMESTAMP_DISJOINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataTimestampDisjoint.Frequency">
            <summary>
            <dd> <p>How frequently the GPU counter increments in Hz.</p> </dd>
            </summary>
            <msdn-id>ff476194</msdn-id>
            <unmanaged>Frequency</unmanaged>
            <unmanaged-short>Frequency</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataTimestampDisjoint.Disjoint">
            <summary>
            <dd> <p>If this is <strong>TRUE</strong>, something occurred in between the query's <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong> calls that caused the timestamp counter to become discontinuous or disjoint, such as unplugging the AC cord on a laptop, overheating, or throttling up/down due to laptop savings events. The timestamp returned by <strong>ID3D11DeviceContext::GetData</strong> for a timestamp query is only reliable if <strong>Disjoint</strong> is <strong><see cref = "F:SharpDX.Result.False"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476194</msdn-id>
            <unmanaged>Disjoint</unmanaged>
            <unmanaged-short>Disjoint</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.QueryDescription">
            <summary>
            <p>Describes a query.</p>
            </summary>
            <msdn-id>ff476195</msdn-id>
            <unmanaged>D3D11_QUERY_DESC</unmanaged>
            <unmanaged-short>D3D11_QUERY_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDescription.Type">
            <summary>
            <dd> <p>Type of query (see <strong><see cref = "T:SharpDX.Direct3D11.QueryType"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476195</msdn-id>
            <unmanaged>Query</unmanaged>
            <unmanaged-short>Query</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDescription.Flags">
            <summary>
            <dd> <p>Miscellaneous flags (see <strong><see cref = "T:SharpDX.Direct3D11.QueryFlags"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476195</msdn-id>
            <unmanaged>MiscFlags</unmanaged>
            <unmanaged-short>MiscFlags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.QueryDescription1">
            <summary>
            <p>Describes a query.</p>
            </summary>
            <msdn-id>dn899156</msdn-id>
            <unmanaged>D3D11_QUERY_DESC1</unmanaged>
            <unmanaged-short>D3D11_QUERY_DESC1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDescription1.Query">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.QueryType"/></strong>-typed value that specifies the type of query.</p> </dd>
            </summary>
            <msdn-id>dn899156</msdn-id>
            <unmanaged>Query</unmanaged>
            <unmanaged-short>Query</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDescription1.MiscFlags">
            <summary>
            <dd> <p>A combination of <strong><see cref = "T:SharpDX.Direct3D11.QueryFlags"/></strong>-typed values that are combined by using a bitwise OR operation. The resulting value specifies query behavior. </p> </dd>
            </summary>
            <msdn-id>dn899156</msdn-id>
            <unmanaged>MiscFlags</unmanaged>
            <unmanaged-short>MiscFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDescription1.ContextType">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.ContextType"/></strong>-typed value that specifies the context for the query.</p> </dd>
            </summary>
            <msdn-id>dn899156</msdn-id>
            <unmanaged>ContextType</unmanaged>
            <unmanaged-short>ContextType</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RasterizerStateDescription2">
            <summary>
            <p>Describes rasterizer state.</p>
            </summary>
            <remarks>
            <p>Rasterizer state defines the behavior of the rasterizer stage. To create a rasterizer-state object, call <strong>ID3D11Device3::CreateRasterizerState2</strong>. To set rasterizer state, call <strong>ID3D11DeviceContext::RSSetState</strong>.</p><p>If you do not specify some rasterizer state,  the Direct3D runtime uses the following default values for rasterizer state.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td><strong>FillMode</strong></td><td>Solid</td></tr> <tr><td><strong>CullMode</strong></td><td>Back</td></tr> <tr><td><strong>FrontCounterClockwise</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>DepthBias</strong></td><td>0</td></tr> <tr><td><strong>SlopeScaledDepthBias</strong></td><td>0.0f</td></tr> <tr><td><strong>DepthBiasClamp</strong></td><td>0.0f</td></tr> <tr><td><strong>DepthClipEnable</strong></td><td><strong>TRUE</strong></td></tr> <tr><td><strong>ScissorEnable</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>MultisampleEnable</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>AntialiasedLineEnable</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>ForcedSampleCount</strong></td><td>0</td></tr> <tr><td><strong>ConservativeRaster</strong></td><td><strong>D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF</strong></td></tr> </table><p>?</p><strong>Note</strong>??For feature levels 9.1, 9.2, 9.3, and 10.0, if you set <strong>MultisampleEnable</strong> to <strong><see cref = "F:SharpDX.Result.False"/></strong>, the runtime renders all points, lines, and triangles without anti-aliasing even for render targets with a sample count greater than 1. For feature levels 10.1 and higher, the setting of <strong>MultisampleEnable</strong> has no effect on points and triangles with regard to MSAA and impacts only the selection of the line-rendering algorithm as shown in this table:?<p> </p><table> <tr><th>Line-rendering algorithm</th><th><strong>MultisampleEnable</strong></th><th><strong>AntialiasedLineEnable</strong></th></tr> <tr><td>Aliased</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>Alpha antialiased</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td><td><strong>TRUE</strong></td></tr> <tr><td>Quadrilateral</td><td><strong>TRUE</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>Quadrilateral</td><td><strong>TRUE</strong></td><td><strong>TRUE</strong></td></tr> </table><p>?</p><p>The settings of the <strong>MultisampleEnable</strong> and <strong>AntialiasedLineEnable</strong> members apply only to multisample antialiasing (MSAA) render targets (that is, render targets with sample counts greater than 1). Because of the differences in feature-level behavior and as long as you aren?t performing any line drawing or don?t mind that lines render as quadrilaterals, we recommend that you always set <strong>MultisampleEnable</strong> to <strong>TRUE</strong> whenever you render on MSAA render targets.</p>
            </remarks>
            <msdn-id>dn899157</msdn-id>
            <unmanaged>D3D11_RASTERIZER_DESC2</unmanaged>
            <unmanaged-short>D3D11_RASTERIZER_DESC2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription2.FillMode">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.FillMode"/></strong>-typed value that determines the fill mode to use when rendering.</p> </dd>
            </summary>
            <msdn-id>dn899157</msdn-id>
            <unmanaged>FillMode</unmanaged>
            <unmanaged-short>FillMode</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription2.CullMode">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.CullMode"/></strong>-typed value that indicates that triangles facing the specified direction are not drawn.</p> </dd>
            </summary>
            <msdn-id>dn899157</msdn-id>
            <unmanaged>CullMode</unmanaged>
            <unmanaged-short>CullMode</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription2.IsFrontCounterClockwise">
            <summary>
            <dd> <p>Specifies whether a triangle is front- or back-facing. If <strong>TRUE</strong>, a triangle will be considered front-facing if its vertices are counter-clockwise on the render target and considered back-facing if they are clockwise. If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the opposite is true.</p> </dd>
            </summary>
            <msdn-id>dn899157</msdn-id>
            <unmanaged>FrontCounterClockwise</unmanaged>
            <unmanaged-short>FrontCounterClockwise</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription2.DepthBias">
            <summary>
            <dd> <p>Depth value added to a given pixel. For info about depth bias, see Depth Bias.</p> </dd>
            </summary>
            <msdn-id>dn899157</msdn-id>
            <unmanaged>DepthBias</unmanaged>
            <unmanaged-short>DepthBias</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription2.DepthBiasClamp">
            <summary>
            <dd> <p>Maximum depth bias of a pixel. For info about depth bias, see Depth Bias.</p> </dd>
            </summary>
            <msdn-id>dn899157</msdn-id>
            <unmanaged>DepthBiasClamp</unmanaged>
            <unmanaged-short>DepthBiasClamp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription2.SlopeScaledDepthBias">
            <summary>
            <dd> <p>Scalar on a given pixel's slope. For info about depth bias, see Depth Bias.</p> </dd>
            </summary>
            <msdn-id>dn899157</msdn-id>
            <unmanaged>SlopeScaledDepthBias</unmanaged>
            <unmanaged-short>SlopeScaledDepthBias</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription2.IsDepthClipEnabled">
            <summary>
            <dd> <p>Specifies whether to enable clipping based on distance.</p> <p>The hardware always performs x and y clipping of rasterized coordinates. When <strong>DepthClipEnable</strong> is set to the default?<strong>TRUE</strong>, the hardware also clips the z value (that is, the hardware performs the last step of the following algorithm).
            </p> <code> 0 &lt; w
            -w &lt;= x &lt;= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
            -w &lt;= y &lt;= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
            0 &lt;= z &lt;= w
            </code> <p>When you set <strong>DepthClipEnable</strong> to <strong><see cref = "F:SharpDX.Result.False"/></strong>, the hardware skips the z clipping (that is, the last step in the preceding algorithm). However, the hardware still performs the "0 &lt; 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.
            </p> </dd>
            </summary>
            <msdn-id>dn899157</msdn-id>
            <unmanaged>DepthClipEnable</unmanaged>
            <unmanaged-short>DepthClipEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription2.IsScissorEnabled">
            <summary>
            <dd> <p>Specifies whether to enable scissor-rectangle culling. All pixels outside an active scissor rectangle are culled.</p> </dd>
            </summary>
            <msdn-id>dn899157</msdn-id>
            <unmanaged>ScissorEnable</unmanaged>
            <unmanaged-short>ScissorEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription2.IsMultisampleEnabled">
            <summary>
            <dd> <p>Specifies whether to use the quadrilateral or alpha line anti-aliasing algorithm on multisample antialiasing (MSAA) render targets. Set to <strong>TRUE</strong> to use the quadrilateral line anti-aliasing algorithm and to <strong><see cref = "F:SharpDX.Result.False"/></strong> to use the alpha line anti-aliasing algorithm. For more info about this member, see Remarks.</p> </dd>
            </summary>
            <msdn-id>dn899157</msdn-id>
            <unmanaged>MultisampleEnable</unmanaged>
            <unmanaged-short>MultisampleEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription2.IsAntialiasedLineEnabled">
            <summary>
            <dd> <p>Specifies whether to enable line antialiasing; only applies if doing line drawing and <strong>MultisampleEnable</strong> is <strong><see cref = "F:SharpDX.Result.False"/></strong>. For more info about this member, see Remarks.</p> </dd>
            </summary>
            <msdn-id>dn899157</msdn-id>
            <unmanaged>AntialiasedLineEnable</unmanaged>
            <unmanaged-short>AntialiasedLineEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription2.ForcedSampleCount">
            <summary>
            <dd> <p>The sample count that is forced while UAV rendering or rasterizing. Valid values are 0, 1, 2, 4, 8, and optionally 16. 0 indicates that the sample count is not forced.</p> <strong>Note</strong>??<p>If you want to render with <strong>ForcedSampleCount</strong> set to 1 or greater, you must follow these guidelines: </p> <ul> <li>Don't bind depth-stencil views.</li> <li>Disable depth testing.</li> <li>Ensure the shader doesn't output depth.</li> <li>If you have any render-target views bound (<strong>D3D11_BIND_RENDER_TARGET</strong>) and <strong>ForcedSampleCount</strong> is greater than 1, ensure that every render target has only a single sample.</li> <li>Don't operate the shader at sample frequency. Therefore, <strong>ID3D11ShaderReflection::IsSampleFrequencyShader</strong> returns <strong><see cref = "F:SharpDX.Result.False"/></strong>.</li> </ul>Otherwise, rendering behavior is undefined. For info about how to configure depth-stencil, see Configuring Depth-Stencil Functionality. ? </dd>
            </summary>
            <msdn-id>dn899157</msdn-id>
            <unmanaged>ForcedSampleCount</unmanaged>
            <unmanaged-short>ForcedSampleCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RasterizerStateDescription2.ConservativeRasterizationMode">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.ConservativeRasterizationMode"/></strong>-typed value that identifies whether conservative rasterization is on or off.</p> </dd>
            </summary>
            <msdn-id>dn899157</msdn-id>
            <unmanaged>ConservativeRaster</unmanaged>
            <unmanaged-short>ConservativeRaster</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetBlendDescription1">
            <summary>
            <strong>Note</strong>??This structure is supported by the Direct3D 11.1 runtime, which is available on Windows?8 and later operating systems.?<p>Describes the blend state for a render target.</p>
            </summary>
            <remarks>
            <p>You specify an array of <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetBlendDescription1"/></strong> structures in the <strong>RenderTarget</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.BlendStateDescription1"/></strong> structure to describe the blend states for render targets; you can bind up to eight render targets to the output-merger stage at one time.</p><p>For info about how blending is done, see the output-merger stage.</p><p>Here are the default values for blend state.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>BlendEnable</td><td><see cref = "F:SharpDX.Result.False"/></td></tr> <tr><td>LogicOpEnable</td><td><see cref = "F:SharpDX.Result.False"/></td></tr> <tr><td>SrcBlend</td><td>D3D11_BLEND_ONE</td></tr> <tr><td>DestBlend</td><td>D3D11_BLEND_ZERO</td></tr> <tr><td>BlendOp</td><td>D3D11_BLEND_OP_ADD</td></tr> <tr><td>SrcBlendAlpha</td><td>D3D11_BLEND_ONE</td></tr> <tr><td>DestBlendAlpha</td><td>D3D11_BLEND_ZERO</td></tr> <tr><td>BlendOpAlpha</td><td>D3D11_BLEND_OP_ADD</td></tr> <tr><td>LogicOp</td><td>D3D11_LOGIC_OP_NOOP</td></tr> <tr><td>RenderTargetWriteMask</td><td>D3D11_COLOR_WRITE_ENABLE_ALL</td></tr> </table><p>?</p>
            </remarks>
            <msdn-id>hh404492</msdn-id>
            <unmanaged>D3D11_RENDER_TARGET_BLEND_DESC1</unmanaged>
            <unmanaged-short>D3D11_RENDER_TARGET_BLEND_DESC1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription1.IsBlendEnabled">
            <summary>
            <dd> <p>Enable (or disable) blending.</p> </dd>
            </summary>
            <msdn-id>hh404492</msdn-id>
            <unmanaged>BlendEnable</unmanaged>
            <unmanaged-short>BlendEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription1.IsLogicOperationEnabled">
            <summary>
            <dd> <p>Enable (or disable) a logical operation.</p> </dd>
            </summary>
            <msdn-id>hh404492</msdn-id>
            <unmanaged>LogicOpEnable</unmanaged>
            <unmanaged-short>LogicOpEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription1.SourceBlend">
            <summary>
            <dd> <p>This <strong>blend option</strong> specifies the operation to perform on the RGB value that the pixel shader outputs. The <strong>BlendOp</strong> member defines how to combine the <strong>SrcBlend</strong> and <strong>DestBlend</strong> operations.</p> </dd>
            </summary>
            <msdn-id>hh404492</msdn-id>
            <unmanaged>SrcBlend</unmanaged>
            <unmanaged-short>SrcBlend</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription1.DestinationBlend">
            <summary>
            <dd> <p>This <strong>blend option</strong> specifies the operation to perform on the current RGB value in the render target. The <strong>BlendOp</strong> member defines how to combine the <strong>SrcBlend</strong> and <strong>DestBlend</strong> operations.</p> </dd>
            </summary>
            <msdn-id>hh404492</msdn-id>
            <unmanaged>DestBlend</unmanaged>
            <unmanaged-short>DestBlend</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription1.BlendOperation">
            <summary>
            <dd> <p>This <strong>blend operation</strong> defines how to combine the <strong>SrcBlend</strong> and <strong>DestBlend</strong> operations.</p> </dd>
            </summary>
            <msdn-id>hh404492</msdn-id>
            <unmanaged>BlendOp</unmanaged>
            <unmanaged-short>BlendOp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription1.SourceAlphaBlend">
            <summary>
            <dd> <p>This <strong>blend option</strong> specifies the operation to perform on the alpha value that the pixel shader outputs. Blend options that end in _COLOR are not allowed. The <strong>BlendOpAlpha</strong> member defines how to combine the <strong>SrcBlendAlpha</strong> and <strong>DestBlendAlpha</strong> operations.</p> </dd>
            </summary>
            <msdn-id>hh404492</msdn-id>
            <unmanaged>SrcBlendAlpha</unmanaged>
            <unmanaged-short>SrcBlendAlpha</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription1.DestinationAlphaBlend">
            <summary>
            <dd> <p>This <strong>blend option</strong> specifies the operation to perform on the current alpha value in the render target. Blend options that end in _COLOR are not allowed. The <strong>BlendOpAlpha</strong> member defines how to combine the <strong>SrcBlendAlpha</strong> and <strong>DestBlendAlpha</strong> operations.</p> </dd>
            </summary>
            <msdn-id>hh404492</msdn-id>
            <unmanaged>DestBlendAlpha</unmanaged>
            <unmanaged-short>DestBlendAlpha</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription1.AlphaBlendOperation">
            <summary>
            <dd> <p>This <strong>blend operation</strong> defines how to combine the <strong>SrcBlendAlpha</strong> and <strong>DestBlendAlpha</strong> operations.</p> </dd>
            </summary>
            <msdn-id>hh404492</msdn-id>
            <unmanaged>BlendOpAlpha</unmanaged>
            <unmanaged-short>BlendOpAlpha</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription1.LogicOperation">
            <summary>
            <dd> <p>A  <strong><see cref = "T:SharpDX.Direct3D11.LogicOperation"/></strong>-typed value that specifies the logical operation to configure for the render target.</p> </dd>
            </summary>
            <msdn-id>hh404492</msdn-id>
            <unmanaged>LogicOp</unmanaged>
            <unmanaged-short>LogicOp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription1.RenderTargetWriteMask">
            <summary>
            <dd> <p>A write mask.</p> </dd>
            </summary>
            <msdn-id>hh404492</msdn-id>
            <unmanaged>RenderTargetWriteMask</unmanaged>
            <unmanaged-short>RenderTargetWriteMask</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetViewDescription">
            <summary>
            <p>Specifies the subresources from a resource that are accessible using a render-target view.</p>
            </summary>
            <remarks>
            <p>A render-target-view description is passed into <strong>ID3D11Device::CreateRenderTargetView</strong> to create a render target.</p><p>A render-target-view cannot use the following formats:</p><ul> <li>Any typeless format.</li> <li>DXGI_FORMAT_R32G32B32 if the view will be used to bind a buffer (vertex, index, constant, or stream-output).</li> </ul><p>If the format is set to DXGI_FORMAT_UNKNOWN, then the format of the resource that the view binds to the pipeline will be used.</p>
            </remarks>
            <msdn-id>ff476201</msdn-id>
            <unmanaged>D3D11_RENDER_TARGET_VIEW_DESC</unmanaged>
            <unmanaged-short>D3D11_RENDER_TARGET_VIEW_DESC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetViewDescription.BufferResource">
            <summary>
            <p>Specifies the elements in a buffer resource to use in a render-target view.</p>
            </summary>
            <remarks>
            <p> A render-target view is a member of a render-target-view description (see <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDescription"/></strong>). Create a render-target view by calling <strong>ID3D11Device::CreateRenderTargetView</strong>. </p>
            </remarks>
            <msdn-id>ff476093</msdn-id>
            <unmanaged>D3D11_BUFFER_RTV</unmanaged>
            <unmanaged-short>D3D11_BUFFER_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.BufferResource.FirstElement">
            <summary>
            <dd> <p> Number of bytes between the beginning of the buffer and the first element to access. </p> </dd>
            </summary>
            <msdn-id>ff476093</msdn-id>
            <unmanaged>FirstElement</unmanaged>
            <unmanaged-short>FirstElement</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.BufferResource.ElementOffset">
            <summary>
            <dd> <p> The offset of the first element in the view to access, relative to element 0. </p> </dd>
            </summary>
            <msdn-id>ff476093</msdn-id>
            <unmanaged>ElementOffset</unmanaged>
            <unmanaged-short>ElementOffset</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.BufferResource.ElementCount">
            <summary>
            <dd> <p> The total number of elements in the view. </p> </dd>
            </summary>
            <msdn-id>ff476093</msdn-id>
            <unmanaged>NumElements</unmanaged>
            <unmanaged-short>NumElements</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.BufferResource.ElementWidth">
            <summary>
            <dd> <p> The width of each element (in bytes). This can be determined from the format stored in the render-target-view description. </p> </dd>
            </summary>
            <msdn-id>ff476093</msdn-id>
            <unmanaged>ElementWidth</unmanaged>
            <unmanaged-short>ElementWidth</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture1DResource">
            <summary>
            <p>Specifies the subresource from a 1D texture to use in a render-target view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a render-target-view description (see <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476230</msdn-id>
            <unmanaged>D3D11_TEX1D_RTV</unmanaged>
            <unmanaged-short>D3D11_TEX1D_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture1DResource.MipSlice">
            <summary>
            <dd> <p>The index of the mipmap level to use mip slice.</p> </dd>
            </summary>
            <msdn-id>ff476230</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture1DArrayResource">
            <summary>
            <p>Specifies the subresources from an array of 1D textures to use in a render-target view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a render-target-view description (see <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476226</msdn-id>
            <unmanaged>D3D11_TEX1D_ARRAY_RTV</unmanaged>
            <unmanaged-short>D3D11_TEX1D_ARRAY_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture1DArrayResource.MipSlice">
            <summary>
            <dd> <p>The index of the mipmap level to use mip slice.</p> </dd>
            </summary>
            <msdn-id>ff476226</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture1DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>ff476226</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture1DArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures to use.</p> </dd>
            </summary>
            <msdn-id>ff476226</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DResource">
            <summary>
            <p>Specifies the subresource from a 2D texture to use in a render-target view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a render-target-view description (see <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476244</msdn-id>
            <unmanaged>D3D11_TEX2D_RTV</unmanaged>
            <unmanaged-short>D3D11_TEX2D_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DResource.MipSlice">
            <summary>
            <dd> <p>The index of the mipmap level to use mip slice.</p> </dd>
            </summary>
            <msdn-id>ff476244</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DMultisampledResource">
            <summary>
            <p>Specifies the subresource from a multisampled 2D texture to use in a render-target view.</p>
            </summary>
            <remarks>
            <p>Since a multisampled 2D texture contains a single subresource, there is actually nothing to specify in <see cref = "!:SharpDX.Direct3D11.Texture2DMultisampledResource"/>. Consequently, <strong>UnusedField_NothingToDefine</strong> is included so that this structure will compile in C.</p>
            </remarks>
            <msdn-id>ff476237</msdn-id>
            <unmanaged>D3D11_TEX2DMS_RTV</unmanaged>
            <unmanaged-short>D3D11_TEX2DMS_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DMultisampledResource.UnusedFieldNothingToDefine">
            <summary>
            <dd> <p>Integer of any value. See remarks.</p> </dd>
            </summary>
            <msdn-id>ff476237</msdn-id>
            <unmanaged>UnusedField_NothingToDefine</unmanaged>
            <unmanaged-short>UnusedField_NothingToDefine</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DArrayResource">
            <summary>
            <p>Specifies the subresources from an array of 2D textures to use in a render-target view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a render-target-view description (see <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476240</msdn-id>
            <unmanaged>D3D11_TEX2D_ARRAY_RTV</unmanaged>
            <unmanaged-short>D3D11_TEX2D_ARRAY_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DArrayResource.MipSlice">
            <summary>
            <dd> <p>The index of the mipmap level to use mip slice.</p> </dd>
            </summary>
            <msdn-id>ff476240</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>ff476240</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures in the array to use in the render target view, starting from <strong>FirstArraySlice</strong>.</p> </dd>
            </summary>
            <msdn-id>ff476240</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DMultisampledArrayResource">
            <summary>
            <p>Specifies the subresources from a an array of multisampled 2D textures to use in a render-target view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a render-target-view description (see <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476234</msdn-id>
            <unmanaged>D3D11_TEX2DMS_ARRAY_RTV</unmanaged>
            <unmanaged-short>D3D11_TEX2DMS_ARRAY_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DMultisampledArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>ff476234</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DMultisampledArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures to use.</p> </dd>
            </summary>
            <msdn-id>ff476234</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture3DResource">
            <summary>
            <p>Specifies the subresources from a 3D texture to use in a render-target view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a render target view. See <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDescription"/></strong>.</p>
            </remarks>
            <msdn-id>ff476247</msdn-id>
            <unmanaged>D3D11_TEX3D_RTV</unmanaged>
            <unmanaged-short>D3D11_TEX3D_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture3DResource.MipSlice">
            <summary>
            <dd> <p>The index of the mipmap level to use mip slice.</p> </dd>
            </summary>
            <msdn-id>ff476247</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture3DResource.FirstDepthSlice">
            <summary>
            <dd> <p>First depth level to use.</p> </dd>
            </summary>
            <msdn-id>ff476247</msdn-id>
            <unmanaged>FirstWSlice</unmanaged>
            <unmanaged-short>FirstWSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture3DResource.DepthSliceCount">
            <summary>
            <dd> <p>Number of depth levels to use in the render-target view, starting from <strong>FirstWSlice</strong>. A value of -1 indicates all of the slices along the w axis, starting from <strong>FirstWSlice</strong>.</p> </dd>
            </summary>
            <msdn-id>ff476247</msdn-id>
            <unmanaged>WSize</unmanaged>
            <unmanaged-short>WSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Format">
            <summary>
            <dd> <p>The data format (see <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476201</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Dimension">
            <summary>
            <dd> <p>The resource type (see <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDimension"/></strong>), which specifies how the render-target resource will be accessed.</p> </dd>
            </summary>
            <msdn-id>ff476201</msdn-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Buffer">
            <summary>
            <dd> <p>Specifies which buffer elements can be accessed (see <strong><see cref = "!:SharpDX.Direct3D11.BufferResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476201</msdn-id>
            <unmanaged>Buffer</unmanaged>
            <unmanaged-short>Buffer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture1D">
            <summary>
            <dd> <p>Specifies the subresources in a 1D texture that can be accessed (see <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476201</msdn-id>
            <unmanaged>Texture1D</unmanaged>
            <unmanaged-short>Texture1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture1DArray">
            <summary>
            <dd> <p>Specifies the subresources in a 1D texture array that can be accessed (see <strong><see cref = "!:SharpDX.Direct3D11.Texture1DArrayResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476201</msdn-id>
            <unmanaged>Texture1DArray</unmanaged>
            <unmanaged-short>Texture1DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2D">
            <summary>
            <dd> <p>Specifies the subresources in a 2D texture that can be accessed (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476201</msdn-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DArray">
            <summary>
            <dd> <p>Specifies the subresources in a 2D texture array that can be accessed (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DArrayResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476201</msdn-id>
            <unmanaged>Texture2DArray</unmanaged>
            <unmanaged-short>Texture2DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DMS">
            <summary>
            <dd> <p>Specifies a single subresource because a multisampled 2D texture only contains one subresource (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DMultisampledResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476201</msdn-id>
            <unmanaged>Texture2DMS</unmanaged>
            <unmanaged-short>Texture2DMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DMSArray">
            <summary>
            <dd> <p>Specifies the subresources in a multisampled 2D texture array that can be accessed (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DMultisampledArrayResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476201</msdn-id>
            <unmanaged>Texture2DMSArray</unmanaged>
            <unmanaged-short>Texture2DMSArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture3D">
            <summary>
            <dd> <p>Specifies subresources in a 3D texture that can be accessed (see <strong><see cref = "!:SharpDX.Direct3D11.Texture3DResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476201</msdn-id>
            <unmanaged>Texture3D</unmanaged>
            <unmanaged-short>Texture3D</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetViewDescription1">
            <summary>
            <p>Describes the subresources from a resource that are accessible using a render-target view.</p>
            </summary>
            <remarks>
            <p>A render-target-view description is passed into <strong>ID3D11Device3::CreateRenderTargetView1</strong> to create a render target.</p><p>A render-target-view can't use the following formats:</p><ul> <li>Any typeless format.</li> <li>DXGI_FORMAT_R32G32B32 if the view will be used to bind a buffer (vertex, index, constant, or stream-output).</li> </ul><p>If the format is set to DXGI_FORMAT_UNKNOWN, then the format of the resource that the view binds to the pipeline will be used.</p>
            </remarks>
            <msdn-id>dn899158</msdn-id>
            <unmanaged>D3D11_RENDER_TARGET_VIEW_DESC1</unmanaged>
            <unmanaged-short>D3D11_RENDER_TARGET_VIEW_DESC1</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture2DResource">
            <summary>
            <p>Describes the subresource from a 2D texture to use in a render-target view.</p>
            </summary>
            <msdn-id>dn899163</msdn-id>
            <unmanaged>D3D11_TEX2D_RTV1</unmanaged>
            <unmanaged-short>D3D11_TEX2D_RTV1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture2DResource.MipSlice">
            <summary>
            <dd> <p>The index of the mipmap level to use mip slice.</p> </dd>
            </summary>
            <msdn-id>dn899163</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture2DResource.PlaneSlice">
            <summary>
            <dd> <p>The index (plane slice number) of the plane to use in the texture.</p> </dd>
            </summary>
            <msdn-id>dn899163</msdn-id>
            <unmanaged>PlaneSlice</unmanaged>
            <unmanaged-short>PlaneSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture2DArrayResource">
            <summary>
            <p>Describes the subresources from an array of 2D textures to use in a render-target view.</p>
            </summary>
            <msdn-id>dn899160</msdn-id>
            <unmanaged>D3D11_TEX2D_ARRAY_RTV1</unmanaged>
            <unmanaged-short>D3D11_TEX2D_ARRAY_RTV1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture2DArrayResource.MipSlice">
            <summary>
            <dd> <p>The index of the mipmap level to use mip slice.</p> </dd>
            </summary>
            <msdn-id>dn899160</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture2DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>dn899160</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture2DArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures in the array to use in the render-target view, starting from <strong>FirstArraySlice</strong>.</p> </dd>
            </summary>
            <msdn-id>dn899160</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture2DArrayResource.PlaneSlice">
            <summary>
            <dd> <p>The index (plane slice number) of the plane to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>dn899160</msdn-id>
            <unmanaged>PlaneSlice</unmanaged>
            <unmanaged-short>PlaneSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Format">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value that specifies the data format. </p> </dd>
            </summary>
            <msdn-id>dn899158</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Dimension">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.RenderTargetViewDimension"/></strong>-typed value that specifies the resource type and how the render-target resource will be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899158</msdn-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Buffer">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.BufferResource"/></strong> structure that specifies which buffer elements can be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899158</msdn-id>
            <unmanaged>Buffer</unmanaged>
            <unmanaged-short>Buffer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture1D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong> structure that specifies the subresources in a 1D texture that can be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899158</msdn-id>
            <unmanaged>Texture1D</unmanaged>
            <unmanaged-short>Texture1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture1DArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture1DArrayResource"/></strong> structure that specifies the subresources in a 1D texture array that can be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899158</msdn-id>
            <unmanaged>Texture1DArray</unmanaged>
            <unmanaged-short>Texture1DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture2D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture2DResource"/></strong> structure that specifies the subresources in a 2D texture that can be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899158</msdn-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture2DArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture2DArrayResource"/></strong> structure that specifies the subresources in a 2D texture array that can be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899158</msdn-id>
            <unmanaged>Texture2DArray</unmanaged>
            <unmanaged-short>Texture2DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture2DMS">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture2DMultisampledResource"/></strong> structure that specifies a single subresource because a multisampled 2D texture only contains one subresource.</p> </dd>
            </summary>
            <msdn-id>dn899158</msdn-id>
            <unmanaged>Texture2DMS</unmanaged>
            <unmanaged-short>Texture2DMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture2DMSArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture2DMultisampledArrayResource"/></strong> structure that specifies the subresources in a multisampled 2D texture array that can be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899158</msdn-id>
            <unmanaged>Texture2DMSArray</unmanaged>
            <unmanaged-short>Texture2DMSArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription1.Texture3D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture3DResource"/></strong> structure that specifies subresources in a 3D texture that can be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899158</msdn-id>
            <unmanaged>Texture3D</unmanaged>
            <unmanaged-short>Texture3D</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription">
            <summary>
            <p>Describes a shader-resource view.</p>
            </summary>
            <remarks>
            <p>A view is a format-specific way to look at the data in a resource. The view determines what data to look at, and how it is cast when read.</p><p>When viewing a resource, the resource-view description must specify a typed format, that is compatible with the resource format. So that means that you cannot create a resource-view description using any format with _TYPELESS in the name. You can however view a typeless resource by specifying a typed format for the view. For example, a DXGI_FORMAT_R32G32B32_TYPELESS resource can be viewed with one of these typed formats: DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_UINT, and DXGI_FORMAT_R32G32B32_SINT, since these typed formats are compatible with the typeless resource.</p><p>Create a shader-resource-view description by calling <strong>ID3D11Device::CreateShaderResourceView</strong>. To view a shader-resource-view description, call <strong>ID3D11ShaderResourceView::GetDesc</strong>.</p>
            </remarks>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>D3D11_SHADER_RESOURCE_VIEW_DESC</unmanaged>
            <unmanaged-short>D3D11_SHADER_RESOURCE_VIEW_DESC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription.BufferResource">
            <summary>
            <p>Specifies the elements in a buffer resource to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p> The <strong><see cref = "!:SharpDX.Direct3D11.BufferResource"/></strong> structure is a member of the  <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription"/></strong> structure, which represents a shader-resource view description. You can create a shader-resource view by calling the <strong>ID3D11Device::CreateShaderResourceView</strong> method. </p>
            </remarks>
            <msdn-id>ff476094</msdn-id>
            <unmanaged>D3D11_BUFFER_SRV</unmanaged>
            <unmanaged-short>D3D11_BUFFER_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.BufferResource.FirstElement">
            <summary>
            <dd> <p> Number of bytes between the beginning of the buffer and the first element to access. </p> </dd>
            </summary>
            <msdn-id>ff476094</msdn-id>
            <unmanaged>FirstElement</unmanaged>
            <unmanaged-short>FirstElement</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.BufferResource.ElementOffset">
            <summary>
            <dd> <p> The offset of the first element in the view to access, relative to element 0. </p> </dd>
            </summary>
            <msdn-id>ff476094</msdn-id>
            <unmanaged>ElementOffset</unmanaged>
            <unmanaged-short>ElementOffset</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.BufferResource.ElementCount">
            <summary>
            <dd> <p> The total number of elements in the view. </p> </dd>
            </summary>
            <msdn-id>ff476094</msdn-id>
            <unmanaged>NumElements</unmanaged>
            <unmanaged-short>NumElements</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.BufferResource.ElementWidth">
            <summary>
            <dd> <p> The width of each element (in bytes). This can be determined from the format stored in the shader-resource-view description. </p> </dd>
            </summary>
            <msdn-id>ff476094</msdn-id>
            <unmanaged>ElementWidth</unmanaged>
            <unmanaged-short>ElementWidth</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription.ExtendedBufferResource">
            <summary>
            <p>Describes the elements in a raw buffer resource to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is used by <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription"/></strong> to create a raw view of a buffer.</p>
            </remarks>
            <msdn-id>ff476090</msdn-id>
            <unmanaged>D3D11_BUFFEREX_SRV</unmanaged>
            <unmanaged-short>D3D11_BUFFEREX_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.ExtendedBufferResource.FirstElement">
            <summary>
            <dd> <p>The index of the first element to be accessed by the view.</p> </dd>
            </summary>
            <msdn-id>ff476090</msdn-id>
            <unmanaged>FirstElement</unmanaged>
            <unmanaged-short>FirstElement</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.ExtendedBufferResource.ElementCount">
            <summary>
            <dd> <p>The number of elements in the resource.</p> </dd>
            </summary>
            <msdn-id>ff476090</msdn-id>
            <unmanaged>NumElements</unmanaged>
            <unmanaged-short>NumElements</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.ExtendedBufferResource.Flags">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewExtendedBufferFlags"/></strong>-typed value that identifies view options for the buffer. Currently, the only option is to identify a raw view of the buffer. For more info about raw viewing of buffers, see Raw Views of Buffers.</p> </dd>
            </summary>
            <msdn-id>ff476090</msdn-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DResource">
            <summary>
            <p>Specifies the subresource from a 1D texture to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription"/></strong>).</p><p>As an example, assuming <strong>MostDetailedMip</strong> = 6 and <strong>MipLevels</strong> = 2, the view will have access to 2 mipmap levels, 6 and 7, of the original texture for which <strong>ID3D11Device::CreateShaderResourceView</strong> creates the view. In this situation, <strong>MostDetailedMip</strong> is greater than the <strong>MipLevels</strong> in the view. However, <strong>MostDetailedMip</strong> is not greater than the <strong>MipLevels</strong> in the original resource.</p>
            </remarks>
            <msdn-id>ff476231</msdn-id>
            <unmanaged>D3D11_TEX1D_SRV</unmanaged>
            <unmanaged-short>D3D11_TEX1D_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DResource.MostDetailedMip">
            <summary>
            <dd> <p>Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> (from the original Texture1D for which <strong>ID3D11Device::CreateShaderResourceView</strong> creates a view) -1.</p> </dd>
            </summary>
            <msdn-id>ff476231</msdn-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DResource.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels for the view  of the texture. See the remarks.</p> <p>Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed.</p> </dd>
            </summary>
            <msdn-id>ff476231</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DArrayResource">
            <summary>
            <p>Specifies the subresources from an array of 1D textures to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476227</msdn-id>
            <unmanaged>D3D11_TEX1D_ARRAY_SRV</unmanaged>
            <unmanaged-short>D3D11_TEX1D_ARRAY_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DArrayResource.MostDetailedMip">
            <summary>
            <dd> <p>Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> (from the original Texture1D for which <strong>ID3D11Device::CreateShaderResourceView</strong> creates a view) -1.</p> </dd>
            </summary>
            <msdn-id>ff476227</msdn-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DArrayResource.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>.</p> <p>Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed.</p> </dd>
            </summary>
            <msdn-id>ff476227</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>ff476227</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures in the array.</p> </dd>
            </summary>
            <msdn-id>ff476227</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DResource">
            <summary>
            <p>Specifies the subresource from a 2D texture to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476245</msdn-id>
            <unmanaged>D3D11_TEX2D_SRV</unmanaged>
            <unmanaged-short>D3D11_TEX2D_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DResource.MostDetailedMip">
            <summary>
            <dd> <p>Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> (from the original Texture2D for which <strong>ID3D11Device::CreateShaderResourceView</strong> creates a view) -1.</p> </dd>
            </summary>
            <msdn-id>ff476245</msdn-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DResource.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>.</p> <p>Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed.</p> </dd>
            </summary>
            <msdn-id>ff476245</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DArrayResource">
            <summary>
            <p>Specifies the subresources from an array of 2D textures to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476241</msdn-id>
            <unmanaged>D3D11_TEX2D_ARRAY_SRV</unmanaged>
            <unmanaged-short>D3D11_TEX2D_ARRAY_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DArrayResource.MostDetailedMip">
            <summary>
            <dd> <p>Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> (from the original Texture2D for which <strong>ID3D11Device::CreateShaderResourceView</strong> creates a view) -1.</p> </dd>
            </summary>
            <msdn-id>ff476241</msdn-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DArrayResource.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>.</p> <p>Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed.</p> </dd>
            </summary>
            <msdn-id>ff476241</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>ff476241</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures in the array.</p> </dd>
            </summary>
            <msdn-id>ff476241</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture3DResource">
            <summary>
            <p>Specifies the subresources from a 3D texture to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476248</msdn-id>
            <unmanaged>D3D11_TEX3D_SRV</unmanaged>
            <unmanaged-short>D3D11_TEX3D_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture3DResource.MostDetailedMip">
            <summary>
            <dd> <p>Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> (from the original Texture3D for which <strong>ID3D11Device::CreateShaderResourceView</strong> creates a view) -1.</p> </dd>
            </summary>
            <msdn-id>ff476248</msdn-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture3DResource.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>.</p> <p>Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed.</p> </dd>
            </summary>
            <msdn-id>ff476248</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription.TextureCubeResource">
            <summary>
            <p>Specifies the subresource from a cube texture to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476251</msdn-id>
            <unmanaged>D3D11_TEXCUBE_SRV</unmanaged>
            <unmanaged-short>D3D11_TEXCUBE_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.TextureCubeResource.MostDetailedMip">
            <summary>
            <dd> <p>Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> (from the original TextureCube for which <strong>ID3D11Device::CreateShaderResourceView</strong> creates a view) -1.</p> </dd>
            </summary>
            <msdn-id>ff476251</msdn-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.TextureCubeResource.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>.</p> <p>Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed.</p> </dd>
            </summary>
            <msdn-id>ff476251</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription.TextureCubeArrayResource">
            <summary>
            <p>Specifies the subresources from an array of cube textures to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476250</msdn-id>
            <unmanaged>D3D11_TEXCUBE_ARRAY_SRV</unmanaged>
            <unmanaged-short>D3D11_TEXCUBE_ARRAY_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.TextureCubeArrayResource.MostDetailedMip">
            <summary>
            <dd> <p>Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> (from the original TextureCube for which <strong>ID3D11Device::CreateShaderResourceView</strong> creates a view) -1.</p> </dd>
            </summary>
            <msdn-id>ff476250</msdn-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.TextureCubeArrayResource.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>.</p> <p>Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed.</p> </dd>
            </summary>
            <msdn-id>ff476250</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.TextureCubeArrayResource.First2DArrayFace">
            <summary>
            <dd> <p>Index of the first 2D texture to use.</p> </dd>
            </summary>
            <msdn-id>ff476250</msdn-id>
            <unmanaged>First2DArrayFace</unmanaged>
            <unmanaged-short>First2DArrayFace</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.TextureCubeArrayResource.CubeCount">
            <summary>
            <dd> <p>Number of cube textures in the array.</p> </dd>
            </summary>
            <msdn-id>ff476250</msdn-id>
            <unmanaged>NumCubes</unmanaged>
            <unmanaged-short>NumCubes</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DMultisampledResource">
            <summary>
            <p>Specifies the subresources from a multisampled 2D texture to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>Since a multisampled 2D texture contains a single subresource, there is actually nothing to specify in <see cref = "!:SharpDX.Direct3D11.Texture2DMultisampledResource"/>. Consequently, <strong>UnusedField_NothingToDefine</strong> is included so that this structure will compile in C.</p>
            </remarks>
            <msdn-id>ff476238</msdn-id>
            <unmanaged>D3D11_TEX2DMS_SRV</unmanaged>
            <unmanaged-short>D3D11_TEX2DMS_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DMultisampledResource.UnusedFieldNothingToDefine">
            <summary>
            <dd> <p>Integer of any value. See remarks.</p> </dd>
            </summary>
            <msdn-id>ff476238</msdn-id>
            <unmanaged>UnusedField_NothingToDefine</unmanaged>
            <unmanaged-short>UnusedField_NothingToDefine</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DMultisampledArrayResource">
            <summary>
            <p>Specifies the subresources from an array of multisampled 2D textures to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref = "T:SharpDX.Direct3D11.ShaderResourceViewDescription"/></strong>).</p>
            </remarks>
            <msdn-id>ff476235</msdn-id>
            <unmanaged>D3D11_TEX2DMS_ARRAY_SRV</unmanaged>
            <unmanaged-short>D3D11_TEX2DMS_ARRAY_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DMultisampledArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>ff476235</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DMultisampledArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures to use.</p> </dd>
            </summary>
            <msdn-id>ff476235</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Format">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> specifying the viewing format. See remarks.</p> </dd>
            </summary>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Dimension">
            <summary>
            <dd> <p>The resource type of the view. See <strong>D3D11_SRV_DIMENSION</strong>. This should be the same as the resource type of the underlying resource. This parameter also determines which _SRV to use in the union below.</p> </dd>
            </summary>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Buffer">
            <summary>
            <dd> <p>View the resource as a buffer using information from a shader-resource view (see <strong><see cref = "!:SharpDX.Direct3D11.BufferResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>Buffer</unmanaged>
            <unmanaged-short>Buffer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1D">
            <summary>
            <dd> <p>View the resource as a 1D texture using information from a shader-resource view (see <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>Texture1D</unmanaged>
            <unmanaged-short>Texture1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DArray">
            <summary>
            <dd> <p>View the resource as a 1D-texture array using information from a shader-resource view (see <strong><see cref = "!:SharpDX.Direct3D11.Texture1DArrayResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>Texture1DArray</unmanaged>
            <unmanaged-short>Texture1DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2D">
            <summary>
            <dd> <p>View the resource as a 2D-texture using information from a shader-resource view (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DArray">
            <summary>
            <dd> <p>View the resource as a 2D-texture array using information from a shader-resource view (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DArrayResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>Texture2DArray</unmanaged>
            <unmanaged-short>Texture2DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DMS">
            <summary>
            <dd> <p>View the resource as a 2D-multisampled texture using information from a shader-resource view (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DMultisampledResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>Texture2DMS</unmanaged>
            <unmanaged-short>Texture2DMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DMSArray">
            <summary>
            <dd> <p>View the resource as a 2D-multisampled-texture array using information from a shader-resource view (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DMultisampledArrayResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>Texture2DMSArray</unmanaged>
            <unmanaged-short>Texture2DMSArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture3D">
            <summary>
            <dd> <p>View the resource as a 3D texture using information from a shader-resource view (see <strong><see cref = "!:SharpDX.Direct3D11.Texture3DResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>Texture3D</unmanaged>
            <unmanaged-short>Texture3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.TextureCube">
            <summary>
            <dd> <p>View the resource as a 3D-cube texture using information from a shader-resource view (see <strong><see cref = "!:SharpDX.Direct3D11.TextureCubeResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>TextureCube</unmanaged>
            <unmanaged-short>TextureCube</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.TextureCubeArray">
            <summary>
            <dd> <p>View the resource as a 3D-cube-texture array using information from a shader-resource view (see <strong><see cref = "!:SharpDX.Direct3D11.TextureCubeArrayResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>TextureCubeArray</unmanaged>
            <unmanaged-short>TextureCubeArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.BufferEx">
            <summary>
            <dd> <p>View the resource as a raw buffer using information from a shader-resource view (see <strong><see cref = "!:SharpDX.Direct3D11.ExtendedBufferResource"/></strong>). For more info about raw viewing of buffers, see Raw Views of Buffers.</p> </dd>
            </summary>
            <msdn-id>ff476211</msdn-id>
            <unmanaged>BufferEx</unmanaged>
            <unmanaged-short>BufferEx</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription1">
            <summary>
            <p>Describes a shader-resource view.</p>
            </summary>
            <remarks>
            <p>A view is a format-specific way to look at the data in a resource. The view determines what data to look at, and how it is cast when read.</p><p>When viewing a resource, the resource-view description must specify a typed format, that is compatible with the resource format. So that means that you cannot create a resource-view description using any format with _TYPELESS in the name. You can however view a typeless resource by specifying a typed format for the view. For example, a DXGI_FORMAT_R32G32B32_TYPELESS resource can be viewed with one of these typed formats: DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_UINT, and DXGI_FORMAT_R32G32B32_SINT, since these typed formats are compatible with the typeless resource.</p><p>Create a shader-resource-view description by calling <strong>ID3D11Device3::CreateShaderResourceView1</strong>. To view a shader-resource-view description, call <strong>ID3D11ShaderResourceView1::GetDesc1</strong>.</p>
            </remarks>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>D3D11_SHADER_RESOURCE_VIEW_DESC1</unmanaged>
            <unmanaged-short>D3D11_SHADER_RESOURCE_VIEW_DESC1</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2DResource1">
            <summary>
            <p>Describes the subresource from a 2D texture to use in a shader-resource view.</p>
            </summary>
            <msdn-id>dn899164</msdn-id>
            <unmanaged>D3D11_TEX2D_SRV1</unmanaged>
            <unmanaged-short>D3D11_TEX2D_SRV1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2DResource1.MostDetailedMip">
            <summary>
            <dd> <p> Index of the most detailed mipmap level to use; this number is between 0 and (<strong>MipLevels</strong> (from the original Texture2D for which  <strong>ID3D11Device3::CreateShaderResourceView1</strong> creates a view) - 1 ). </p> </dd>
            </summary>
            <msdn-id>dn899164</msdn-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2DResource1.MipLevels">
            <summary>
            <dd> <p> The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>. </p> <p> Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed. </p> </dd>
            </summary>
            <msdn-id>dn899164</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2DResource1.PlaneSlice">
            <summary>
            <dd> <p>The index (plane slice number) of the plane to use in the texture.</p> </dd>
            </summary>
            <msdn-id>dn899164</msdn-id>
            <unmanaged>PlaneSlice</unmanaged>
            <unmanaged-short>PlaneSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2DArrayResource1">
            <summary>
            <p>Describes the subresources from an array of 2D textures to use in a shader-resource view.</p>
            </summary>
            <msdn-id>dn899161</msdn-id>
            <unmanaged>D3D11_TEX2D_ARRAY_SRV1</unmanaged>
            <unmanaged-short>D3D11_TEX2D_ARRAY_SRV1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2DArrayResource1.MostDetailedMip">
            <summary>
            <dd> <p> Index of the most detailed mipmap level to use; this number is between 0 and ( <strong>MipLevels</strong> (from the original Texture2D for which  <strong>ID3D11Device3::CreateShaderResourceView1</strong> creates a view) - 1). </p> </dd>
            </summary>
            <msdn-id>dn899161</msdn-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2DArrayResource1.MipLevels">
            <summary>
            <dd> <p> The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>. </p> <p> Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed. </p> </dd>
            </summary>
            <msdn-id>dn899161</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2DArrayResource1.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>dn899161</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2DArrayResource1.ArraySize">
            <summary>
            <dd> <p>Number of textures in the array.</p> </dd>
            </summary>
            <msdn-id>dn899161</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2DArrayResource1.PlaneSlice">
            <summary>
            <dd> <p>The index (plane slice number) of the plane to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>dn899161</msdn-id>
            <unmanaged>PlaneSlice</unmanaged>
            <unmanaged-short>PlaneSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Format">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value that  specifies the viewing format. See remarks.</p> </dd>
            </summary>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Dimension">
            <summary>
            <dd> <p>A <strong>D3D11_SRV_DIMENSION</strong>-typed value that  specifies the resource type of the view. This type is the same as the resource type of the underlying resource. This member also determines which _SRV to use in the union below.</p> </dd>
            </summary>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Buffer">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.BufferResource"/></strong> structure that views the resource as a buffer.</p> </dd>
            </summary>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>Buffer</unmanaged>
            <unmanaged-short>Buffer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture1D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong> structure that views the resource as a 1D texture.</p> </dd>
            </summary>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>Texture1D</unmanaged>
            <unmanaged-short>Texture1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture1DArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture1DArrayResource"/></strong> structure that views the resource as a 1D-texture array.</p> </dd>
            </summary>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>Texture1DArray</unmanaged>
            <unmanaged-short>Texture1DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture2DResource1"/></strong> structure that views the resource as a 2D-texture.</p> </dd>
            </summary>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2DArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture2DArrayResource1"/></strong> structure that views the resource as a 2D-texture array.</p> </dd>
            </summary>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>Texture2DArray</unmanaged>
            <unmanaged-short>Texture2DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2DMS">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture2DMultisampledResource"/></strong> structure that views the resource as a 2D-multisampled texture.</p> </dd>
            </summary>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>Texture2DMS</unmanaged>
            <unmanaged-short>Texture2DMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture2DMSArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture2DMultisampledArrayResource"/></strong> structure that views the resource as a 2D-multisampled-texture array.</p> </dd>
            </summary>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>Texture2DMSArray</unmanaged>
            <unmanaged-short>Texture2DMSArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.Texture3D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture3DResource"/></strong> structure that views the resource as a 3D texture.</p> </dd>
            </summary>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>Texture3D</unmanaged>
            <unmanaged-short>Texture3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.TextureCube">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.TextureCubeResource"/></strong> structure that views the resource as a 3D-cube texture.</p> </dd>
            </summary>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>TextureCube</unmanaged>
            <unmanaged-short>TextureCube</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.TextureCubeArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.TextureCubeArrayResource"/></strong> structure that views the resource as a 3D-cube-texture array.</p> </dd>
            </summary>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>TextureCubeArray</unmanaged>
            <unmanaged-short>TextureCubeArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription1.BufferEx">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.ExtendedBufferResource"/></strong> structure that views the resource as a raw buffer. For more info about raw viewing of buffers, see Raw Views of Buffers.</p> </dd>
            </summary>
            <msdn-id>dn899159</msdn-id>
            <unmanaged>BufferEx</unmanaged>
            <unmanaged-short>BufferEx</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.StreamOutputStatistics">
            <summary>
            <p>Query information about the amount of data streamed out to the stream-output buffers in between <strong>ID3D11DeviceContext::Begin</strong> and <strong>ID3D11DeviceContext::End</strong>.</p>
            </summary>
            <msdn-id>ff476193</msdn-id>
            <unmanaged>D3D11_QUERY_DATA_SO_STATISTICS</unmanaged>
            <unmanaged-short>D3D11_QUERY_DATA_SO_STATISTICS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StreamOutputStatistics.NumPrimitivesWritten">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476193</msdn-id>
            <unmanaged>NumPrimitivesWritten</unmanaged>
            <unmanaged-short>NumPrimitivesWritten</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.StreamOutputStatistics.PrimitivesStorageNeeded">
            <summary>
            No documentation.
            </summary>
            <msdn-id>ff476193</msdn-id>
            <unmanaged>PrimitivesStorageNeeded</unmanaged>
            <unmanaged-short>PrimitivesStorageNeeded</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.SubResourceTiling">
            <summary>
            <p>Describes a tiled subresource volume.</p>
            </summary>
            <remarks>
            <p>Each packed mipmap is individually reported as 0 for <strong>WidthInTiles</strong>, <strong>HeightInTiles</strong> and <strong>DepthInTiles</strong>.
            </p><p>The total number of tiles in subresources is <strong>WidthInTiles</strong>*<strong>HeightInTiles</strong>*<strong>DepthInTiles</strong>. </p>
            </remarks>
            <msdn-id>dn280434</msdn-id>
            <unmanaged>D3D11_SUBRESOURCE_TILING</unmanaged>
            <unmanaged-short>D3D11_SUBRESOURCE_TILING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.SubResourceTiling.WidthInTiles">
            <summary>
            <dd> <p>The width in tiles of the subresource.</p> </dd>
            </summary>
            <msdn-id>dn280434</msdn-id>
            <unmanaged>WidthInTiles</unmanaged>
            <unmanaged-short>WidthInTiles</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.SubResourceTiling.HeightInTiles">
            <summary>
            <dd> <p>The height in tiles of the subresource.</p> </dd>
            </summary>
            <msdn-id>dn280434</msdn-id>
            <unmanaged>HeightInTiles</unmanaged>
            <unmanaged-short>HeightInTiles</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.SubResourceTiling.DepthInTiles">
            <summary>
            <dd> <p>The depth in tiles of the subresource.</p> </dd>
            </summary>
            <msdn-id>dn280434</msdn-id>
            <unmanaged>DepthInTiles</unmanaged>
            <unmanaged-short>DepthInTiles</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.SubResourceTiling.StartTileIndexInOverallResource">
            <summary>
            <dd> <p>The index of the tile in the overall tiled subresource to start with. </p> <p> <strong>GetResourceTiling</strong> sets <strong>StartTileIndexInOverallResource</strong> to <strong>D3D11_PACKED_TILE</strong> (0xffffffff) to indicate that the whole 
            <strong><see cref = "T:SharpDX.Direct3D11.SubResourceTiling"/></strong> structure is meaningless, and the info to which the <em>pPackedMipDesc</em> parameter of <strong>GetResourceTiling</strong> points applies. For packed tiles, the description of the packed mipmaps comes from a <strong><see cref = "T:SharpDX.Direct3D11.PackedMipDescription"/></strong> structure instead.
            </p> </dd>
            </summary>
            <msdn-id>dn280434</msdn-id>
            <unmanaged>StartTileIndexInOverallResource</unmanaged>
            <unmanaged-short>StartTileIndexInOverallResource</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.Texture1DDescription">
            <summary>
            <p>Describes a 1D texture.</p>
            </summary>
            <remarks>
            <p>This structure is used in a call to <strong>ID3D11Device::CreateTexture1D</strong>.</p><p>In addition to this structure, you can also use the <strong>CD3D11_TEXTURE1D_DESC</strong> derived structure, which is defined  in D3D11.h and behaves like an inherited class, to help create a texture description.</p><p>The texture size range is determined by the feature level at which you create the device and not the Microsoft Direct3D interface version. For example, if you use Microsoft Direct3D?10 hardware at feature level 10 (<strong>D3D_FEATURE_LEVEL_10_0</strong>) and call <strong>D3D11CreateDevice</strong> to create an <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong>, you must constrain the maximum texture size to D3D10_REQ_TEXTURE1D_U_DIMENSION (8192) when you create your 1D texture.</p>
            </remarks>
            <msdn-id>ff476252</msdn-id>
            <unmanaged>D3D11_TEXTURE1D_DESC</unmanaged>
            <unmanaged-short>D3D11_TEXTURE1D_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture1DDescription.Width">
            <summary>
            <dd> <p>Texture width (in texels). The  range is from 1 to <see cref = "!:MaximumTexture1DSize"/> (16384). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>ff476252</msdn-id>
            <unmanaged>Width</unmanaged>
            <unmanaged-short>Width</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture1DDescription.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels in the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.</p> </dd>
            </summary>
            <msdn-id>ff476252</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture1DDescription.ArraySize">
            <summary>
            <dd> <p>Number of textures in the array. The  range is from 1 to <see cref = "!:MaximumTexture1DArraySize"/> (2048). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>ff476252</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture1DDescription.Format">
            <summary>
            <dd> <p>Texture format (see <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476252</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture1DDescription.Usage">
            <summary>
            <dd> <p>Value that identifies how the texture is to be read from and written to. The most common value is D3D11_USAGE_DEFAULT; see <strong><see cref = "T:SharpDX.Direct3D11.ResourceUsage"/></strong> for all possible values.</p> </dd>
            </summary>
            <msdn-id>ff476252</msdn-id>
            <unmanaged>Usage</unmanaged>
            <unmanaged-short>Usage</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture1DDescription.BindFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.BindFlags"/></strong>) for binding to pipeline stages. The flags can be combined by a logical OR. For a 1D texture, the allowable values are: D3D11_BIND_SHADER_RESOURCE, D3D11_BIND_RENDER_TARGET and D3D11_BIND_DEPTH_STENCIL.</p> </dd>
            </summary>
            <msdn-id>ff476252</msdn-id>
            <unmanaged>BindFlags</unmanaged>
            <unmanaged-short>BindFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture1DDescription.CpuAccessFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.CpuAccessFlags"/></strong>) to specify the types of CPU access allowed. Use 0 if CPU access is not required. These flags can be combined with a logical OR.</p> </dd>
            </summary>
            <msdn-id>ff476252</msdn-id>
            <unmanaged>CPUAccessFlags</unmanaged>
            <unmanaged-short>CPUAccessFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture1DDescription.OptionFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.ResourceOptionFlags"/></strong>) that identify other, less common resource options. Use 0 if none of these flags apply. These flags can be combined with a logical OR.</p> </dd>
            </summary>
            <msdn-id>ff476252</msdn-id>
            <unmanaged>MiscFlags</unmanaged>
            <unmanaged-short>MiscFlags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.Texture2DArrayVpov">
            <summary>
            <p>Identifies a texture resource for a video  processor output view.</p>
            </summary>
            <msdn-id>hh447632</msdn-id>
            <unmanaged>D3D11_TEX2D_ARRAY_VPOV</unmanaged>
            <unmanaged-short>D3D11_TEX2D_ARRAY_VPOV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DArrayVpov.MipSlice">
            <summary>
            <dd> <p>The zero-based index into the array of subtextures.</p> </dd>
            </summary>
            <msdn-id>hh447632</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DArrayVpov.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use.</p> </dd>
            </summary>
            <msdn-id>hh447632</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DArrayVpov.ArraySize">
            <summary>
            <dd> <p>The number of textures in the array.</p> </dd>
            </summary>
            <msdn-id>hh447632</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.Texture2DDescription">
            <summary>
            <p>Describes a 2D texture.</p>
            </summary>
            <remarks>
            <p>This structure is used in a call to <strong>ID3D11Device::CreateTexture2D</strong>.</p><p>In addition to this structure, you can also use the <strong>CD3D11_TEXTURE2D_DESC</strong> derived structure, which is defined  in D3D11.h and behaves like an inherited class, to help create a texture description.</p><p>The device places some size restrictions (must be multiples of a minimum size) for a subsampled, block compressed, or bit-format resource.</p><p>The texture size range is determined by the feature level at which you create the device and not the Microsoft Direct3D interface version. For example, if you use Microsoft Direct3D?10 hardware at feature level 10 (<strong>D3D_FEATURE_LEVEL_10_0</strong>) and call <strong>D3D11CreateDevice</strong> to create an <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong>, you must constrain the maximum texture size to D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION (8192) when you create your 2D texture.</p>
            </remarks>
            <msdn-id>ff476253</msdn-id>
            <unmanaged>D3D11_TEXTURE2D_DESC</unmanaged>
            <unmanaged-short>D3D11_TEXTURE2D_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription.Width">
            <summary>
            <dd> <p>Texture width (in texels). The  range is from 1 to <see cref = "!:MaximumTexture2DSize"/> (16384). For a texture cube-map, the  range is from 1 to <see cref = "!:MaximumTextureCubeSize"/> (16384). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>ff476253</msdn-id>
            <unmanaged>Width</unmanaged>
            <unmanaged-short>Width</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription.Height">
            <summary>
            <dd> <p>Texture height (in texels). The  range is from 1 to <see cref = "!:MaximumTexture2DSize"/> (16384). For a texture cube-map, the  range is from 1 to <see cref = "!:MaximumTextureCubeSize"/> (16384). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>ff476253</msdn-id>
            <unmanaged>Height</unmanaged>
            <unmanaged-short>Height</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels in the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.</p> </dd>
            </summary>
            <msdn-id>ff476253</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription.ArraySize">
            <summary>
            <dd> <p>Number of textures in the texture array. The  range is from 1 to <see cref = "!:MaximumTexture2DArraySize"/> (2048). For a texture cube-map, this value is a multiple of 6 (that is, 6 times the value in the <strong>NumCubes</strong> member of <strong><see cref = "!:SharpDX.Direct3D11.TextureCubeArrayResource"/></strong>), and the  range is from 6 to 2046. The range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>ff476253</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription.Format">
            <summary>
            <dd> <p>Texture format (see <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476253</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription.SampleDescription">
            <summary>
            <dd> <p>Structure that specifies multisampling parameters for the texture. See <strong><see cref = "T:SharpDX.DXGI.SampleDescription"/></strong>.</p> </dd>
            </summary>
            <msdn-id>ff476253</msdn-id>
            <unmanaged>SampleDesc</unmanaged>
            <unmanaged-short>SampleDesc</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription.Usage">
            <summary>
            <dd> <p>Value that identifies how the texture is to be read from and written to. The most common value is D3D11_USAGE_DEFAULT; see <strong><see cref = "T:SharpDX.Direct3D11.ResourceUsage"/></strong> for all possible values.</p> </dd>
            </summary>
            <msdn-id>ff476253</msdn-id>
            <unmanaged>Usage</unmanaged>
            <unmanaged-short>Usage</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription.BindFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.BindFlags"/></strong>) for binding to pipeline stages. The flags can be combined by a logical OR.</p> </dd>
            </summary>
            <msdn-id>ff476253</msdn-id>
            <unmanaged>BindFlags</unmanaged>
            <unmanaged-short>BindFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription.CpuAccessFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.CpuAccessFlags"/></strong>) to specify the types of CPU access allowed. Use 0 if CPU access is not required. These flags can be combined with a logical OR.</p> </dd>
            </summary>
            <msdn-id>ff476253</msdn-id>
            <unmanaged>CPUAccessFlags</unmanaged>
            <unmanaged-short>CPUAccessFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription.OptionFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.ResourceOptionFlags"/></strong>) that identify other, less common resource options. Use 0 if none of these flags apply. These flags can be combined by using a logical OR. For a texture cube-map, set the <strong>D3D11_RESOURCE_MISC_TEXTURECUBE</strong> flag. Cube-map arrays (that is, <strong>ArraySize</strong> &gt; 6) require feature level <strong>D3D_FEATURE_LEVEL_10_1</strong> or higher.</p> </dd>
            </summary>
            <msdn-id>ff476253</msdn-id>
            <unmanaged>MiscFlags</unmanaged>
            <unmanaged-short>MiscFlags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.Texture2DDescription1">
            <summary>
            <p>Describes a 2D texture.</p>
            </summary>
            <remarks>
            <p>This structure is used in a call to <strong>ID3D11Device3::CreateTexture2D1</strong>.</p><p>In addition to this structure, you can also use the <strong>CD3D11_TEXTURE2D_DESC1</strong> derived structure, which is defined  in D3D11_3.h and behaves like an inherited class, to help create a texture description.</p><p>The device places some size restrictions (must be multiples of a minimum size) for a subsampled, block compressed, or bit-format resource.</p><p>The texture size range is determined by the feature level at which you create the device and not the Microsoft Direct3D interface version. For example, if you use Microsoft Direct3D?10 hardware at feature level 10 (<strong>D3D_FEATURE_LEVEL_10_0</strong>) and call <strong>D3D11CreateDevice</strong> to create an <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong>, you must constrain the maximum texture size to D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION (8192) when you create your 2D texture.</p>
            </remarks>
            <msdn-id>dn899166</msdn-id>
            <unmanaged>D3D11_TEXTURE2D_DESC1</unmanaged>
            <unmanaged-short>D3D11_TEXTURE2D_DESC1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription1.Width">
            <summary>
            <dd> <p>Texture width (in texels). The  range is from 1 to <see cref = "!:MaximumTexture2DSize"/> (16384). For a texture cube-map, the  range is from 1 to <see cref = "!:MaximumTextureCubeSize"/> (16384). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>dn899166</msdn-id>
            <unmanaged>Width</unmanaged>
            <unmanaged-short>Width</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription1.Height">
            <summary>
            <dd> <p>Texture height (in texels). The  range is from 1 to <see cref = "!:MaximumTexture2DSize"/> (16384). For a texture cube-map, the  range is from 1 to <see cref = "!:MaximumTextureCubeSize"/> (16384). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>dn899166</msdn-id>
            <unmanaged>Height</unmanaged>
            <unmanaged-short>Height</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription1.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels in the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.</p> </dd>
            </summary>
            <msdn-id>dn899166</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription1.ArraySize">
            <summary>
            <dd> <p>Number of textures in the texture array. The  range is from 1 to <see cref = "!:MaximumTexture2DArraySize"/> (2048). For a texture cube-map, this value is a multiple of 6 (that is, 6 times the value in the <strong>NumCubes</strong> member of <strong><see cref = "!:SharpDX.Direct3D11.TextureCubeArrayResource"/></strong>), and the  range is from 6 to 2046. The range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>dn899166</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription1.Format">
            <summary>
            <dd> <p>Texture format (see <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>).</p> </dd>
            </summary>
            <msdn-id>dn899166</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription1.SampleDescription">
            <summary>
            <dd> <p>Structure that specifies multisampling parameters for the texture. See <strong><see cref = "T:SharpDX.DXGI.SampleDescription"/></strong>.</p> </dd>
            </summary>
            <msdn-id>dn899166</msdn-id>
            <unmanaged>SampleDesc</unmanaged>
            <unmanaged-short>SampleDesc</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription1.Usage">
            <summary>
            <dd> <p>Value that identifies how the texture is to be read from and written to. The most common value is D3D11_USAGE_DEFAULT; see <strong><see cref = "T:SharpDX.Direct3D11.ResourceUsage"/></strong> for all possible values.</p> </dd>
            </summary>
            <msdn-id>dn899166</msdn-id>
            <unmanaged>Usage</unmanaged>
            <unmanaged-short>Usage</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription1.BindFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.BindFlags"/></strong>) for binding to pipeline stages. The flags can be combined by a logical OR.</p> </dd>
            </summary>
            <msdn-id>dn899166</msdn-id>
            <unmanaged>BindFlags</unmanaged>
            <unmanaged-short>BindFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription1.CpuAccessFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.CpuAccessFlags"/></strong>) to specify the types of CPU access allowed. Use 0 if CPU access is not required. These flags can be combined with a logical OR.</p> </dd>
            </summary>
            <msdn-id>dn899166</msdn-id>
            <unmanaged>CPUAccessFlags</unmanaged>
            <unmanaged-short>CPUAccessFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription1.OptionFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.ResourceOptionFlags"/></strong>) that identify other, less common resource options. Use 0 if none of these flags apply. These flags can be combined by using a logical OR. For a texture cube-map, set the <strong>D3D11_RESOURCE_MISC_TEXTURECUBE</strong> flag. Cube-map arrays (that is, <strong>ArraySize</strong> &gt; 6) require feature level <strong>D3D_FEATURE_LEVEL_10_1</strong> or higher.</p> </dd>
            </summary>
            <msdn-id>dn899166</msdn-id>
            <unmanaged>MiscFlags</unmanaged>
            <unmanaged-short>MiscFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DDescription1.TextureLayout">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.TextureLayout"/></strong>-typed value that identifies the layout of the texture.</p> <p>The TextureLayout parameter selects both the actual layout of the texture in memory and the layout visible to the application while the texture is mapped.  These flags may not be requested without CPU access also requested.</p> <p>It is illegal to set CPU access flags on default textures without also setting TextureLayout to a value other than D3D11_TEXTURE_LAYOUT_UNDEFINED.  </p> <p>D3D11_TEXTURE_LAYOUT_ROW_MAJOR may only be used to create non-multisampled, textures with a single subresource (Planar YUV textures are supported).  These textures may only be used as a source and destination of copy operations, and BindFlags must be zero.
            </p> <p>D3D11_TEXTURE_LAYOUT_64K_STANDARD_SWIZZLE may only be used to create non-multisampled, non-depth-stencil textures.  </p> </dd>
            </summary>
            <msdn-id>dn899166</msdn-id>
            <unmanaged>TextureLayout</unmanaged>
            <unmanaged-short>TextureLayout</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.Texture2DVdov">
            <summary>
            <p>Identifies the texture resource for a video  decoder output view.</p>
            </summary>
            <msdn-id>hh447633</msdn-id>
            <unmanaged>D3D11_TEX2D_VDOV</unmanaged>
            <unmanaged-short>D3D11_TEX2D_VDOV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DVdov.ArraySlice">
            <summary>
            <dd> <p>The zero-based index of the texture.</p> </dd>
            </summary>
            <msdn-id>hh447633</msdn-id>
            <unmanaged>ArraySlice</unmanaged>
            <unmanaged-short>ArraySlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.Texture2DVpiv">
            <summary>
            <p>Identifies the texture resource for a video  processor input view.</p>
            </summary>
            <msdn-id>hh447634</msdn-id>
            <unmanaged>D3D11_TEX2D_VPIV</unmanaged>
            <unmanaged-short>D3D11_TEX2D_VPIV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DVpiv.MipSlice">
            <summary>
            <dd> <p>The zero-based index into the array of subtextures.</p> </dd>
            </summary>
            <msdn-id>hh447634</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DVpiv.ArraySlice">
            <summary>
            <dd> <p>The zero-based index of the texture.</p> </dd>
            </summary>
            <msdn-id>hh447634</msdn-id>
            <unmanaged>ArraySlice</unmanaged>
            <unmanaged-short>ArraySlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.Texture2DVpov">
            <summary>
            <p>Identifies a texture resource for a video  processor output view.</p>
            </summary>
            <msdn-id>hh447635</msdn-id>
            <unmanaged>D3D11_TEX2D_VPOV</unmanaged>
            <unmanaged-short>D3D11_TEX2D_VPOV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture2DVpov.MipSlice">
            <summary>
            <dd> <p>The zero-based index into the array of subtextures.</p> </dd>
            </summary>
            <msdn-id>hh447635</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.Texture3DDescription">
            <summary>
            <p>Describes a 3D texture.</p>
            </summary>
            <remarks>
            <p>This structure is used in a call to <strong>ID3D11Device::CreateTexture3D</strong>.</p><p>In addition to this structure, you can also use the <strong>CD3D11_TEXTURE3D_DESC</strong> derived structure, which is defined  in D3D11.h and behaves like an inherited class, to help create a texture description.</p><p>The device restricts the size of subsampled, block compressed, and bit format resources to be multiples of sizes specific to each format.</p><p>The texture size range is determined by the feature level at which you create the device and not the Microsoft Direct3D interface version. For example, if you use Microsoft Direct3D?10 hardware at feature level 10 (<strong>D3D_FEATURE_LEVEL_10_0</strong>) and call <strong>D3D11CreateDevice</strong> to create an <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong>, you must constrain the maximum texture size to D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION (2048) when you create your 3D texture.</p>
            </remarks>
            <msdn-id>ff476254</msdn-id>
            <unmanaged>D3D11_TEXTURE3D_DESC</unmanaged>
            <unmanaged-short>D3D11_TEXTURE3D_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription.Width">
            <summary>
            <dd> <p>Texture width (in texels). The  range is from 1 to <see cref = "!:MaximumTexture3DSize"/> (2048). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>ff476254</msdn-id>
            <unmanaged>Width</unmanaged>
            <unmanaged-short>Width</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription.Height">
            <summary>
            <dd> <p>Texture height (in texels). The  range is from 1 to <see cref = "!:MaximumTexture3DSize"/> (2048). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>ff476254</msdn-id>
            <unmanaged>Height</unmanaged>
            <unmanaged-short>Height</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription.Depth">
            <summary>
            <dd> <p>Texture depth (in texels). The  range is from 1 to <see cref = "!:MaximumTexture3DSize"/> (2048). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>ff476254</msdn-id>
            <unmanaged>Depth</unmanaged>
            <unmanaged-short>Depth</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels in the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.</p> </dd>
            </summary>
            <msdn-id>ff476254</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription.Format">
            <summary>
            <dd> <p>Texture format (see <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476254</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription.Usage">
            <summary>
            <dd> <p>Value that identifies how the texture is to be read from and written to. The most common value is D3D11_USAGE_DEFAULT; see <strong><see cref = "T:SharpDX.Direct3D11.ResourceUsage"/></strong> for all possible values.</p> </dd>
            </summary>
            <msdn-id>ff476254</msdn-id>
            <unmanaged>Usage</unmanaged>
            <unmanaged-short>Usage</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription.BindFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.BindFlags"/></strong>) for binding to pipeline stages. The flags can be combined by a logical OR.</p> </dd>
            </summary>
            <msdn-id>ff476254</msdn-id>
            <unmanaged>BindFlags</unmanaged>
            <unmanaged-short>BindFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription.CpuAccessFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.CpuAccessFlags"/></strong>) to specify the types of CPU access allowed. Use 0 if CPU access is not required. These flags can be combined with a logical OR.</p> </dd>
            </summary>
            <msdn-id>ff476254</msdn-id>
            <unmanaged>CPUAccessFlags</unmanaged>
            <unmanaged-short>CPUAccessFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription.OptionFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.ResourceOptionFlags"/></strong>) that identify other, less common resource options. Use 0 if none of these flags apply. These flags can be combined with a logical OR.</p> </dd>
            </summary>
            <msdn-id>ff476254</msdn-id>
            <unmanaged>MiscFlags</unmanaged>
            <unmanaged-short>MiscFlags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.Texture3DDescription1">
            <summary>
            <p>Describes a 3D texture.</p>
            </summary>
            <remarks>
            <p>This structure is used in a call to <strong>ID3D11Device3::CreateTexture3D1</strong>.</p><p>In addition to this structure, you can also use the <strong>CD3D11_TEXTURE3D_DESC1</strong> derived structure, which is defined  in D3D11_3.h and behaves like an inherited class, to help create a texture description.</p><p>The device restricts the size of subsampled, block compressed, and bit format resources to be multiples of sizes specific to each format.</p><p>The texture size range is determined by the feature level at which you create the device and not the Microsoft Direct3D interface version. For example, if you use Microsoft Direct3D?10 hardware at feature level 10 (<strong>D3D_FEATURE_LEVEL_10_0</strong>) and call <strong>D3D11CreateDevice</strong> to create an <strong><see cref = "T:SharpDX.Direct3D11.Device"/></strong>, you must constrain the maximum texture size to D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION (2048) when you create your 3D texture.</p>
            </remarks>
            <msdn-id>dn899167</msdn-id>
            <unmanaged>D3D11_TEXTURE3D_DESC1</unmanaged>
            <unmanaged-short>D3D11_TEXTURE3D_DESC1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription1.Width">
            <summary>
            <dd> <p>Texture width (in texels). The  range is from 1 to <see cref = "!:MaximumTexture3DSize"/> (2048). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>dn899167</msdn-id>
            <unmanaged>Width</unmanaged>
            <unmanaged-short>Width</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription1.Height">
            <summary>
            <dd> <p>Texture height (in texels). The  range is from 1 to <see cref = "!:MaximumTexture3DSize"/> (2048). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>dn899167</msdn-id>
            <unmanaged>Height</unmanaged>
            <unmanaged-short>Height</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription1.Depth">
            <summary>
            <dd> <p>Texture depth (in texels). The  range is from 1 to <see cref = "!:MaximumTexture3DSize"/> (2048). However, the range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.</p> </dd>
            </summary>
            <msdn-id>dn899167</msdn-id>
            <unmanaged>Depth</unmanaged>
            <unmanaged-short>Depth</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription1.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels in the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.</p> </dd>
            </summary>
            <msdn-id>dn899167</msdn-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription1.Format">
            <summary>
            <dd> <p>Texture format (see <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>).</p> </dd>
            </summary>
            <msdn-id>dn899167</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription1.Usage">
            <summary>
            <dd> <p>Value that identifies how the texture is to be read from and written to. The most common value is D3D11_USAGE_DEFAULT; see <strong><see cref = "T:SharpDX.Direct3D11.ResourceUsage"/></strong> for all possible values.</p> </dd>
            </summary>
            <msdn-id>dn899167</msdn-id>
            <unmanaged>Usage</unmanaged>
            <unmanaged-short>Usage</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription1.BindFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.BindFlags"/></strong>) for binding to pipeline stages. The flags can be combined by a logical OR.</p> </dd>
            </summary>
            <msdn-id>dn899167</msdn-id>
            <unmanaged>BindFlags</unmanaged>
            <unmanaged-short>BindFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription1.CpuAccessFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.CpuAccessFlags"/></strong>) to specify the types of CPU access allowed. Use 0 if CPU access is not required. These flags can be combined with a logical OR.</p> </dd>
            </summary>
            <msdn-id>dn899167</msdn-id>
            <unmanaged>CPUAccessFlags</unmanaged>
            <unmanaged-short>CPUAccessFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription1.OptionFlags">
            <summary>
            <dd> <p>Flags (see <strong><see cref = "T:SharpDX.Direct3D11.ResourceOptionFlags"/></strong>) that identify other, less common resource options. Use 0 if none of these flags apply. These flags can be combined with a logical OR.</p> </dd>
            </summary>
            <msdn-id>dn899167</msdn-id>
            <unmanaged>MiscFlags</unmanaged>
            <unmanaged-short>MiscFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.Texture3DDescription1.TextureLayout">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.TextureLayout"/></strong>-typed value that identifies the layout of the texture.</p> <p>The TextureLayout parameter selects both the actual layout of the texture in memory and the layout visible to the application while the texture is mapped.  These flags may not be requested without CPU access also requested.</p> <p>It is illegal to set CPU access flags on default textures without also setting Layout to a value other than D3D11_TEXTURE_LAYOUT_UNDEFINED.</p> <p>D3D11_TEXTURE_LAYOUT_ROW_MAJOR may not be used with 3D textures.  D3D11_TEXTURE_LAYOUT_64K_STANDARD_SWIZZLE may not be used with 3D textures that have mipmaps.</p> </dd>
            </summary>
            <msdn-id>dn899167</msdn-id>
            <unmanaged>TextureLayout</unmanaged>
            <unmanaged-short>TextureLayout</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.TiledResourceCoordinate">
            <summary>
            <p>Describes the coordinates of a tiled resource.</p>
            </summary>
            <msdn-id>dn280437</msdn-id>
            <unmanaged>D3D11_TILED_RESOURCE_COORDINATE</unmanaged>
            <unmanaged-short>D3D11_TILED_RESOURCE_COORDINATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TiledResourceCoordinate.X">
            <summary>
            <dd> <p>The x position of a tiled resource. Used for buffer and 1D, 2D, and 3D textures.</p> </dd>
            </summary>
            <msdn-id>dn280437</msdn-id>
            <unmanaged>X</unmanaged>
            <unmanaged-short>X</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TiledResourceCoordinate.Y">
            <summary>
            <dd> <p>The y position of a tiled resource. Used for 2D and 3D textures.</p> </dd>
            </summary>
            <msdn-id>dn280437</msdn-id>
            <unmanaged>Y</unmanaged>
            <unmanaged-short>Y</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TiledResourceCoordinate.Z">
            <summary>
            <dd> <p>The z position of a tiled resource. Used for 3D textures.</p> </dd>
            </summary>
            <msdn-id>dn280437</msdn-id>
            <unmanaged>Z</unmanaged>
            <unmanaged-short>Z</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TiledResourceCoordinate.Subresource">
            <summary>
            <dd> <p>A subresource index value into mipmaps and arrays. Used for 1D, 2D, and 3D textures. </p> <p>For mipmaps that use nonstandard tiling, or are packed, or both use nonstandard tiling and are packed, any subresource value that indicates any of the packed mipmaps all refer to the same tile.</p> </dd>
            </summary>
            <msdn-id>dn280437</msdn-id>
            <unmanaged>Subresource</unmanaged>
            <unmanaged-short>Subresource</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.TileRegionSize">
            <summary>
            <p>Describes the size of a tiled region.</p>
            </summary>
            <msdn-id>dn280442</msdn-id>
            <unmanaged>D3D11_TILE_REGION_SIZE</unmanaged>
            <unmanaged-short>D3D11_TILE_REGION_SIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileRegionSize.TileCount">
            <summary>
            <dd> <p>The number of tiles in the tiled region.</p> </dd>
            </summary>
            <msdn-id>dn280442</msdn-id>
            <unmanaged>NumTiles</unmanaged>
            <unmanaged-short>NumTiles</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileRegionSize.BUseBox">
            <summary>
            <dd> <p>Specifies whether the runtime uses the <strong>Width</strong>, <strong>Height</strong>, and <strong>Depth</strong> members to define the region. </p> <p>If <strong>TRUE</strong>, the runtime uses the <strong>Width</strong>, <strong>Height</strong>, and <strong>Depth</strong> members to define the region. </p> <p>If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the runtime ignores the <strong>Width</strong>, <strong>Height</strong>, and <strong>Depth</strong> members and uses the <strong>NumTiles</strong> member to traverse tiles in the resource linearly across x, then y, then z (as applicable) and then spills over mipmaps/arrays in subresource order.  For example, use this technique to map an entire resource at once.</p> <p>Regardless of whether you specify <strong>TRUE</strong> or <strong><see cref = "F:SharpDX.Result.False"/></strong> for <strong>bUseBox</strong>, you use a <strong><see cref = "T:SharpDX.Direct3D11.TiledResourceCoordinate"/></strong> structure to specify the starting location for the region within the resource as a separate parameter outside of this structure by using x, y, and z coordinates. </p> <p>When the region includes mipmaps that are packed with nonstandard tiling, <strong>bUseBox</strong> must be <strong><see cref = "F:SharpDX.Result.False"/></strong> because tile dimensions are not standard and the app only knows a count of how many tiles are consumed by the packed area, which is per array slice.  The corresponding (separate) starting location parameter uses x to offset into the flat range of tiles in this case, and y and z coordinates must each be 0.</p> </dd>
            </summary>
            <msdn-id>dn280442</msdn-id>
            <unmanaged>bUseBox</unmanaged>
            <unmanaged-short>bUseBox</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileRegionSize.Width">
            <summary>
            <dd> <p>The width of the tiled region, in tiles. Used for buffer and 1D, 2D, and 3D textures. </p> </dd>
            </summary>
            <msdn-id>dn280442</msdn-id>
            <unmanaged>Width</unmanaged>
            <unmanaged-short>Width</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileRegionSize.Height">
            <summary>
            <dd> <p>The height of the tiled region, in tiles. Used for 2D and 3D textures. </p> </dd>
            </summary>
            <msdn-id>dn280442</msdn-id>
            <unmanaged>Height</unmanaged>
            <unmanaged-short>Height</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileRegionSize.Depth">
            <summary>
            <dd> <p>The depth of the tiled region, in tiles. Used for 3D textures or arrays. For arrays, used for advancing in depth jumps to next slice of same mipmap size, which isn't contiguous in the subresource counting space if there are multiple mipmaps.</p> </dd>
            </summary>
            <msdn-id>dn280442</msdn-id>
            <unmanaged>Depth</unmanaged>
            <unmanaged-short>Depth</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.TileShape">
            <summary>
            <p>Describes the shape of a tile by specifying its dimensions.</p>
            </summary>
            <remarks>
            <p>Texels are equivalent to pixels.  For untyped buffer resources, a texel is just a byte. For multisample antialiasing (MSAA) surfaces, the numbers are still in terms of pixels/texels.
            The values here are independent of the surface dimensions.  Even if the surface is smaller than what would fit in a tile, the full tile dimensions are reported here.
            </p>
            </remarks>
            <msdn-id>dn280443</msdn-id>
            <unmanaged>D3D11_TILE_SHAPE</unmanaged>
            <unmanaged-short>D3D11_TILE_SHAPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileShape.WidthInTexels">
            <summary>
            <dd> <p>The width in texels of the tile.</p> </dd>
            </summary>
            <msdn-id>dn280443</msdn-id>
            <unmanaged>WidthInTexels</unmanaged>
            <unmanaged-short>WidthInTexels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileShape.HeightInTexels">
            <summary>
            <dd> <p>The height in texels of the tile.</p> </dd>
            </summary>
            <msdn-id>dn280443</msdn-id>
            <unmanaged>HeightInTexels</unmanaged>
            <unmanaged-short>HeightInTexels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.TileShape.DepthInTexels">
            <summary>
            <dd> <p>The depth in texels of the tile.</p> </dd>
            </summary>
            <msdn-id>dn280443</msdn-id>
            <unmanaged>DepthInTexels</unmanaged>
            <unmanaged-short>DepthInTexels</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.UnorderedAccessViewDescription">
            <summary>
            <p>Specifies the subresources from a resource that are accessible using an unordered-access view.</p>
            </summary>
            <remarks>
            <p>An unordered-access-view description is passed into <strong>ID3D11Device::CreateUnorderedAccessView</strong> to create a view.</p>
            </remarks>
            <msdn-id>ff476258</msdn-id>
            <unmanaged>D3D11_UNORDERED_ACCESS_VIEW_DESC</unmanaged>
            <unmanaged-short>D3D11_UNORDERED_ACCESS_VIEW_DESC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.UnorderedAccessViewDescription.BufferResource">
            <summary>
            <p>Describes the elements in a buffer to use in a unordered-access view.</p>
            </summary>
            <remarks>
            <p>This structure is used by a <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessViewDescription"/></strong>.</p>
            </remarks>
            <msdn-id>ff476095</msdn-id>
            <unmanaged>D3D11_BUFFER_UAV</unmanaged>
            <unmanaged-short>D3D11_BUFFER_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.BufferResource.FirstElement">
            <summary>
            <dd> <p>The zero-based index of the first element to be accessed.</p> </dd>
            </summary>
            <msdn-id>ff476095</msdn-id>
            <unmanaged>FirstElement</unmanaged>
            <unmanaged-short>FirstElement</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.BufferResource.ElementCount">
            <summary>
            <dd> <p>The number of elements in the resource. For structured buffers, this is the number of structures in the buffer.</p> </dd>
            </summary>
            <msdn-id>ff476095</msdn-id>
            <unmanaged>NumElements</unmanaged>
            <unmanaged-short>NumElements</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.BufferResource.Flags">
            <summary>
            <dd> <p>View options for the resource (see <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476095</msdn-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture1DResource">
            <summary>
            <p>Describes a unordered-access 1D texture resource.</p>
            </summary>
            <remarks>
            <p>This structure is used by a <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessViewDescription"/></strong>.</p>
            </remarks>
            <msdn-id>ff476232</msdn-id>
            <unmanaged>D3D11_TEX1D_UAV</unmanaged>
            <unmanaged-short>D3D11_TEX1D_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture1DResource.MipSlice">
            <summary>
            <dd> <p>The mipmap slice index.</p> </dd>
            </summary>
            <msdn-id>ff476232</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture1DArrayResource">
            <summary>
            <p>Describes an array of unordered-access 1D texture resources.</p>
            </summary>
            <remarks>
            <p>This structure is used by a <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessViewDescription"/></strong>.</p>
            </remarks>
            <msdn-id>ff476228</msdn-id>
            <unmanaged>D3D11_TEX1D_ARRAY_UAV</unmanaged>
            <unmanaged-short>D3D11_TEX1D_ARRAY_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture1DArrayResource.MipSlice">
            <summary>
            <dd> <p>The mipmap slice index.</p> </dd>
            </summary>
            <msdn-id>ff476228</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture1DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The zero-based index of the first array slice to be accessed.</p> </dd>
            </summary>
            <msdn-id>ff476228</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture1DArrayResource.ArraySize">
            <summary>
            <dd> <p>The number of slices in the array.</p> </dd>
            </summary>
            <msdn-id>ff476228</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture2DResource">
            <summary>
            <p>Describes a unordered-access 2D texture resource.</p>
            </summary>
            <remarks>
            <p>This structure is used by a <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessViewDescription"/></strong>.</p>
            </remarks>
            <msdn-id>ff476246</msdn-id>
            <unmanaged>D3D11_TEX2D_UAV</unmanaged>
            <unmanaged-short>D3D11_TEX2D_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture2DResource.MipSlice">
            <summary>
            <dd> <p>The mipmap slice index.</p> </dd>
            </summary>
            <msdn-id>ff476246</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture2DArrayResource">
            <summary>
            <p>Describes an array of unordered-access 2D texture resources.</p>
            </summary>
            <remarks>
            <p>This structure is used by a <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessViewDescription"/></strong>.</p>
            </remarks>
            <msdn-id>ff476242</msdn-id>
            <unmanaged>D3D11_TEX2D_ARRAY_UAV</unmanaged>
            <unmanaged-short>D3D11_TEX2D_ARRAY_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture2DArrayResource.MipSlice">
            <summary>
            <dd> <p>The mipmap slice index.</p> </dd>
            </summary>
            <msdn-id>ff476242</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture2DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The zero-based index of the first array slice to be accessed.</p> </dd>
            </summary>
            <msdn-id>ff476242</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture2DArrayResource.ArraySize">
            <summary>
            <dd> <p>The number of slices in the array.</p> </dd>
            </summary>
            <msdn-id>ff476242</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture3DResource">
            <summary>
            <p>Describes a unordered-access 3D texture resource.</p>
            </summary>
            <remarks>
            <p>This structure is used by a <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessViewDescription"/></strong>.</p>
            </remarks>
            <msdn-id>ff476249</msdn-id>
            <unmanaged>D3D11_TEX3D_UAV</unmanaged>
            <unmanaged-short>D3D11_TEX3D_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture3DResource.MipSlice">
            <summary>
            <dd> <p>The mipmap slice index.</p> </dd>
            </summary>
            <msdn-id>ff476249</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture3DResource.FirstWSlice">
            <summary>
            <dd> <p>The zero-based index of the first depth slice to be accessed.</p> </dd>
            </summary>
            <msdn-id>ff476249</msdn-id>
            <unmanaged>FirstWSlice</unmanaged>
            <unmanaged-short>FirstWSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture3DResource.WSize">
            <summary>
            <dd> <p>The number of depth slices.</p> </dd>
            </summary>
            <msdn-id>ff476249</msdn-id>
            <unmanaged>WSize</unmanaged>
            <unmanaged-short>WSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Format">
            <summary>
            <dd> <p>The data format (see <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476258</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Dimension">
            <summary>
            <dd> <p>The resource type (see <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessViewDimension"/></strong>), which specifies how the resource will be accessed.</p> </dd>
            </summary>
            <msdn-id>ff476258</msdn-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Buffer">
            <summary>
            <dd> <p>Specifies which buffer elements can be accessed (see <strong><see cref = "!:SharpDX.Direct3D11.BufferResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476258</msdn-id>
            <unmanaged>Buffer</unmanaged>
            <unmanaged-short>Buffer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture1D">
            <summary>
            <dd> <p>Specifies the subresources in a 1D texture that can be accessed (see <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476258</msdn-id>
            <unmanaged>Texture1D</unmanaged>
            <unmanaged-short>Texture1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture1DArray">
            <summary>
            <dd> <p>Specifies the subresources in a 1D texture array that can be accessed (see <strong><see cref = "!:SharpDX.Direct3D11.Texture1DArrayResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476258</msdn-id>
            <unmanaged>Texture1DArray</unmanaged>
            <unmanaged-short>Texture1DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture2D">
            <summary>
            <dd> <p>Specifies the subresources in a 2D texture that can be accessed (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476258</msdn-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture2DArray">
            <summary>
            <dd> <p>Specifies the subresources in a 2D texture array that can be accessed (see <strong><see cref = "!:SharpDX.Direct3D11.Texture2DArrayResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476258</msdn-id>
            <unmanaged>Texture2DArray</unmanaged>
            <unmanaged-short>Texture2DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture3D">
            <summary>
            <dd> <p>Specifies subresources in a 3D texture that can be accessed (see <strong><see cref = "!:SharpDX.Direct3D11.Texture3DResource"/></strong>).</p> </dd>
            </summary>
            <msdn-id>ff476258</msdn-id>
            <unmanaged>Texture3D</unmanaged>
            <unmanaged-short>Texture3D</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.UnorderedAccessViewDescription1">
            <summary>
            <p>Describes the subresources from a resource that are accessible using an unordered-access view.</p>
            </summary>
            <remarks>
            <p>An unordered-access-view description is passed into <strong>ID3D11Device3::CreateUnorderedAccessView1</strong> to create a view.</p>
            </remarks>
            <msdn-id>dn899203</msdn-id>
            <unmanaged>D3D11_UNORDERED_ACCESS_VIEW_DESC1</unmanaged>
            <unmanaged-short>D3D11_UNORDERED_ACCESS_VIEW_DESC1</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Texture2DResource">
            <summary>
            <p>Describes a unordered-access 2D texture resource.</p>
            </summary>
            <msdn-id>dn899165</msdn-id>
            <unmanaged>D3D11_TEX2D_UAV1</unmanaged>
            <unmanaged-short>D3D11_TEX2D_UAV1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Texture2DResource.MipSlice">
            <summary>
            <dd> <p>The mipmap slice index.</p> </dd>
            </summary>
            <msdn-id>dn899165</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Texture2DResource.PlaneSlice">
            <summary>
            <dd> <p>The index (plane slice number) of the plane to use in the texture.</p> </dd>
            </summary>
            <msdn-id>dn899165</msdn-id>
            <unmanaged>PlaneSlice</unmanaged>
            <unmanaged-short>PlaneSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Texture2DArrayResource">
            <summary>
            <p>Describes an array of unordered-access 2D texture resources.</p>
            </summary>
            <msdn-id>dn899162</msdn-id>
            <unmanaged>D3D11_TEX2D_ARRAY_UAV1</unmanaged>
            <unmanaged-short>D3D11_TEX2D_ARRAY_UAV1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Texture2DArrayResource.MipSlice">
            <summary>
            <dd> <p>The mipmap slice index.</p> </dd>
            </summary>
            <msdn-id>dn899162</msdn-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Texture2DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The zero-based index of the first array slice to be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899162</msdn-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Texture2DArrayResource.ArraySize">
            <summary>
            <dd> <p>The number of slices in the array.</p> </dd>
            </summary>
            <msdn-id>dn899162</msdn-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Texture2DArrayResource.PlaneSlice">
            <summary>
            <dd> <p>The index (plane slice number) of the plane to use in an array of textures.</p> </dd>
            </summary>
            <msdn-id>dn899162</msdn-id>
            <unmanaged>PlaneSlice</unmanaged>
            <unmanaged-short>PlaneSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Format">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value that specifies the data format.</p> </dd>
            </summary>
            <msdn-id>dn899203</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Dimension">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.UnorderedAccessViewDimension"/></strong>-typed value that  specifies the resource type of the view. This type is the same as the resource type of the underlying resource. This member also determines which _UAV to use in the union below.</p> </dd>
            </summary>
            <msdn-id>dn899203</msdn-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Buffer">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.BufferResource"/></strong> structure that specifies which buffer elements can be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899203</msdn-id>
            <unmanaged>Buffer</unmanaged>
            <unmanaged-short>Buffer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Texture1D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture1DResource"/></strong> structure that specifies the subresources in a 1D texture that can be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899203</msdn-id>
            <unmanaged>Texture1D</unmanaged>
            <unmanaged-short>Texture1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Texture1DArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture1DArrayResource"/></strong> structure that specifies the subresources in a 1D texture array that can be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899203</msdn-id>
            <unmanaged>Texture1DArray</unmanaged>
            <unmanaged-short>Texture1DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Texture2D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture2DResource"/></strong> structure that specifies the subresources in a 2D texture that can be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899203</msdn-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Texture2DArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture2DArrayResource"/></strong> structure that specifies the subresources in a 2D texture array that can be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899203</msdn-id>
            <unmanaged>Texture2DArray</unmanaged>
            <unmanaged-short>Texture2DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription1.Texture3D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D11.Texture3DResource"/></strong> structure that specifies subresources in a 3D texture that can be accessed.</p> </dd>
            </summary>
            <msdn-id>dn899203</msdn-id>
            <unmanaged>Texture3D</unmanaged>
            <unmanaged-short>Texture3D</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoColor">
            <summary>
            <p>Defines a color value for Microsoft Direct3D?11 video.</p>
            </summary>
            <remarks>
            <p>The anonymous union can represent both RGB and YCbCr colors. The interpretation of the union depends on the context. </p>
            </remarks>
            <msdn-id>hh447637</msdn-id>
            <unmanaged>D3D11_VIDEO_COLOR</unmanaged>
            <unmanaged-short>D3D11_VIDEO_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoColor.YCbCr">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.VideoColorYCbCrA"/></strong> structure that contains a YCbCr color value. </p> </dd>
            </summary>
            <msdn-id>hh447637</msdn-id>
            <unmanaged>YCbCr</unmanaged>
            <unmanaged-short>YCbCr</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoColor.Rgba">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.VideoColorRgba"/></strong> structure that contains an RGB color value. </p> </dd>
            </summary>
            <msdn-id>hh447637</msdn-id>
            <unmanaged>RGBA</unmanaged>
            <unmanaged-short>RGBA</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoColorRgba">
            <summary>
            <p>Specifies an RGB color value. </p>
            </summary>
            <remarks>
            <p>The RGB values have a nominal range of [0...1]. For an RGB format with  <em>n</em> bits per channel, the value of each color component is calculated as follows:</p><p><code>val = f * ((1 &lt; &lt; n)-1)</code></p><p>For example, for RGB-32 (8 bits per channel), <code>val = BYTE(f * 255.0)</code>.</p>
            </remarks>
            <msdn-id>hh447638</msdn-id>
            <unmanaged>D3D11_VIDEO_COLOR_RGBA</unmanaged>
            <unmanaged-short>D3D11_VIDEO_COLOR_RGBA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoColorRgba.R">
            <summary>
            <dd> <p>The red value.</p> </dd>
            </summary>
            <msdn-id>hh447638</msdn-id>
            <unmanaged>R</unmanaged>
            <unmanaged-short>R</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoColorRgba.G">
            <summary>
            <dd> <p>The green value.</p> </dd>
            </summary>
            <msdn-id>hh447638</msdn-id>
            <unmanaged>G</unmanaged>
            <unmanaged-short>G</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoColorRgba.B">
            <summary>
            <dd> <p>The blue value.</p> </dd>
            </summary>
            <msdn-id>hh447638</msdn-id>
            <unmanaged>B</unmanaged>
            <unmanaged-short>B</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoColorRgba.A">
            <summary>
            <dd> <p>The alpha value. Values range from 0 (transparent) to 1 (opaque).
            </p> </dd>
            </summary>
            <msdn-id>hh447638</msdn-id>
            <unmanaged>A</unmanaged>
            <unmanaged-short>A</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoColorYCbCrA">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D11_VIDEO_COLOR_YCbCrA</unmanaged>
            <unmanaged-short>D3D11_VIDEO_COLOR_YCbCrA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoColorYCbCrA.Y">
            <summary>
            No documentation.
            </summary>
            <unmanaged>Y</unmanaged>
            <unmanaged-short>Y</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoColorYCbCrA.Cb">
            <summary>
            No documentation.
            </summary>
            <unmanaged>Cb</unmanaged>
            <unmanaged-short>Cb</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoColorYCbCrA.Cr">
            <summary>
            No documentation.
            </summary>
            <unmanaged>Cr</unmanaged>
            <unmanaged-short>Cr</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoColorYCbCrA.A">
            <summary>
            No documentation.
            </summary>
            <unmanaged>A</unmanaged>
            <unmanaged-short>A</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoContentProtectionCaps">
            <summary>
            <p>Describes the content-protection capabilities of a graphics driver.</p>
            </summary>
            <msdn-id>hh447640</msdn-id>
            <unmanaged>D3D11_VIDEO_CONTENT_PROTECTION_CAPS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_CONTENT_PROTECTION_CAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoContentProtectionCaps.Caps">
            <summary>
            <dd> <p>A bitwise <strong>OR</strong> of zero or more flags from the <strong><see cref = "T:SharpDX.Direct3D11.ContentProtectionCaps"/></strong> enumeration.</p> </dd>
            </summary>
            <msdn-id>hh447640</msdn-id>
            <unmanaged>Caps</unmanaged>
            <unmanaged-short>Caps</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoContentProtectionCaps.KeyExchangeTypeCount">
            <summary>
            <dd> <p>The number of cryptographic key-exchange types that are supported by the driver. To get the list of key-exchange types, call the <strong>ID3D11VideoDevice::CheckCryptoKeyExchange</strong> method.</p> </dd>
            </summary>
            <msdn-id>hh447640</msdn-id>
            <unmanaged>KeyExchangeTypeCount</unmanaged>
            <unmanaged-short>KeyExchangeTypeCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoContentProtectionCaps.BlockAlignmentSize">
            <summary>
            <dd> <p>The encyrption block size, in bytes. The size of data to be encrypted must be a multiple of this value. </p> </dd>
            </summary>
            <msdn-id>hh447640</msdn-id>
            <unmanaged>BlockAlignmentSize</unmanaged>
            <unmanaged-short>BlockAlignmentSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoContentProtectionCaps.ProtectedMemorySize">
            <summary>
            <dd> <p>The total amount of memory, in bytes, that can be used to hold protected surfaces.</p> </dd>
            </summary>
            <msdn-id>hh447640</msdn-id>
            <unmanaged>ProtectedMemorySize</unmanaged>
            <unmanaged-short>ProtectedMemorySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoDecoderBeginFrameCryptoSession">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Provides data to the <strong>ID3D11VideoContext::DecoderBeginFrame</strong> method.</p>
            </summary>
            <remarks>
            <p>This structure is passed in the <em>pContentKey</em> parameter of the <strong>ID3D11VideoContext::DecoderBeginFrame</strong> function when <strong>D3D11_DECODER_ENCRYPTION_HW_CENC</strong> is specified in the <strong>guidConfigBitstreamEncryption</strong> member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderConfig"/></strong> structure when creating the video decoder interface.</p>
            </remarks>
            <msdn-id>dn894118</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_BEGIN_FRAME_CRYPTO_SESSION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_BEGIN_FRAME_CRYPTO_SESSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBeginFrameCryptoSession.PCryptoSession">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894118</msdn-id>
            <unmanaged>pCryptoSession</unmanaged>
            <unmanaged-short>pCryptoSession</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBeginFrameCryptoSession.BlobSize">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894118</msdn-id>
            <unmanaged>BlobSize</unmanaged>
            <unmanaged-short>BlobSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBeginFrameCryptoSession.PBlob">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894118</msdn-id>
            <unmanaged>pBlob</unmanaged>
            <unmanaged-short>pBlob</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBeginFrameCryptoSession.PKeyInfoId">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894118</msdn-id>
            <unmanaged>pKeyInfoId</unmanaged>
            <unmanaged-short>pKeyInfoId</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBeginFrameCryptoSession.PrivateDataSize">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894118</msdn-id>
            <unmanaged>PrivateDataSize</unmanaged>
            <unmanaged-short>PrivateDataSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBeginFrameCryptoSession.PPrivateData">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894118</msdn-id>
            <unmanaged>pPrivateData</unmanaged>
            <unmanaged-short>pPrivateData</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoDecoderBufferDescription">
            <summary>
            <p>Describes a compressed buffer for decoding.</p>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_BUFFER_DESC</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_BUFFER_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.BufferType">
            <summary>
            <dd> <p>The type of buffer, specified as a member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderBufferType"/></strong> enumeration.</p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>BufferType</unmanaged>
            <unmanaged-short>BufferType</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.BufferIndex">
            <summary>
            <dd> <p>Reserved.</p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>BufferIndex</unmanaged>
            <unmanaged-short>BufferIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.DataOffset">
            <summary>
            <dd> <p>The offset of the relevant data from the beginning of the buffer, in bytes. This value must be zero. 
            </p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>DataOffset</unmanaged>
            <unmanaged-short>DataOffset</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.DataSize">
            <summary>
            <dd> <p>The macroblock address of the first macroblock in the buffer. The macroblock address is given in raster scan order.
            </p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>DataSize</unmanaged>
            <unmanaged-short>DataSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.FirstMBaddress">
            <summary>
            <dd> <p>The macroblock address of the first macroblock in the buffer. The macroblock address is given in raster scan order.
            </p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>FirstMBaddress</unmanaged>
            <unmanaged-short>FirstMBaddress</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.NumMBsInBuffer">
            <summary>
            <dd> <p>The number of macroblocks of data in the buffer. This count includes skipped macroblocks. </p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>NumMBsInBuffer</unmanaged>
            <unmanaged-short>NumMBsInBuffer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.Width">
            <summary>
            <dd> <p>Reserved. Set to zero.</p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>Width</unmanaged>
            <unmanaged-short>Width</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.Height">
            <summary>
            <dd> <p>Reserved. Set to zero.</p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>Height</unmanaged>
            <unmanaged-short>Height</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.Stride">
            <summary>
            <dd> <p>Reserved. Set to zero.</p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>Stride</unmanaged>
            <unmanaged-short>Stride</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.ReservedBits">
            <summary>
            <dd> <p>Reserved. Set to zero.</p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>ReservedBits</unmanaged>
            <unmanaged-short>ReservedBits</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.PIV">
            <summary>
            <dd> <p>A reference to a buffer that contains an initialization vector (IV) for encrypted data. If the decode buffer does not contain encrypted data, set this member to <strong><c>null</c></strong>.</p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>pIV</unmanaged>
            <unmanaged-short>pIV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.IVSize">
            <summary>
            <dd> <p>The size of the buffer specified in the <strong>pIV</strong> parameter. If <strong>pIV</strong> is <strong><c>null</c></strong>, set this member to zero.</p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>IVSize</unmanaged>
            <unmanaged-short>IVSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.PartialEncryption">
            <summary>
            <dd> <p>If <strong>TRUE</strong>, the video surfaces are partially encrypted.</p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>PartialEncryption</unmanaged>
            <unmanaged-short>PartialEncryption</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription.EncryptedBlockInfo">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.EncryptedBlockInformation"/></strong> structure that specifies which bytes of the surface are encrypted.</p> </dd>
            </summary>
            <msdn-id>hh447641</msdn-id>
            <unmanaged>EncryptedBlockInfo</unmanaged>
            <unmanaged-short>EncryptedBlockInfo</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoDecoderBufferDescription1">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Describes a compressed buffer for decoding.</p>
            </summary>
            <msdn-id>dn894119</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_BUFFER_DESC1</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_BUFFER_DESC1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription1.BufferType">
            <summary>
            <dd> <p>The type of buffer.</p> </dd>
            </summary>
            <msdn-id>dn894119</msdn-id>
            <unmanaged>BufferType</unmanaged>
            <unmanaged-short>BufferType</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription1.DataOffset">
            <summary>
            <dd> <p>The offset of the relevant data from the beginning of the buffer, in bytes. This value must be zero. </p> </dd>
            </summary>
            <msdn-id>dn894119</msdn-id>
            <unmanaged>DataOffset</unmanaged>
            <unmanaged-short>DataOffset</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription1.DataSize">
            <summary>
            <dd> <p>Size of the relevant data.</p> </dd>
            </summary>
            <msdn-id>dn894119</msdn-id>
            <unmanaged>DataSize</unmanaged>
            <unmanaged-short>DataSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription1.PIV">
            <summary>
            <dd> <p>A reference to a buffer that contains an initialization vector (IV) for encrypted data. If the decode buffer does not contain encrypted data, set this member to <c>null</c>.</p> </dd>
            </summary>
            <msdn-id>dn894119</msdn-id>
            <unmanaged>pIV</unmanaged>
            <unmanaged-short>pIV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription1.IVSize">
            <summary>
            <dd> <p>The size of the buffer specified in the <em>pIV</em> parameter. If <em>pIV</em> is <c>null</c>, set this member to zero.</p> </dd>
            </summary>
            <msdn-id>dn894119</msdn-id>
            <unmanaged>IVSize</unmanaged>
            <unmanaged-short>IVSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription1.PSubSampleMappingBlock">
            <summary>
            <dd> <p>A reference to an array of <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderSubSampleMappingBlock"/></strong> structures, which indicates exactly which bytes in the decode buffer are encrypted and which are in the clear.  If the decode buffer does not contain encrypted data, set this member to <c>null</c>.</p> <p>Values in the sub sample mapping blocks are relative to the start of the decode buffer.</p> </dd>
            </summary>
            <msdn-id>dn894119</msdn-id>
            <unmanaged>pSubSampleMappingBlock</unmanaged>
            <unmanaged-short>pSubSampleMappingBlock</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderBufferDescription1.SubSampleMappingCount">
            <summary>
            <dd> <p>The number of <strong><see cref = "T:SharpDX.Direct3D11.VideoDecoderSubSampleMappingBlock"/></strong> structures specified in the <em>pSubSampleMappingBlocks</em> parameter. If <em>pSubSampleMappingBlocks</em> is <c>null</c>, set this member to zero.</p> </dd>
            </summary>
            <msdn-id>dn894119</msdn-id>
            <unmanaged>SubSampleMappingCount</unmanaged>
            <unmanaged-short>SubSampleMappingCount</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoDecoderConfig">
            <summary>
            <p>Describes the configuration of a Microsoft Direct3D?11 decoder device for DirectX Video Acceleration (DXVA). </p>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_CONFIG</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_CONFIG</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.GuidConfigBitstreamEncryption">
            <summary>
            <dd> <p>If the bitstream data buffers are encrypted using the D3D11CryptoSession mechanism, this <see cref = "T:System.Guid"/> should be set to zero. If no encryption is applied, the value is <strong>DXVA_NoEncrypt</strong>. If <strong>ConfigBitstreamRaw</strong> is 0, the value must be <strong>DXVA_NoEncrypt</strong>. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>guidConfigBitstreamEncryption</unmanaged>
            <unmanaged-short>guidConfigBitstreamEncryption</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.GuidConfigMBcontrolEncryption">
            <summary>
            <dd> <p>If the macroblock control data buffers are  encrypted using the D3D11CryptoSession mechanism, this <see cref = "T:System.Guid"/> should be set to zero.  If no encryption is applied, the value is <strong>DXVA_NoEncrypt</strong>. If <strong>ConfigBitstreamRaw</strong> is 1, the value must be <strong>DXVA_NoEncrypt</strong>. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>guidConfigMBcontrolEncryption</unmanaged>
            <unmanaged-short>guidConfigMBcontrolEncryption</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.GuidConfigResidDiffEncryption">
            <summary>
            <dd> <p>If the residual difference decoding data buffers are  encrypted using the D3D11CryptoSession mechanism, this <see cref = "T:System.Guid"/> should be set to zero.   If no encryption is applied, the value is <strong>DXVA_NoEncrypt</strong>. If <strong>ConfigBitstreamRaw</strong> is 1, the value must be <strong>DXVA_NoEncrypt</strong>. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>guidConfigResidDiffEncryption</unmanaged>
            <unmanaged-short>guidConfigResidDiffEncryption</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.ConfigBitstreamRaw">
            <summary>
            <dd> <p>Indicates whether the host-decoder sends raw bit-stream data. If the value is 1, the data for the pictures will be sent in bit-stream buffers as raw bit-stream content. If the value is 0, picture data will be sent using macroblock control command buffers. If either <strong>ConfigResidDiffHost</strong> or <strong>ConfigResidDiffAccelerator</strong> is 1, the value must be 0. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>ConfigBitstreamRaw</unmanaged>
            <unmanaged-short>ConfigBitstreamRaw</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.ConfigMBcontrolRasterOrder">
            <summary>
            <dd> <p>Specifies whether macroblock control commands are in raster scan order or in arbitrary order. If the value is 1, the macroblock control commands within each macroblock control command buffer are in raster-scan order. If the value is 0, the order is arbitrary. For some types of bit streams, forcing raster order either greatly increases the number of required macroblock control buffers that must be processed, or requires host reordering of the control information. Therefore, supporting arbitrary order can be more efficient. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>ConfigMBcontrolRasterOrder</unmanaged>
            <unmanaged-short>ConfigMBcontrolRasterOrder</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.ConfigResidDiffHost">
            <summary>
            <dd> <p>Contains the host residual difference configuration. If the value is 1, some residual difference decoding data may be sent as blocks in the spatial domain from the host. If the value is 0, spatial domain data will not be sent. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>ConfigResidDiffHost</unmanaged>
            <unmanaged-short>ConfigResidDiffHost</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.ConfigSpatialResid8">
            <summary>
            <dd> <p>Indicates the word size used to represent residual difference spatial-domain blocks for predicted (non-intra) pictures when using host-based residual difference decoding. </p> <p>If <strong>ConfigResidDiffHost</strong> is 1 and <strong>ConfigSpatialResid8</strong> is 1, the host will send residual difference spatial-domain blocks for non-intra macroblocks using 8-bit signed samples and for intra macroblocks in predicted (non-intra) pictures in a format that depends on the value of <strong>ConfigIntraResidUnsigned</strong>: </p> <ul> <li> If <strong>ConfigIntraResidUnsigned</strong> is 0, spatial-domain blocks for intra macroblocks are sent as 8-bit signed integer values relative to a constant reference value of 2^(BPP?1). </li> <li> If <strong>ConfigIntraResidUnsigned</strong> is 1, spatial-domain blocks for intra macroblocks are sent as 8-bit unsigned integer values relative to a constant reference value of 0. </li> </ul> <p> If <strong>ConfigResidDiffHost</strong> is 1 and <strong>ConfigSpatialResid8</strong> is 0, the host will send residual difference spatial-domain blocks of data for non-intra macroblocks using 16-bit signed samples and for intra macroblocks in predicted (non-intra) pictures in a format that depends on the value of <strong>ConfigIntraResidUnsigned</strong>: </p> <ul> <li> If <strong>ConfigIntraResidUnsigned</strong> is 0, spatial domain blocks for intra macroblocks are sent as 16-bit signed integer values relative to a constant reference value of 2^(BPP?1). </li> <li> If <strong>ConfigIntraResidUnsigned</strong> is 1, spatial domain blocks for intra macroblocks are sent as 16-bit unsigned integer values relative to a constant reference value of 0. </li> </ul> <p> If <strong>ConfigResidDiffHost</strong> is 0, <strong>ConfigSpatialResid8</strong> must be 0. </p> <p> For intra pictures, spatial-domain blocks must be sent using 8-bit samples if bits-per-pixel (BPP) is 8, and using 16-bit samples if BPP &gt; 8. If <strong>ConfigIntraResidUnsigned</strong> is 0, these samples are sent as signed integer values relative to a constant reference value of 2^(BPP?1), and if <strong>ConfigIntraResidUnsigned</strong> is 1, these samples are sent as unsigned integer values relative to a constant reference value of 0. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>ConfigSpatialResid8</unmanaged>
            <unmanaged-short>ConfigSpatialResid8</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.ConfigResid8Subtraction">
            <summary>
            <dd> <p> If the value is 1, 8-bit difference overflow blocks are subtracted rather than added. The value must be 0 unless <strong>ConfigSpatialResid8</strong> is 1. </p> <p> The ability to subtract differences rather than add them enables 8-bit difference decoding to be fully compliant with the full ?255 range of values required in video decoder specifications, because +255 cannot be represented as the addition of two signed 8-bit numbers, but any number in the range ?255 can be represented as the difference between two signed 8-bit numbers (+255 = +127 minus ?128).</p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>ConfigResid8Subtraction</unmanaged>
            <unmanaged-short>ConfigResid8Subtraction</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.ConfigSpatialHost8or9Clipping">
            <summary>
            <dd> <p> If the value is 1, spatial-domain blocks for intra macroblocks must be clipped to an 8-bit range on the host and spatial-domain blocks for non-intra macroblocks must be clipped to a 9-bit range on the host. If the value is 0, no such clipping is necessary by the host. </p> <p> The value must be 0 unless <strong>ConfigSpatialResid8</strong> is 0 and <strong>ConfigResidDiffHost</strong> is 1. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>ConfigSpatialHost8or9Clipping</unmanaged>
            <unmanaged-short>ConfigSpatialHost8or9Clipping</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.ConfigSpatialResidInterleaved">
            <summary>
            <dd> <p> If the value is 1, any spatial-domain residual difference data must be sent in a chrominance-interleaved form matching the YUV format chrominance interleaving pattern. The value must be 0 unless <strong>ConfigResidDiffHost</strong> is 1 and the YUV format is NV12 or NV21. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>ConfigSpatialResidInterleaved</unmanaged>
            <unmanaged-short>ConfigSpatialResidInterleaved</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.ConfigIntraResidUnsigned">
            <summary>
            <dd> <p> Indicates the method of representation of spatial-domain blocks of residual difference data for intra blocks when using host-based difference decoding. </p> <p> If <strong>ConfigResidDiffHost</strong> is 1 and <strong>ConfigIntraResidUnsigned</strong> is 0, spatial-domain residual difference data blocks for intra macroblocks must be sent as follows: </p> <ul> <li> In a non-intra picture, if <strong>ConfigSpatialResid8</strong> is 0, the spatial-domain residual difference data blocks for intra macroblocks are sent as 16-bit signed integer values relative to a constant reference value of 2^(BPP?1). </li> <li> In a non-intra picture, if <strong>ConfigSpatialResid8</strong> is 1, the spatial-domain residual difference data blocks for intra macroblocks are sent as 8-bit signed integer values relative to a constant reference value of 2^(BPP?1). </li> <li> In an intra picture, if BPP is 8, the spatial-domain residual difference data blocks for intra macroblocks are sent as 8-bit signed integer values relative to a constant reference value of 2^(BPP?1), regardless of the value of <strong>ConfigSpatialResid8</strong>. </li> </ul> <p> If <strong>ConfigResidDiffHost</strong> is 1 and <strong>ConfigIntraResidUnsigned</strong> is 1, spatial-domain residual difference data blocks for intra macroblocks must be sent as follows: </p> <ul> <li> In a non-intra picture, if <strong>ConfigSpatialResid8</strong> is 0, the spatial-domain residual difference data blocks for intra macroblocks must be sent as 16-bit unsigned integer values relative to a constant reference value of 0. </li> <li> In a non-intra picture, if <strong>ConfigSpatialResid8</strong> is 1, the spatial-domain residual difference data blocks for intra macroblocks are sent as 8-bit unsigned integer values relative to a constant reference value of 0. </li> <li> In an intra picture, if BPP is 8, the spatial-domain residual difference data blocks for intra macroblocks are sent as 8-bit unsigned integer values relative to a constant reference value of 0, regardless of the value of <strong>ConfigSpatialResid8</strong>. </li> </ul> <p> The value of the member must be 0 unless <strong>ConfigResidDiffHost</strong> is 1. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>ConfigIntraResidUnsigned</unmanaged>
            <unmanaged-short>ConfigIntraResidUnsigned</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.ConfigResidDiffAccelerator">
            <summary>
            <dd> <p> If the value is 1, transform-domain blocks of coefficient data may be sent from the host for accelerator-based IDCT. If the value is 0, accelerator-based IDCT will not be used. If both <strong>ConfigResidDiffHost</strong> and <strong>ConfigResidDiffAccelerator</strong> are 1, this indicates that some residual difference decoding will be done on the host and some on the accelerator, as indicated by macroblock-level control commands. </p> <p> The value must be 0 if <strong>ConfigBitstreamRaw</strong> is 1. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>ConfigResidDiffAccelerator</unmanaged>
            <unmanaged-short>ConfigResidDiffAccelerator</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.ConfigHostInverseScan">
            <summary>
            <dd> <p> If the value is 1, the inverse scan for transform-domain block processing will be performed on the host, and absolute indices will be sent instead for any transform coefficients. If the value is 0, the inverse scan will be performed on the accelerator. </p> <p> The value must be 0 if <strong>ConfigResidDiffAccelerator</strong> is 0 or if <strong>Config4GroupedCoefs</strong> is 1. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>ConfigHostInverseScan</unmanaged>
            <unmanaged-short>ConfigHostInverseScan</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.ConfigSpecificIDCT">
            <summary>
            <dd> <p> If the value is 1, the IDCT specified in Annex W of ITU-T Recommendation H.263 is used. If the value is 0, any compliant IDCT can be used for off-host IDCT. </p> <p> The H.263 annex does not comply with the IDCT requirements of MPEG-2 corrigendum 2, so the value must not be 1 for use with MPEG-2 video. </p> <p> The value must be 0 if <strong>ConfigResidDiffAccelerator</strong> is 0, indicating purely host-based residual difference decoding. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>ConfigSpecificIDCT</unmanaged>
            <unmanaged-short>ConfigSpecificIDCT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.Config4GroupedCoefs">
            <summary>
            <dd> <p> If the value is 1, transform coefficients for off-host IDCT will be sent using the <strong>DXVA_TCoef4Group</strong> structure. If the value is 0, the <strong>DXVA_TCoefSingle</strong> structure is used. The value must be 0 if <strong>ConfigResidDiffAccelerator</strong> is 0 or if <strong>ConfigHostInverseScan</strong> is 1. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>Config4GroupedCoefs</unmanaged>
            <unmanaged-short>Config4GroupedCoefs</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.ConfigMinRenderTargetBuffCount">
            <summary>
            <dd> <p> Specifies how many frames the decoder device processes at any one time. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>ConfigMinRenderTargetBuffCount</unmanaged>
            <unmanaged-short>ConfigMinRenderTargetBuffCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderConfig.ConfigDecoderSpecific">
            <summary>
            <dd> <p> Contains decoder-specific configuration information. </p> </dd>
            </summary>
            <msdn-id>hh447643</msdn-id>
            <unmanaged>ConfigDecoderSpecific</unmanaged>
            <unmanaged-short>ConfigDecoderSpecific</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoDecoderDescription">
            <summary>
            <p>Describes a video stream for a Microsoft Direct3D?11 video decoder or video processor.  </p>
            </summary>
            <msdn-id>hh447644</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_DESC</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderDescription.Guid">
            <summary>
            <dd> <p>The decoding profile. To get the list of profiles supported by the device, call the <strong>ID3D11VideoDevice::GetVideoDecoderProfile</strong> method.</p> </dd>
            </summary>
            <msdn-id>hh447644</msdn-id>
            <unmanaged>Guid</unmanaged>
            <unmanaged-short>Guid</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderDescription.SampleWidth">
            <summary>
            <dd> <p>The width of the video frame, in pixels.  </p> </dd>
            </summary>
            <msdn-id>hh447644</msdn-id>
            <unmanaged>SampleWidth</unmanaged>
            <unmanaged-short>SampleWidth</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderDescription.SampleHeight">
            <summary>
            <dd> <p>The height of the video frame, in pixels.  </p> </dd>
            </summary>
            <msdn-id>hh447644</msdn-id>
            <unmanaged>SampleHeight</unmanaged>
            <unmanaged-short>SampleHeight</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderDescription.OutputFormat">
            <summary>
            <dd> <p>The output surface format, specified as a <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> value.</p> </dd>
            </summary>
            <msdn-id>hh447644</msdn-id>
            <unmanaged>OutputFormat</unmanaged>
            <unmanaged-short>OutputFormat</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoDecoderExtension">
            <summary>
            <p>Contains driver-specific data for the <strong>ID3D11VideoContext::DecoderExtension</strong> method.</p>
            </summary>
            <remarks>
            <p>The exact meaning of each structure member depends on the value of <strong>Function</strong>.</p>
            </remarks>
            <msdn-id>hh447645</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_EXTENSION</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_EXTENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderExtension.Function">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447645</msdn-id>
            <unmanaged>Function</unmanaged>
            <unmanaged-short>Function</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderExtension.PPrivateInputData">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447645</msdn-id>
            <unmanaged>pPrivateInputData</unmanaged>
            <unmanaged-short>pPrivateInputData</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderExtension.PrivateInputDataSize">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447645</msdn-id>
            <unmanaged>PrivateInputDataSize</unmanaged>
            <unmanaged-short>PrivateInputDataSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderExtension.PPrivateOutputData">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447645</msdn-id>
            <unmanaged>pPrivateOutputData</unmanaged>
            <unmanaged-short>pPrivateOutputData</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderExtension.PrivateOutputDataSize">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447645</msdn-id>
            <unmanaged>PrivateOutputDataSize</unmanaged>
            <unmanaged-short>PrivateOutputDataSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderExtension.ResourceCount">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447645</msdn-id>
            <unmanaged>ResourceCount</unmanaged>
            <unmanaged-short>ResourceCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderExtension.PpResourceList">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447645</msdn-id>
            <unmanaged>ppResourceList</unmanaged>
            <unmanaged-short>ppResourceList</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoDecoderOutputViewDescription">
            <summary>
            <p>Describes a video decoder output view.</p>
            </summary>
            <msdn-id>hh447646</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderOutputViewDescription.DecodeProfile">
            <summary>
            <dd> <p>The decoding profile. To get the list of profiles supported by the device, call the <strong>ID3D11VideoDevice::GetVideoDecoderProfile</strong> method.</p> </dd>
            </summary>
            <msdn-id>hh447646</msdn-id>
            <unmanaged>DecodeProfile</unmanaged>
            <unmanaged-short>DecodeProfile</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderOutputViewDescription.Dimension">
            <summary>
            <dd> <p>The resource type of the view, specified as a member of the <strong><see cref = "T:SharpDX.Direct3D11.VdovDimension"/></strong> enumeration.</p> </dd>
            </summary>
            <msdn-id>hh447646</msdn-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderOutputViewDescription.Texture2D">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.Texture2DVdov"/></strong> structure that identifies the texture resource for the output view.</p> </dd>
            </summary>
            <msdn-id>hh447646</msdn-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoDecoderSubSampleMappingBlock">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Describes a sub sample mapping block.</p>
            </summary>
            <remarks>
            <p>Values in the sub sample mapping blocks are relative to the start of the decode buffer.</p>
            </remarks>
            <msdn-id>dn894121</msdn-id>
            <unmanaged>D3D11_VIDEO_DECODER_SUB_SAMPLE_MAPPING_BLOCK</unmanaged>
            <unmanaged-short>D3D11_VIDEO_DECODER_SUB_SAMPLE_MAPPING_BLOCK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderSubSampleMappingBlock.ClearSize">
            <summary>
            <dd> <p>The number of clear (non-encrypted) bytes at the start of the block.</p> </dd>
            </summary>
            <msdn-id>dn894121</msdn-id>
            <unmanaged>ClearSize</unmanaged>
            <unmanaged-short>ClearSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoDecoderSubSampleMappingBlock.EncryptedSize">
            <summary>
            <dd> <p>The number of encrypted bytes following the clear bytes.</p> </dd>
            </summary>
            <msdn-id>dn894121</msdn-id>
            <unmanaged>EncryptedSize</unmanaged>
            <unmanaged-short>EncryptedSize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorCaps">
            <summary>
            <p>Describes the capabilities of a Microsoft Direct3D?11 video processor.</p>
            </summary>
            <remarks>
            <p>The video processor stores state information for each input stream. These states persist between blits. With each blit, the application selects which streams to enable or disable. Disabling a stream does not affect the state information for that stream.</p><p>The <strong>MaxStreamStates</strong> member gives the maximum number of stream states that can be saved. The <strong>MaxInputStreams</strong> member gives the maximum number of streams that can be enabled during a blit. These two values can differ. </p>
            </remarks>
            <msdn-id>hh447650</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_CAPS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_CAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorCaps.DeviceCaps">
            <summary>
            <dd> <p>A bitwise <strong>OR</strong> of zero or more flags from the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorDeviceCaps"/></strong> enumeration.</p> </dd>
            </summary>
            <msdn-id>hh447650</msdn-id>
            <unmanaged>DeviceCaps</unmanaged>
            <unmanaged-short>DeviceCaps</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorCaps.FeatureCaps">
            <summary>
            <dd> <p>A bitwise <strong>OR</strong> of zero or more flags from the   <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorFeatureCaps"/></strong> enumeration.</p> </dd>
            </summary>
            <msdn-id>hh447650</msdn-id>
            <unmanaged>FeatureCaps</unmanaged>
            <unmanaged-short>FeatureCaps</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorCaps.FilterCaps">
            <summary>
            <dd> <p>A bitwise <strong>OR</strong> of zero or more flags from the  <strong>D3D11_VIDEO_PROCESSPR_FILTER_CAPS</strong> enumeration.</p> </dd>
            </summary>
            <msdn-id>hh447650</msdn-id>
            <unmanaged>FilterCaps</unmanaged>
            <unmanaged-short>FilterCaps</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorCaps.InputFormatCaps">
            <summary>
            <dd> <p>A bitwise <strong>OR</strong> of zero or more flags from the  <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorFormatCaps"/></strong> enumeration.</p> </dd>
            </summary>
            <msdn-id>hh447650</msdn-id>
            <unmanaged>InputFormatCaps</unmanaged>
            <unmanaged-short>InputFormatCaps</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorCaps.AutoStreamCaps">
            <summary>
            <dd> <p>A bitwise <strong>OR</strong> of zero or more flags from the  <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorAutoStreamCaps"/></strong> enumeration.</p> </dd>
            </summary>
            <msdn-id>hh447650</msdn-id>
            <unmanaged>AutoStreamCaps</unmanaged>
            <unmanaged-short>AutoStreamCaps</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorCaps.StereoCaps">
            <summary>
            <dd> <p>A bitwise <strong>OR</strong> of zero or more flags from the   <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorStereoCaps"/></strong> enumeration.</p> </dd>
            </summary>
            <msdn-id>hh447650</msdn-id>
            <unmanaged>StereoCaps</unmanaged>
            <unmanaged-short>StereoCaps</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorCaps.RateConversionCapsCount">
            <summary>
            <dd> <p>The number of frame-rate conversion capabilities. To enumerate the frame-rate conversion capabilities, call the <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorRateConversionCaps</strong> method.</p> </dd>
            </summary>
            <msdn-id>hh447650</msdn-id>
            <unmanaged>RateConversionCapsCount</unmanaged>
            <unmanaged-short>RateConversionCapsCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorCaps.MaxInputStreams">
            <summary>
            <dd> <p>The maximum number of input streams that can be enabled at the same time. </p> </dd>
            </summary>
            <msdn-id>hh447650</msdn-id>
            <unmanaged>MaxInputStreams</unmanaged>
            <unmanaged-short>MaxInputStreams</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorCaps.MaxStreamStates">
            <summary>
            <dd> <p>The maximum number of input streams for which the device can store state data.</p> </dd>
            </summary>
            <msdn-id>hh447650</msdn-id>
            <unmanaged>MaxStreamStates</unmanaged>
            <unmanaged-short>MaxStreamStates</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorColorSpace">
            <summary>
            <p>Specifies the color space for video processing.</p>
            </summary>
            <remarks>
            <p>The <strong>RGB_Range</strong> member applies to RGB output, while the <strong>YCbCr_Matrix</strong> and <strong>YCbCr_xvYCC</strong> members apply to YCbCr output. If the driver performs color-space conversion on the background color, it uses the values that apply to both color spaces. </p><p>If the driver supports extended YCbCr (xvYCC), it returns the <strong>D3D11_VIDEO_PROCESSOR_DEVICE_CAPS_xvYCC</strong> capabilities flag in the <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCaps</strong> method. Otherwise, the driver ignores the value of <strong>YCbCr_xvYCC</strong> and treats all YCbCr output as conventional YCbCr. </p><p>If extended YCbCr is supported, it can be used with either transfer matrix. Extended YCbCr does not change the black point or white point?the black point is still 16 and the white point is still 235. However, extended YCbCr explicitly allows blacker-than-black values in the range 1?15, and whiter-than-white values in the range 236?254. When extended YCbCr is used, the driver should not clip the luma values to the nominal 16?235 range.</p>
            </remarks>
            <msdn-id>hh447651</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_COLOR_SPACE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_COLOR_SPACE</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoProcessorColorSpace.Usage">
            <summary>
            <dd> <p>Specifies whether the output is intended for playback or video processing (such as editing or authoring). The device can optimize the processing based on the type. The default state value is 0 (playback).  </p> <table> <tr><th>Value</th><th>Meaning</th></tr> <tr><td> <dl> <dt>0</dt> </dl> </td><td> <p>Playback</p> </td></tr> <tr><td> <dl> <dt>1</dt> </dl> </td><td> <p>Video processing</p> </td></tr> </table> <p>?</p> </dd>
            </summary>
            <msdn-id>hh447651</msdn-id>
            <unmanaged>Usage</unmanaged>
            <unmanaged-short>Usage</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoProcessorColorSpace.RgbRange">
            <summary>
            <dd> <p>Specifies the RGB color range. The default state value is 0 (full range). </p> <table> <tr><th>Value</th><th>Meaning</th></tr> <tr><td> <dl> <dt>0</dt> </dl> </td><td> <p>Full range (0-255)</p> </td></tr> <tr><td> <dl> <dt>1</dt> </dl> </td><td> <p>Limited range (16-235)</p> </td></tr> </table> <p>?</p> </dd>
            </summary>
            <msdn-id>hh447651</msdn-id>
            <unmanaged>RGB_Range</unmanaged>
            <unmanaged-short>RGB_Range</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoProcessorColorSpace.YCbCrMatrix">
            <summary>
            <dd> <p>Specifies the YCbCr transfer matrix. The default state value is 0 (BT.601). </p> <table> <tr><th>Value</th><th>Meaning</th></tr> <tr><td> <dl> <dt>0</dt> </dl> </td><td> <p>ITU-R BT.601</p> </td></tr> <tr><td> <dl> <dt>1</dt> </dl> </td><td> <p>ITU-R BT.709</p> </td></tr> </table> <p>?</p> </dd>
            </summary>
            <msdn-id>hh447651</msdn-id>
            <unmanaged>YCbCr_Matrix</unmanaged>
            <unmanaged-short>YCbCr_Matrix</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoProcessorColorSpace.YCbCrXvYCC">
            <summary>
            <dd> <p>Specifies whether the output uses conventional YCbCr or extended YCbCr (xvYCC). The default state value is zero (conventional YCbCr). </p> <table> <tr><th>Value</th><th>Meaning</th></tr> <tr><td> <dl> <dt>0</dt> </dl> </td><td> <p>Conventional YCbCr</p> </td></tr> <tr><td> <dl> <dt>1</dt> </dl> </td><td> <p>Extended YCbCr (xvYCC)</p> </td></tr> </table> <p>?</p> </dd>
            </summary>
            <msdn-id>hh447651</msdn-id>
            <unmanaged>YCbCr_xvYCC</unmanaged>
            <unmanaged-short>YCbCr_xvYCC</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoProcessorColorSpace.NominalRange">
            <summary>
            <dd> <p>Specifies the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorNominalRange"/></strong>. </p> <p>Introduced in Windows?8.1.</p> </dd>
            </summary>
            <msdn-id>hh447651</msdn-id>
            <unmanaged>Nominal_Range</unmanaged>
            <unmanaged-short>Nominal_Range</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D11.VideoProcessorColorSpace.Reserved">
            <summary>
            <dd> <p>Reserved. Set to zero.</p> </dd>
            </summary>
            <msdn-id>hh447651</msdn-id>
            <unmanaged>Reserved</unmanaged>
            <unmanaged-short>Reserved</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorContentDescription">
            <summary>
            <p>Describes a video stream for a video processor.</p>
            </summary>
            <msdn-id>hh447652</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_CONTENT_DESC</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_CONTENT_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorContentDescription.InputFrameFormat">
            <summary>
            <dd> <p>A member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoFrameFormat"/></strong> enumeration that describes how the video stream is interlaced.</p> </dd>
            </summary>
            <msdn-id>hh447652</msdn-id>
            <unmanaged>InputFrameFormat</unmanaged>
            <unmanaged-short>InputFrameFormat</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorContentDescription.InputFrameRate">
            <summary>
            <dd> <p>The frame rate of the input video stream, specified as a <strong><see cref = "T:SharpDX.DXGI.Rational"/></strong> structure. </p> </dd>
            </summary>
            <msdn-id>hh447652</msdn-id>
            <unmanaged>InputFrameRate</unmanaged>
            <unmanaged-short>InputFrameRate</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorContentDescription.InputWidth">
            <summary>
            <dd> <p>The width of the input frames, in pixels.</p> </dd>
            </summary>
            <msdn-id>hh447652</msdn-id>
            <unmanaged>InputWidth</unmanaged>
            <unmanaged-short>InputWidth</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorContentDescription.InputHeight">
            <summary>
            <dd> <p>The height of the input frames, in pixels.</p> </dd>
            </summary>
            <msdn-id>hh447652</msdn-id>
            <unmanaged>InputHeight</unmanaged>
            <unmanaged-short>InputHeight</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorContentDescription.OutputFrameRate">
            <summary>
            <dd> <p>The frame rate of the output video stream, specified as a <strong><see cref = "T:SharpDX.DXGI.Rational"/></strong> structure. </p> </dd>
            </summary>
            <msdn-id>hh447652</msdn-id>
            <unmanaged>OutputFrameRate</unmanaged>
            <unmanaged-short>OutputFrameRate</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorContentDescription.OutputWidth">
            <summary>
            <dd> <p>The width of the output frames, in pixels. </p> </dd>
            </summary>
            <msdn-id>hh447652</msdn-id>
            <unmanaged>OutputWidth</unmanaged>
            <unmanaged-short>OutputWidth</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorContentDescription.OutputHeight">
            <summary>
            <dd> <p>The height of the output frames, in pixels.</p> </dd>
            </summary>
            <msdn-id>hh447652</msdn-id>
            <unmanaged>OutputHeight</unmanaged>
            <unmanaged-short>OutputHeight</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorContentDescription.Usage">
            <summary>
            <dd> <p>A member of the <strong><see cref = "T:SharpDX.Direct3D11.VideoUsage"/></strong> enumeration that describes how the video processor will be used. The value indicates the desired trade-off between speed and video quality. The driver uses this flag as a hint when it creates the video processor.</p> </dd>
            </summary>
            <msdn-id>hh447652</msdn-id>
            <unmanaged>Usage</unmanaged>
            <unmanaged-short>Usage</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorCustomRate">
            <summary>
            <p>Specifies a custom rate for frame-rate conversion or inverse telecine (IVTC). </p>
            </summary>
            <remarks>
            <p>The <strong>CustomRate</strong> member gives the rate conversion factor, while the remaining members define the pattern of input and output samples.</p>
            </remarks>
            <msdn-id>hh447653</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_CUSTOM_RATE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_CUSTOM_RATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorCustomRate.CustomRate">
            <summary>
            <dd> <p>The ratio of the output frame rate to the input frame rate, expressed as a <strong><see cref = "T:SharpDX.DXGI.Rational"/></strong> structure that holds a rational number. </p> </dd>
            </summary>
            <msdn-id>hh447653</msdn-id>
            <unmanaged>CustomRate</unmanaged>
            <unmanaged-short>CustomRate</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorCustomRate.OutputFrames">
            <summary>
            <dd> <p>The number of output frames that will be generated for every <em>N</em> input samples, where <em>N</em> = <strong>InputFramesOrFields</strong>. </p> </dd>
            </summary>
            <msdn-id>hh447653</msdn-id>
            <unmanaged>OutputFrames</unmanaged>
            <unmanaged-short>OutputFrames</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorCustomRate.InputInterlaced">
            <summary>
            <dd> <p>If <strong>TRUE</strong>, the input stream must be interlaced. Otherwise, the input stream must be progressive. </p> </dd>
            </summary>
            <msdn-id>hh447653</msdn-id>
            <unmanaged>InputInterlaced</unmanaged>
            <unmanaged-short>InputInterlaced</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorCustomRate.InputFramesOrFields">
            <summary>
            <dd> <p>The number of input fields or frames for every <em>N</em> output frames that will be generated, where <em>N</em> = <strong>OutputFrames</strong>. </p> </dd>
            </summary>
            <msdn-id>hh447653</msdn-id>
            <unmanaged>InputFramesOrFields</unmanaged>
            <unmanaged-short>InputFramesOrFields</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorFilterRange">
            <summary>
            <p>Defines the range of supported values for an image filter. </p>
            </summary>
            <remarks>
            <p>The multiplier enables the filter range to have a fractional step value.</p><p>For example, a hue filter might have an actual range of [?180.0 ... +180.0] with a step size of 0.25. The device would report the following range and multiplier:</p><ul> <li>Minimum: ?720</li> <li>Maximum: +720</li> <li>Multiplier: 0.25</li> </ul><p>In this case,  a filter value of 2 would be interpreted by the device as 0.50 (or 2 ? 0.25).</p><p>The device should use  a multiplier that can be represented exactly as a base-2 fraction.</p>
            </remarks>
            <msdn-id>hh447657</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_FILTER_RANGE</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_FILTER_RANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilterRange.Minimum">
            <summary>
            <dd> <p>The minimum value of the filter. </p> </dd>
            </summary>
            <msdn-id>hh447657</msdn-id>
            <unmanaged>Minimum</unmanaged>
            <unmanaged-short>Minimum</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilterRange.Maximum">
            <summary>
            <dd> <p>The maximum value of the filter. </p> </dd>
            </summary>
            <msdn-id>hh447657</msdn-id>
            <unmanaged>Maximum</unmanaged>
            <unmanaged-short>Maximum</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilterRange.Default">
            <summary>
            <dd> <p>The default value of the filter. </p> </dd>
            </summary>
            <msdn-id>hh447657</msdn-id>
            <unmanaged>Default</unmanaged>
            <unmanaged-short>Default</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorFilterRange.Multiplier">
            <summary>
            <dd> <p>A multiplier. Use the following formula to translate the filter setting into the actual filter value: <em>Actual Value</em> = <em>Set Value</em>???<em>Multiplier</em>.</p> </dd>
            </summary>
            <msdn-id>hh447657</msdn-id>
            <unmanaged>Multiplier</unmanaged>
            <unmanaged-short>Multiplier</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorInputViewDescription">
            <summary>
            <p>Describes a video processor input view.</p>
            </summary>
            <msdn-id>hh447660</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorInputViewDescription.FourCC">
            <summary>
            <dd> <p>The surface format. If zero, the driver uses the DXGI format that was used to create the resource. If you are using feature level 9, the value must be zero.</p> </dd>
            </summary>
            <msdn-id>hh447660</msdn-id>
            <unmanaged>FourCC</unmanaged>
            <unmanaged-short>FourCC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorInputViewDescription.Dimension">
            <summary>
            <dd> <p>The resource type of the view, specified as a member of the <strong><see cref = "T:SharpDX.Direct3D11.VpivDimension"/></strong> enumeration.</p> </dd>
            </summary>
            <msdn-id>hh447660</msdn-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorInputViewDescription.Texture2D">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.Texture2DVpiv"/></strong> structure that identifies the texture resource.</p> </dd>
            </summary>
            <msdn-id>hh447660</msdn-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorOutputViewDescription">
            <summary>
            <p>Describes a video processor output view.</p>
            </summary>
            <msdn-id>hh447663</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorOutputViewDescription.Dimension">
            <summary>
            <dd> <p>The resource type of the view, specified as a member of the <strong><see cref = "T:SharpDX.Direct3D11.VpovDimension"/></strong> enumeration.</p> </dd>
            </summary>
            <msdn-id>hh447663</msdn-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorOutputViewDescription.Texture2D">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.Texture2DVpov"/></strong> structure that identifies the texture resource for the output view. </p> <p>Use this member of the union when <strong>ViewDimension</strong> equals <strong>D3D11_VPOV_DIMENSION_TEXTURE2D</strong>.</p> </dd>
            </summary>
            <msdn-id>hh447663</msdn-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorOutputViewDescription.Texture2DArray">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D11.Texture2DArrayVpov"/></strong> structure that identifies the texture array for the output view. </p> <p>Use this member of the union when <strong>ViewDimension</strong> equals <strong>D3D11_VPOV_DIMENSION_TEXTURE2DARRAY</strong>.</p> </dd>
            </summary>
            <msdn-id>hh447663</msdn-id>
            <unmanaged>Texture2DArray</unmanaged>
            <unmanaged-short>Texture2DArray</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorRateConversionCaps">
            <summary>
            <p>Defines a group of video processor capabilities that are associated with frame-rate conversion, including deinterlacing and inverse telecine.</p>
            </summary>
            <msdn-id>hh447665</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_RATE_CONVERSION_CAPS</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_RATE_CONVERSION_CAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorRateConversionCaps.PastFrames">
            <summary>
            <dd> <p>The number of past reference frames required to perform the optimal video processing. </p> </dd>
            </summary>
            <msdn-id>hh447665</msdn-id>
            <unmanaged>PastFrames</unmanaged>
            <unmanaged-short>PastFrames</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorRateConversionCaps.FutureFrames">
            <summary>
            <dd> <p>The number of future reference frames required to perform the optimal video processing. </p> </dd>
            </summary>
            <msdn-id>hh447665</msdn-id>
            <unmanaged>FutureFrames</unmanaged>
            <unmanaged-short>FutureFrames</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorRateConversionCaps.ProcessorCaps">
            <summary>
            <dd> <p>A bitwise <strong>OR</strong> of zero or more flags from the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorProcessorCaps"/></strong> enumeration. </p> </dd>
            </summary>
            <msdn-id>hh447665</msdn-id>
            <unmanaged>ProcessorCaps</unmanaged>
            <unmanaged-short>ProcessorCaps</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorRateConversionCaps.ITelecineCaps">
            <summary>
            <dd> <p>A bitwise <strong>OR</strong> of zero or more flags from the <strong><see cref = "T:SharpDX.Direct3D11.VideoProcessorItelecineCaps"/></strong> enumeration. </p> </dd>
            </summary>
            <msdn-id>hh447665</msdn-id>
            <unmanaged>ITelecineCaps</unmanaged>
            <unmanaged-short>ITelecineCaps</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorRateConversionCaps.CustomRateCount">
            <summary>
            <dd> <p>The number of custom frame rates that the driver supports. To get the list of custom frame rates, call the <strong>ID3D11VideoProcessorEnumerator::GetVideoProcessorCustomRate</strong> method.</p> </dd>
            </summary>
            <msdn-id>hh447665</msdn-id>
            <unmanaged>CustomRateCount</unmanaged>
            <unmanaged-short>CustomRateCount</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorStream">
            <summary>
            <p>Contains stream-level data for the <strong>ID3D11VideoContext::VideoProcessorBlt</strong> method. </p>
            </summary>
            <remarks>
            <p>If the stereo 3D format is <strong>D3D11_VIDEO_PROCESSOR_STEREO_FORMAT_SEPARATE</strong>, the <strong>ppPastSurfaces</strong>, <strong>pInputSurface</strong>, and <strong>ppFutureSurfaces</strong> members contain the left view.</p>
            </remarks>
            <msdn-id>hh447670</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STREAM</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStream.Enable">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447670</msdn-id>
            <unmanaged>Enable</unmanaged>
            <unmanaged-short>Enable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStream.OutputIndex">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447670</msdn-id>
            <unmanaged>OutputIndex</unmanaged>
            <unmanaged-short>OutputIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStream.InputFrameOrField">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447670</msdn-id>
            <unmanaged>InputFrameOrField</unmanaged>
            <unmanaged-short>InputFrameOrField</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStream.PastFrames">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447670</msdn-id>
            <unmanaged>PastFrames</unmanaged>
            <unmanaged-short>PastFrames</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStream.FutureFrames">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447670</msdn-id>
            <unmanaged>FutureFrames</unmanaged>
            <unmanaged-short>FutureFrames</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStream.PpPastSurfaces">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447670</msdn-id>
            <unmanaged>ppPastSurfaces</unmanaged>
            <unmanaged-short>ppPastSurfaces</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStream.PInputSurface">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447670</msdn-id>
            <unmanaged>pInputSurface</unmanaged>
            <unmanaged-short>pInputSurface</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStream.PpFutureSurfaces">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447670</msdn-id>
            <unmanaged>ppFutureSurfaces</unmanaged>
            <unmanaged-short>ppFutureSurfaces</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStream.PpPastSurfacesRight">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447670</msdn-id>
            <unmanaged>ppPastSurfacesRight</unmanaged>
            <unmanaged-short>ppPastSurfacesRight</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStream.PInputSurfaceRight">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447670</msdn-id>
            <unmanaged>pInputSurfaceRight</unmanaged>
            <unmanaged-short>pInputSurfaceRight</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStream.PpFutureSurfacesRight">
            <summary>
            No documentation.
            </summary>
            <msdn-id>hh447670</msdn-id>
            <unmanaged>ppFutureSurfacesRight</unmanaged>
            <unmanaged-short>ppFutureSurfacesRight</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoProcessorStreamBehaviorHint">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Provides information about the input streams passed into the <strong>ID3DVideoContext1::VideoProcessorGetBehaviorHints</strong> method.</p>
            </summary>
            <msdn-id>dn894123</msdn-id>
            <unmanaged>D3D11_VIDEO_PROCESSOR_STREAM_BEHAVIOR_HINT</unmanaged>
            <unmanaged-short>D3D11_VIDEO_PROCESSOR_STREAM_BEHAVIOR_HINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStreamBehaviorHint.Enable">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894123</msdn-id>
            <unmanaged>Enable</unmanaged>
            <unmanaged-short>Enable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStreamBehaviorHint.Width">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894123</msdn-id>
            <unmanaged>Width</unmanaged>
            <unmanaged-short>Width</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStreamBehaviorHint.Height">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894123</msdn-id>
            <unmanaged>Height</unmanaged>
            <unmanaged-short>Height</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoProcessorStreamBehaviorHint.Format">
            <summary>
            No documentation.
            </summary>
            <msdn-id>dn894123</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D11.VideoSampleDescription">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Describes a video sample.</p>
            </summary>
            <msdn-id>dn894124</msdn-id>
            <unmanaged>D3D11_VIDEO_SAMPLE_DESC</unmanaged>
            <unmanaged-short>D3D11_VIDEO_SAMPLE_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoSampleDescription.Width">
            <summary>
            <dd> <p>The width of the video sample.</p> </dd>
            </summary>
            <msdn-id>dn894124</msdn-id>
            <unmanaged>Width</unmanaged>
            <unmanaged-short>Width</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoSampleDescription.Height">
            <summary>
            <dd> <p>The height of the video sample.</p> </dd>
            </summary>
            <msdn-id>dn894124</msdn-id>
            <unmanaged>Height</unmanaged>
            <unmanaged-short>Height</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoSampleDescription.Format">
            <summary>
            <dd> <p>The format of the video sample.</p> </dd>
            </summary>
            <msdn-id>dn894124</msdn-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D11.VideoSampleDescription.ColorSpace">
            <summary>
            <dd> <p>The colorspace of the sample.</p> </dd>
            </summary>
            <msdn-id>dn894124</msdn-id>
            <unmanaged>ColorSpace</unmanaged>
            <unmanaged-short>ColorSpace</unmanaged-short>
        </member>
    </members>
</doc>
