<?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="T:SharpDX.Direct3D11.BlendState">
            <summary>	
            <p>The blend-state interface holds a description for blending state that you can bind to the output-merger stage.</p>	
            </summary>	
            <remarks>	
            <p>Blending applies a simple function to combine output values from a pixel shader with data in a render target. You have control over how the pixels are blended by using a predefined set of blending operations and preblending operations.</p><p>To create a blend-state object, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)"/></strong>. To bind the blend-state object to the output-merger stage, call <strong><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetBlendState(SharpDX.Direct3D11.BlendState,System.Nullable{SharpDX.Color4},System.UInt32)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState']/*"/>	
            <msdn-id>ff476349</msdn-id>	
            <unmanaged>ID3D11BlendState</unmanaged>	
            <unmanaged-short>ID3D11BlendState</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.DeviceChild">
            <summary>	
            <p>A device-child interface accesses data used by a device.</p>	
            </summary>	
            <remarks>	
            <p>There are several types of device child interfaces, all of which inherit this interface. They include shaders, state objects, and input layouts.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceChild']/*"/>	
            <msdn-id>ff476380</msdn-id>	
            <unmanaged>ID3D11DeviceChild</unmanaged>	
            <unmanaged-short>ID3D11DeviceChild</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceChild.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.DeviceChild"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceChild.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.DeviceChild">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.DeviceChild"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceChild::GetDevice']/*"/>	
            <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 codes described in the topic Direct3D 11 Return Codes.</p></returns>	
            <remarks>	
            <p>The data stored in the device child is set by calling <strong><see cref="M:SharpDX.Direct3D11.DeviceChild.SetPrivateData(System.Guid,System.Int32,System.IntPtr)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceChild::GetPrivateData']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceChild.GetPrivateData(System.Guid,System.Int32@,System.IntPtr)"/></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="F:SharpDX.Direct3D.CommonGuid.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="F:SharpDX.Direct3D.CommonGuid.DebugObjectName"/>, sizeof( c_szName ) - 1, c_szName );	
            </pre><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceChild::SetPrivateData']/*"/>	
            <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.ComObject)">
            <summary>	
            <p>Associate an <see cref="T:SharpDX.ComObject"/>-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.ComObject"/>-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.ComObject"/>-derived interface, and when the device child is detroyed ::release() will be called on the <see cref="T:SharpDX.ComObject"/>-derived interface.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceChild::SetPrivateDataInterface']/*"/>	
            <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="P:SharpDX.Direct3D11.DeviceChild.DebugName">
            <summary>
            Gets or sets the debug-name for this object.
            </summary>
            <value>
            The debug name.
            </value>
        </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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceChild::GetDevice']/*"/>	
            <msdn-id>ff476381</msdn-id>	
            <unmanaged>GetDevice</unmanaged>	
            <unmanaged-short>GetDevice</unmanaged-short>	
            <unmanaged>void ID3D11DeviceChild::GetDevice([Out] ID3D11Device** ppDevice)</unmanaged>
        </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="M:SharpDX.Direct3D11.BlendState.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.BlendState"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.BlendState.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.BlendState">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.BlendState"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)"/></strong> method to create the blend-state object.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState::GetDesc']/*"/>	
            <msdn-id>ff476350</msdn-id>	
            <unmanaged>void ID3D11BlendState::GetDesc([Out] D3D11_BLEND_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D11BlendState::GetDesc</unmanaged-short>	
        </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><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)"/></strong> method to create the blend-state object.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11BlendState::GetDesc']/*"/>	
            <msdn-id>ff476350</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11BlendState::GetDesc([Out] D3D11_BLEND_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.BlendStateDescription">
            <summary>	
            <p>Describes the blend state that you use in a call to <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)"/></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><see cref="F:SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>RenderTarget[0].DestBlend</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>RenderTarget[0].BlendOp</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>RenderTarget[0].SrcBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>RenderTarget[0].DestBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>RenderTarget[0].BlendOpAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>RenderTarget[0].RenderTargetWriteMask</td><td><see cref="F:SharpDX.Direct3D11.ColorWriteMaskFlags.All"/></td></tr> </table><p>?</p><p><strong>Note</strong>??<strong><see cref="T:SharpDX.Direct3D11.BlendStateDescription"/></strong> is identical to <strong><see cref="!:SharpDX.Direct3D10.BlendStateDescription1"/></strong>.</p><p>If the driver type is set to <strong><see cref="F:SharpDX.Direct3D.DriverType.Hardware"/></strong>, the feature level is set to less than or equal to <strong><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3"/></strong>, and the pixel format of the render target is set to <strong><see cref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb"/></strong>, <strong><see cref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm_SRgb"/></strong>, or <strong><see cref="F:SharpDX.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><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3"/></strong>, the display device performs the blend in linear space, which is ideal.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC::AlphaToCoverageEnable']/*"/>	
            <msdn-id>ff476087</msdn-id>	
            <unmanaged>BOOL AlphaToCoverageEnable</unmanaged>	
            <unmanaged-short>BOOL AlphaToCoverageEnable</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.BlendStateDescription.IndependentBlendEnable">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC::IndependentBlendEnable']/*"/>	
            <msdn-id>ff476087</msdn-id>	
            <unmanaged>BOOL IndependentBlendEnable</unmanaged>	
            <unmanaged-short>BOOL IndependentBlendEnable</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.BlendStateDescription.RenderTarget">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DESC::RenderTarget']/*"/>	
            <msdn-id>ff476087</msdn-id>	
            <unmanaged>D3D11_RENDER_TARGET_BLEND_DESC RenderTarget[8]</unmanaged>	
            <unmanaged-short>D3D11_RENDER_TARGET_BLEND_DESC RenderTarget</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.Buffer">
            <summary>	
            <p>A buffer interface accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data.</p>	
            </summary>	
            <remarks>	
            <p>There are three types of buffers: vertex, index, or a shader-constant buffer. Create a buffer resource by calling <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBuffer(SharpDX.Direct3D11.BufferDescription@,System.Nullable{SharpDX.DataBox},SharpDX.Direct3D11.Buffer)"/></strong>.</p><p>A buffer must be bound to the pipeline before it can be accessed. Buffers can be bound to the input-assembler stage by calls to <strong><see cref="M:SharpDX.Direct3D11.InputAssemblerStage.SetVertexBuffers(System.Int32,SharpDX.Direct3D11.VertexBufferBinding)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.InputAssemblerStage.SetIndexBuffer(SharpDX.Direct3D11.Buffer,SharpDX.DXGI.Format,System.Int32)"/></strong>, to the stream-output stage by a call to <strong><see cref="M:SharpDX.Direct3D11.StreamOutputStage.SetTargets(System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[])"/></strong>, and to a shader stage by calling the appropriate shader method (such as <strong><see cref="M:SharpDX.Direct3D11.VertexShaderStage.SetConstantBuffers(System.Int32,System.Int32,System.IntPtr)"/></strong> for example).</p><p>Buffers can be bound to multiple pipeline stages simultaneously for reading. A buffer can also be bound to a single pipeline stage for writing; however, the same buffer cannot be bound for reading and writing simultaneously.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Buffer']/*"/>	
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            <unmanaged>ID3D11Buffer</unmanaged>	
            <unmanaged-short>ID3D11Buffer</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.Resource">
            <summary>	
            <p>A resource interface provides common actions on all resources.</p>	
            </summary>	
            <remarks>	
            <p>You don't directly create a resource interface; instead, you create buffers and textures that inherit from a resource interface. For more info,  see How to: Create a Vertex Buffer, How to: Create an Index Buffer, How to: Create a Constant Buffer, and How to: Create a Texture.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Resource']/*"/>	
            <msdn-id>ff476584</msdn-id>	
            <unmanaged>ID3D11Resource</unmanaged>	
            <unmanaged-short>ID3D11Resource</unmanaged-short>	
        </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="M:SharpDX.Direct3D11.Resource.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Resource"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.Resource">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.Resource"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Resource::GetType']/*"/>	
            <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><see cref="F:SharpDX.DXGI.ResourcePriority.Minimum"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.Low"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.Normal"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.High"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.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, <see cref="F:SharpDX.DXGI.ResourcePriority.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Resource::SetEvictionPriority']/*"/>	
            <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><see cref="F:SharpDX.DXGI.ResourcePriority.Minimum"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.Low"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.Normal"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.High"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.Maximum"/></li> </ul></returns>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Resource::GetEvictionPriority']/*"/>	
            <msdn-id>ff476585</msdn-id>	
            <unmanaged>unsigned int ID3D11Resource::GetEvictionPriority()</unmanaged>	
            <unmanaged-short>ID3D11Resource::GetEvictionPriority</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.FromFile``1(SharpDX.Direct3D11.Device,System.String)">
            <summary>
              Loads a texture from an image file.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "fileName">Path to the file on disk.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromFile``1(SharpDX.Direct3D11.Device,System.String,SharpDX.Direct3D11.ImageLoadInformation)">
            <summary>
              Loads a texture from an image file.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "fileName">Path to the file on disk.</param>
            <param name = "loadInfo">Specifies information used to load the texture.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromFile(SharpDX.Direct3D11.Device,System.String,SharpDX.Direct3D11.ImageLoadInformation)">
            <summary>
              Loads a texture from an image file.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "fileName">Path to the file on disk.</param>
            <param name = "loadInfo">Specifies information used to load the texture.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromFile(SharpDX.Direct3D11.Device,System.String)">
            <summary>
              Loads a texture from an image file.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "fileName">Path to the file on disk.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.LoadTextureFromTexture(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.TextureLoadInformation)">
            <summary>	
            Load a texture from a texture.	
            </summary>
            <param name="context">A reference to a valid <see cref="T:SharpDX.Direct3D11.DeviceContext"/></param>
            <param name="source">Pointer to the source texture. See <see cref="T:SharpDX.Direct3D11.Resource"/>. </param>
            <param name="destination">Pointer to the destination texture. See <see cref="T:SharpDX.Direct3D11.Resource"/>. </param>
            <param name="loadInformation">Pointer to texture loading parameters. See <see cref="T:SharpDX.Direct3D11.TextureLoadInformation"/>. </param>
            <returns>The return value is one of the values listed in {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT D3DX10LoadTextureFromTexture([None] ID3D10Resource* pSrcTexture,[None] D3DX10_TEXTURE_LOAD_INFO* pLoadInfo,[None] ID3D10Resource* pDstTexture)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FilterTexture(SharpDX.Direct3D11.DeviceContext,System.Int32,SharpDX.Direct3D11.FilterFlags)">
            <summary>	
            Generates mipmap chain using a particular texture filter for this texture instance.
            </summary>	
            <param name="deviceContext"><para>A reference to an <see cref="T:SharpDX.Direct3D11.DeviceContext"/> object.</para></param>	
            <param name="sourceLevel"><para>The mipmap level whose data is used to generate the rest of the mipmap chain.</para></param>	
            <param name="mipFilter"><para>Flags controlling how each miplevel is filtered (or D3DX11_DEFAULT for <see cref="F:SharpDX.Direct3D11.FilterFlags.Linear"/>). See <see cref="T:SharpDX.Direct3D11.FilterFlags"/>.</para></param>	
            <returns>The return value is one of the values listed in Direct3D 11 Return Codes.</returns>	
            <unmanaged>HRESULT D3DX11FilterTexture([In] ID3D11DeviceContext* pContext,[In] ID3D11Resource* pTexture,[In] unsigned int SrcLevel,[In] unsigned int MipFilter)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.ToFile(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.ImageFileFormat,System.String)">
            <summary>
              Saves a texture to file.
            </summary>
            <param name = "context">The device used to save the texture.</param>
            <param name = "texture">The texture to save.</param>
            <param name = "format">The format the texture will be saved as.</param>
            <param name = "fileName">Name of the destination output file where the texture will be saved.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromMemory``1(SharpDX.Direct3D11.Device,System.Byte[])">
            <summary>
              Loads a texture from an image in memory.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "memory">Array of memory containing the image data to load.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromMemory``1(SharpDX.Direct3D11.Device,System.Byte[],SharpDX.Direct3D11.ImageLoadInformation)">
            <summary>
              Loads a texture from an image in memory.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "memory">Array of memory containing the image data to load.</param>
            <param name = "loadInfo">Specifies information used to load the texture.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromMemory``1(SharpDX.Direct3D11.Device,SharpDX.DataPointer,SharpDX.Direct3D11.ImageLoadInformation)">
            <summary>
              Loads a texture from an image in memory.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "pointer">Pointer to unmanaged memory containing the image data to load.</param>
            <param name = "loadInfo">Specifies information used to load the texture.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromMemory``1(SharpDX.Direct3D11.Device,SharpDX.DataPointer)">
            <summary>
              Loads a texture from an image in memory.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "pointer">Pointer to unmanaged memory containing the image data to load.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromMemory(SharpDX.Direct3D11.Device,System.Byte[])">
            <summary>
              Loads a texture from an image in memory.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "memory">Array of memory containing the image data to load.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromMemory(SharpDX.Direct3D11.Device,System.Byte[],SharpDX.Direct3D11.ImageLoadInformation)">
            <summary>
              Loads a texture from an image in memory.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "memory">Array of memory containing the image data to load.</param>
            <param name = "loadInfo">Specifies information used to load the texture.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromMemory(SharpDX.Direct3D11.Device,SharpDX.DataPointer,SharpDX.Direct3D11.ImageLoadInformation)">
            <summary>
              Loads a texture from an image in memory.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "pointer">Pointer to unmanaged memory containing the image data to load.</param>
            <param name = "loadInfo">Specifies information used to load the texture.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromMemory(SharpDX.Direct3D11.Device,SharpDX.DataPointer)">
            <summary>
              Loads a texture from an image in memory.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "pointer">Pointer to unmanaged memory containing the image data to load.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromStream``1(SharpDX.Direct3D11.Device,System.IO.Stream,System.Int32)">
            <summary>
              Loads a texture from a stream of data.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "stream">A stream containing the image data to load.</param>
            <param name = "sizeInBytes">Size of the image to load.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromStream``1(SharpDX.Direct3D11.Device,System.IO.Stream,System.Int32,SharpDX.Direct3D11.ImageLoadInformation)">
            <summary>
              Loads a texture from a stream of data.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "stream">A stream containing the image data to load.</param>
            <param name = "sizeInBytes">Size of the image to load.</param>
            <param name = "loadInfo">Specifies information used to load the texture.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromStream(SharpDX.Direct3D11.Device,System.IO.Stream,System.Int32)">
            <summary>
              Loads a texture from a stream of data.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "stream">A stream containing the image data to load.</param>
            <param name = "sizeInBytes">Size of the image to load.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.FromStream(SharpDX.Direct3D11.Device,System.IO.Stream,System.Int32,SharpDX.Direct3D11.ImageLoadInformation)">
            <summary>
              Loads a texture from a stream of data.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "stream">A stream containing the image data to load.</param>
            <param name = "sizeInBytes">Size of the image to load.</param>
            <param name = "loadInfo">Specifies information used to load the texture.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Resource.ToStream``1(SharpDX.Direct3D11.DeviceContext,``0,SharpDX.Direct3D11.ImageFileFormat,System.IO.Stream)">
            <summary>
              Saves a texture to a stream.
            </summary>
            <param name = "context">The device used to save the texture.</param>
            <param name = "texture">The texture to save.</param>
            <param name = "format">The format the texture will be saved as.</param>
            <param name = "stream">Destination memory stream where the image will be saved.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</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="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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Resource::GetType']/*"/>	
            <msdn-id>ff476586</msdn-id>	
            <unmanaged>GetType</unmanaged>	
            <unmanaged-short>GetType</unmanaged-short>	
            <unmanaged>void ID3D11Resource::GetType([Out] D3D11_RESOURCE_DIMENSION* pResourceDimension)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.Resource.EvictionPriority">
            <summary>	
            <p>Get or sets the eviction priority of a resource.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Resource::GetEvictionPriority']/*"/>	
            <msdn-id>ff476585</msdn-id>	
            <unmanaged>GetEvictionPriority / SetEvictionPriority</unmanaged>	
            <unmanaged-short>GetEvictionPriority</unmanaged-short>	
            <unmanaged>unsigned int ID3D11Resource::GetEvictionPriority()</unmanaged>
        </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="M:SharpDX.Direct3D11.Buffer.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Buffer"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.Buffer.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.Buffer">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.Buffer"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Buffer::GetDesc']/*"/>	
            <msdn-id>ff476352</msdn-id>	
            <unmanaged>void ID3D11Buffer::GetDesc([Out] D3D11_BUFFER_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D11Buffer::GetDesc</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.Buffer.Description">
            <summary>	
            <p>Get the properties of a buffer resource.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Buffer::GetDesc']/*"/>	
            <msdn-id>ff476352</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11Buffer::GetDesc([Out] D3D11_BUFFER_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.BufferDescription">
            <summary>	
            <p>Describes a buffer resource.</p>	
            </summary>	
            <remarks>	
            <p>This structure is used by <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBuffer(SharpDX.Direct3D11.BufferDescription@,System.Nullable{SharpDX.DataBox},SharpDX.Direct3D11.Buffer)"/></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><see cref="F:SharpDX.Direct3D11.BindFlags.ConstantBuffer"/></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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC']/*"/>	
            <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="F:SharpDX.Direct3D11.BufferDescription.SizeInBytes">
            <summary>	
            <dd> <p>Size of the buffer in bytes.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC::ByteWidth']/*"/>	
            <msdn-id>ff476092</msdn-id>	
            <unmanaged>unsigned int ByteWidth</unmanaged>	
            <unmanaged-short>unsigned int 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 <see cref="F:SharpDX.Direct3D11.ResourceUsage.Default"/>; see <strong><see cref="T:SharpDX.Direct3D11.ResourceUsage"/></strong> for all possible values.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC::Usage']/*"/>	
            <msdn-id>ff476092</msdn-id>	
            <unmanaged>D3D11_USAGE Usage</unmanaged>	
            <unmanaged-short>D3D11_USAGE 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC::BindFlags']/*"/>	
            <msdn-id>ff476092</msdn-id>	
            <unmanaged>D3D11_BIND_FLAG BindFlags</unmanaged>	
            <unmanaged-short>D3D11_BIND_FLAG 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC::CPUAccessFlags']/*"/>	
            <msdn-id>ff476092</msdn-id>	
            <unmanaged>D3D11_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged>	
            <unmanaged-short>D3D11_CPU_ACCESS_FLAG 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC::MiscFlags']/*"/>	
            <msdn-id>ff476092</msdn-id>	
            <unmanaged>D3D11_RESOURCE_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D11_RESOURCE_MISC_FLAG 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_DESC::StructureByteStride']/*"/>	
            <msdn-id>ff476092</msdn-id>	
            <unmanaged>unsigned int StructureByteStride</unmanaged>	
            <unmanaged-short>unsigned int StructureByteStride</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.ClassInstance">
            <summary>	
            <p>This interface encapsulates an HLSL class.</p>	
            </summary>	
            <remarks>	
            <p>This interface is created by calling <strong><see cref="M:SharpDX.Direct3D11.ClassLinkage.CreateClassInstance(System.String,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.ClassInstance)"/></strong>. The interface is used when binding shader resources to the pipeline using APIs such as <strong><see cref="M:SharpDX.Direct3D11.VertexShaderStage.SetShader(SharpDX.Direct3D11.VertexShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ClassInstance']/*"/>	
            <msdn-id>ff476353</msdn-id>	
            <unmanaged>ID3D11ClassInstance</unmanaged>	
            <unmanaged-short>ID3D11ClassInstance</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="M:SharpDX.Direct3D11.ClassInstance.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.ClassInstance"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.ClassInstance.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.ClassInstance">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.ClassInstance"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ClassInstance::GetClassLinkage']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ClassInstance::GetDesc']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.ClassLinkage.GetClassInstance(System.String,System.Int32)"/></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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ClassInstance::GetInstanceName']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.ClassLinkage.GetClassInstance(System.String,System.Int32)"/></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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ClassInstance::GetTypeName']/*"/>	
            <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="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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ClassInstance::GetClassLinkage']/*"/>	
            <msdn-id>ff476354</msdn-id>	
            <unmanaged>GetClassLinkage</unmanaged>	
            <unmanaged-short>GetClassLinkage</unmanaged-short>	
            <unmanaged>void ID3D11ClassInstance::GetClassLinkage([Out] ID3D11ClassLinkage** ppLinkage)</unmanaged>
        </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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ClassInstance::GetDesc']/*"/>	
            <msdn-id>ff476355</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11ClassInstance::GetDesc([Out] D3D11_CLASS_INSTANCE_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.ClassLinkage">
            <summary>	
            <p>This interface encapsulates an HLSL dynamic linkage.</p>	
            </summary>	
            <remarks>	
            <p>A class linkage object can hold up to 64K gotten instances. A gotten instance is a handle that references a variable name in any shader that is created with that linkage object. When you create a shader with a class linkage object, the runtime gathers these instances and stores them in the class linkage object. For more information about how a class linkage object is used, see Storing Variables and Types for Shaders to Share.</p><p>An <strong><see cref="T:SharpDX.Direct3D11.ClassLinkage"/></strong> object is created using the <strong><see cref="M:SharpDX.Direct3D11.Device.CreateClassLinkage(SharpDX.Direct3D11.ClassLinkage)"/></strong> method.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ClassLinkage']/*"/>	
            <msdn-id>ff476358</msdn-id>	
            <unmanaged>ID3D11ClassLinkage</unmanaged>	
            <unmanaged-short>ID3D11ClassLinkage</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.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.ClassLinkage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.ClassLinkage.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.ClassLinkage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.ClassLinkage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><see cref="M:SharpDX.Direct3D11.ClassLinkage.GetClassInstance(System.String,System.Int32)"/></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><see cref="M:SharpDX.Direct3D11.ClassLinkage.CreateClassInstance(System.String,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.ClassInstance)"/></strong> instead.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ClassLinkage::GetClassInstance']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ClassLinkage::CreateClassInstance']/*"/>	
            <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="T:SharpDX.Direct3D11.ComputeShader">
            <summary>	
            <p>A compute-shader interface manages an executable program (a compute shader) that controls the compute-shader stage.</p>	
            </summary>	
            <remarks>	
            <p>The compute-shader interface has no methods; use HLSL to implement your shader functionality. All shaders are implemented from a common set of features referred to as the common-shader core..</p><p>To create a compute-shader interface, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateComputeShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.ComputeShader)"/></strong>. Before using a compute shader you must bind it to the device by calling <strong><see cref="M:SharpDX.Direct3D11.ComputeShaderStage.SetShader(SharpDX.Direct3D11.ComputeShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)"/></strong>.</p><p>This interface is defined in D3D11.h.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ComputeShader']/*"/>	
            <msdn-id>ff476363</msdn-id>	
            <unmanaged>ID3D11ComputeShader</unmanaged>	
            <unmanaged-short>ID3D11ComputeShader</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.ComputeShader.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.ComputeShader"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShader.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.ComputeShader">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.ComputeShader"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilState(SharpDX.Direct3D11.DepthStencilStateDescription@,SharpDX.Direct3D11.DepthStencilState)"/></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><see cref="F:SharpDX.Direct3D11.DepthWriteMask.All"/></td></tr> <tr><td>DepthFunc</td><td><see cref="F:SharpDX.Direct3D11.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><see cref="F:SharpDX.Direct3D11.Comparison.Always"/></td></tr> <tr><td> <p>FrontFace.StencilDepthFailOp</p> <p>and</p> <p>BackFace.StencilDepthFailOp</p> </td><td><see cref="F:SharpDX.Direct3D11.StencilOperation.Keep"/></td></tr> <tr><td> <p>FrontFace.StencilPassOp</p> <p>and</p> <p>BackFace.StencilPassOp</p> </td><td><see cref="F:SharpDX.Direct3D11.StencilOperation.Keep"/></td></tr> <tr><td> <p>FrontFace.StencilFailOp</p> <p>and</p> <p>BackFace.StencilFailOp</p> </td><td><see cref="F:SharpDX.Direct3D11.StencilOperation.Keep"/></td></tr> </table><p>?</p><p>The formats that support stenciling are <see cref="F:SharpDX.DXGI.Format.D24_UNorm_S8_UInt"/> and <see cref="F:SharpDX.DXGI.Format.D32_Float_S8X24_UInt"/>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC::DepthEnable']/*"/>	
            <msdn-id>ff476110</msdn-id>	
            <unmanaged>BOOL DepthEnable</unmanaged>	
            <unmanaged-short>BOOL 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC::DepthWriteMask']/*"/>	
            <msdn-id>ff476110</msdn-id>	
            <unmanaged>D3D11_DEPTH_WRITE_MASK DepthWriteMask</unmanaged>	
            <unmanaged-short>D3D11_DEPTH_WRITE_MASK 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC::DepthFunc']/*"/>	
            <msdn-id>ff476110</msdn-id>	
            <unmanaged>D3D11_COMPARISON_FUNC DepthFunc</unmanaged>	
            <unmanaged-short>D3D11_COMPARISON_FUNC DepthFunc</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilStateDescription.IsStencilEnabled">
            <summary>	
            <dd> <p>Enable stencil testing.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC::StencilEnable']/*"/>	
            <msdn-id>ff476110</msdn-id>	
            <unmanaged>BOOL StencilEnable</unmanaged>	
            <unmanaged-short>BOOL 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC::StencilReadMask']/*"/>	
            <msdn-id>ff476110</msdn-id>	
            <unmanaged>unsigned char StencilReadMask</unmanaged>	
            <unmanaged-short>unsigned char 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC::StencilWriteMask']/*"/>	
            <msdn-id>ff476110</msdn-id>	
            <unmanaged>unsigned char StencilWriteMask</unmanaged>	
            <unmanaged-short>unsigned char 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC::FrontFace']/*"/>	
            <msdn-id>ff476110</msdn-id>	
            <unmanaged>D3D11_DEPTH_STENCILOP_DESC FrontFace</unmanaged>	
            <unmanaged-short>D3D11_DEPTH_STENCILOP_DESC 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_DESC::BackFace']/*"/>	
            <msdn-id>ff476110</msdn-id>	
            <unmanaged>D3D11_DEPTH_STENCILOP_DESC BackFace</unmanaged>	
            <unmanaged-short>D3D11_DEPTH_STENCILOP_DESC BackFace</unmanaged-short>	
        </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="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><see cref="M:SharpDX.Direct3D11.Device.CreateRasterizerState(SharpDX.Direct3D11.RasterizerStateDescription@,SharpDX.Direct3D11.RasterizerState)"/></strong>. To set rasterizer state, call <strong><see cref="M:SharpDX.Direct3D11.RasterizerStage.SetState(SharpDX.Direct3D11.RasterizerState)"/></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><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> </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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RASTERIZER_DESC']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RASTERIZER_DESC::FillMode']/*"/>	
            <msdn-id>ff476198</msdn-id>	
            <unmanaged>D3D11_FILL_MODE FillMode</unmanaged>	
            <unmanaged-short>D3D11_FILL_MODE 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RASTERIZER_DESC::CullMode']/*"/>	
            <msdn-id>ff476198</msdn-id>	
            <unmanaged>D3D11_CULL_MODE CullMode</unmanaged>	
            <unmanaged-short>D3D11_CULL_MODE 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RASTERIZER_DESC::FrontCounterClockwise']/*"/>	
            <msdn-id>ff476198</msdn-id>	
            <unmanaged>BOOL FrontCounterClockwise</unmanaged>	
            <unmanaged-short>BOOL 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RASTERIZER_DESC::DepthBias']/*"/>	
            <msdn-id>ff476198</msdn-id>	
            <unmanaged>int DepthBias</unmanaged>	
            <unmanaged-short>int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RASTERIZER_DESC::DepthBiasClamp']/*"/>	
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            <unmanaged>float DepthBiasClamp</unmanaged>	
            <unmanaged-short>float 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RASTERIZER_DESC::SlopeScaledDepthBias']/*"/>	
            <msdn-id>ff476198</msdn-id>	
            <unmanaged>float SlopeScaledDepthBias</unmanaged>	
            <unmanaged-short>float 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RASTERIZER_DESC::DepthClipEnable']/*"/>	
            <msdn-id>ff476198</msdn-id>	
            <unmanaged>BOOL DepthClipEnable</unmanaged>	
            <unmanaged-short>BOOL 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RASTERIZER_DESC::ScissorEnable']/*"/>	
            <msdn-id>ff476198</msdn-id>	
            <unmanaged>BOOL ScissorEnable</unmanaged>	
            <unmanaged-short>BOOL 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RASTERIZER_DESC::MultisampleEnable']/*"/>	
            <msdn-id>ff476198</msdn-id>	
            <unmanaged>BOOL MultisampleEnable</unmanaged>	
            <unmanaged-short>BOOL 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RASTERIZER_DESC::AntialiasedLineEnable']/*"/>	
            <msdn-id>ff476198</msdn-id>	
            <unmanaged>BOOL AntialiasedLineEnable</unmanaged>	
            <unmanaged-short>BOOL AntialiasedLineEnable</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.Counter">
            <summary>	
            <p>This interface encapsulates methods for measuring GPU performance.</p>	
            </summary>	
            <remarks>	
            <p>A counter can be created with <strong><see cref="M:SharpDX.Direct3D11.Device.CreateCounter(SharpDX.Direct3D11.CounterDescription,SharpDX.Direct3D11.Counter)"/></strong>.</p><p>This is a derived class of <strong><see cref="T:SharpDX.Direct3D11.Asynchronous"/></strong>.</p><p>Counter data is gathered by issuing an <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> command, issuing some graphics commands, issuing an <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong> command, and then calling <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> to get data about what happened in between the Begin and End calls. The data returned by GetData will be different depending on the type of counter. The call to End causes the data returned by GetData to be accurate up until the last call to End.</p><p>Counters are best suited for profiling.</p><p>For a list of the types of performance counters, see <strong><see cref="T:SharpDX.Direct3D11.CounterKind"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Counter']/*"/>	
            <msdn-id>ff476364</msdn-id>	
            <unmanaged>ID3D11Counter</unmanaged>	
            <unmanaged-short>ID3D11Counter</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.Asynchronous">
            <summary>	
            <p>This interface encapsulates methods for retrieving data from the GPU asynchronously.</p>	
            </summary>	
            <remarks>	
            <p>There are three types of asynchronous interfaces, all of which inherit this interface:</p><ul> <li> <strong><see cref="T:SharpDX.Direct3D11.Query"/></strong> - Queries information from the GPU.</li> <li> <strong><see cref="T:SharpDX.Direct3D11.Predicate"/></strong> - Determines whether a piece of geometry should be processed or not depending on the results of a previous draw call.</li> <li> <strong><see cref="T:SharpDX.Direct3D11.Counter"/></strong> - Measures GPU performance.</li> </ul><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Asynchronous']/*"/>	
            <msdn-id>ff476347</msdn-id>	
            <unmanaged>ID3D11Asynchronous</unmanaged>	
            <unmanaged-short>ID3D11Asynchronous</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Asynchronous.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Asynchronous"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.Asynchronous.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.Asynchronous">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.Asynchronous"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Asynchronous.GetDataSize">
            <summary>	
            <p>Get the size of the data (in bytes) that is output when calling <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong>.</p>	
            </summary>	
            <returns><p>Size of the data (in bytes) that is output when calling GetData.</p></returns>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Asynchronous::GetDataSize']/*"/>	
            <msdn-id>ff476348</msdn-id>	
            <unmanaged>unsigned int ID3D11Asynchronous::GetDataSize()</unmanaged>	
            <unmanaged-short>ID3D11Asynchronous::GetDataSize</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.Asynchronous.DataSize">
            <summary>	
            <p>Get the size of the data (in bytes) that is output when calling <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong>.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Asynchronous::GetDataSize']/*"/>	
            <msdn-id>ff476348</msdn-id>	
            <unmanaged>GetDataSize</unmanaged>	
            <unmanaged-short>GetDataSize</unmanaged-short>	
            <unmanaged>unsigned int ID3D11Asynchronous::GetDataSize()</unmanaged>
        </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="M:SharpDX.Direct3D11.Counter.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Counter"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.Counter.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.Counter">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.Counter"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Counter::GetDesc']/*"/>	
            <msdn-id>ff476365</msdn-id>	
            <unmanaged>void ID3D11Counter::GetDesc([Out] D3D11_COUNTER_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D11Counter::GetDesc</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.Counter.Description">
            <summary>	
            <p>Get a counter description.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Counter::GetDesc']/*"/>	
            <msdn-id>ff476365</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11Counter::GetDesc([Out] D3D11_COUNTER_DESC* pDesc)</unmanaged>
        </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="T:SharpDX.Direct3D11.DeviceDebug">
            <summary>	
            <p>A debug interface controls debug settings, validates pipeline state and can only be used if the debug layer is turned on.</p>	
            </summary>	
            <remarks>	
            <p>This interface is obtained by querying it from the <strong><see cref="T:SharpDX.Direct3D11.Device"/></strong> using <strong>IUnknown::QueryInterface</strong>.</p><p>For more information about the debug layer, see Debug Layer.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Debug']/*"/>	
            <msdn-id>ff476366</msdn-id>	
            <unmanaged>ID3D11Debug</unmanaged>	
            <unmanaged-short>ID3D11Debug</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="M:SharpDX.Direct3D11.DeviceDebug.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.DeviceDebug"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceDebug.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.DeviceDebug">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.DeviceDebug"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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>	
            <p><strong>Note</strong>??If you call this API in a Session 0 process, it returns <strong><see cref="F:SharpDX.DXGI.ResultCode.NotCurrentlyAvailable"/></strong>.</p><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><see cref="F:SharpDX.Direct3D11.DebugFeatureFlags.FinishPerRender"/> (0x2)</td><td>Application will wait for the GPU to finish processing the rendering operation before continuing.</td></tr> <tr><td><see cref="F:SharpDX.Direct3D11.DebugFeatureFlags.FlushPerRender"/> (0x1)</td><td>Runtime will additionally call <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.Flush"/></strong>.</td></tr> <tr><td><see cref="F:SharpDX.Direct3D11.DebugFeatureFlags.PresentPerRender"/> (0x4)</td><td>Runtime will call <strong><see cref="M:SharpDX.DXGI.SwapChain.Present(System.Int32,SharpDX.DXGI.PresentFlags)"/></strong>. Presentation of render buffers will occur according to the settings established by prior calls to <strong><see cref="M:SharpDX.Direct3D11.DeviceDebug.SetSwapChain(SharpDX.DXGI.SwapChain)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceDebug.SetPresentDelay(System.Int32)"/></strong>.</td></tr> </table><p>?</p><p>These feature-mask flags apply to the following rendering-operation methods:</p><ul> <li> <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.Draw(System.Int32,System.Int32)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.DrawIndexed(System.Int32,System.Int32,System.Int32)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.DrawInstanced(System.Int32,System.Int32,System.Int32,System.Int32)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.DrawIndexedInstanced(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.DrawAuto"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.ClearRenderTargetView(SharpDX.Direct3D11.RenderTargetView,SharpDX.Color4)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.ClearDepthStencilView(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.DepthStencilClearFlags,System.Single,System.Byte)"/></strong> </li> <li> <strong><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})"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.CopyResource_(SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.Resource)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.UpdateSubresource(SharpDX.DataBox,SharpDX.Direct3D11.Resource,System.Int32)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GenerateMips(SharpDX.Direct3D11.ShaderResourceView)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.ResolveSubresource_(SharpDX.Direct3D11.Resource,System.Int32,SharpDX.Direct3D11.Resource,System.Int32,SharpDX.DXGI.Format)"/></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><p><strong>Note</strong>??These flags are supported by the Direct3D 11.1 runtime, which is available starting with Windows?8.</p><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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Debug::SetFeatureMask']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceDebug.SetFeatureFlags(System.Int32)"/></strong> for a list of possible feature-mask flags.</p></returns>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Debug::GetFeatureMask']/*"/>	
            <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><see cref="M:SharpDX.DXGI.SwapChain.Present(System.Int32,SharpDX.DXGI.PresentFlags)"/></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>	
            <p><strong>Note</strong>??If you call this API in a Session 0 process, it returns <strong><see cref="F:SharpDX.DXGI.ResultCode.NotCurrentlyAvailable"/></strong>.</p><p>The application will only sleep if <see cref="F:SharpDX.Direct3D11.DebugFeatureFlags.PresentPerRender"/> 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Debug::SetPresentPerRenderOpDelay']/*"/>	
            <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><see cref="M:SharpDX.DXGI.SwapChain.Present(System.Int32,SharpDX.DXGI.PresentFlags)"/></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><see cref="M:SharpDX.Direct3D11.DeviceDebug.SetPresentDelay(System.Int32)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Debug::GetPresentPerRenderOpDelay']/*"/>	
            <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><see cref="M:SharpDX.DXGI.SwapChain.Present(System.Int32,SharpDX.DXGI.PresentFlags)"/></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>	
            <p><strong>Note</strong>??If you call this API in a Session 0 process, it returns <strong><see cref="F:SharpDX.DXGI.ResultCode.NotCurrentlyAvailable"/></strong>.</p><p>The swap chain set by this method will only be used if <see cref="F:SharpDX.Direct3D11.DebugFeatureFlags.PresentPerRender"/> is set in the <strong>feature mask</strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Debug::SetSwapChain']/*"/>	
            <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><see cref="M:SharpDX.DXGI.SwapChain.Present(System.Int32,SharpDX.DXGI.PresentFlags)"/></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 <see cref="F:SharpDX.Direct3D11.DebugFeatureFlags.PresentPerRender"/> is set in the <strong>feature mask</strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Debug::GetSwapChain']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Draw(System.Int32,System.Int32)"/></strong>); validation requires the debug layer.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Debug::ValidateContext']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Debug::ReportLiveDeviceObjects']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Dispatch(System.Int32,System.Int32,System.Int32)"/></strong>). Validation requires the debug layer.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Debug::ValidateContextForDispatch']/*"/>	
            <msdn-id>ff728740</msdn-id>	
            <unmanaged>HRESULT ID3D11Debug::ValidateContextForDispatch([In] ID3D11DeviceContext* pContext)</unmanaged>	
            <unmanaged-short>ID3D11Debug::ValidateContextForDispatch</unmanaged-short>	
        </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 or sets the number of milliseconds to sleep after <strong><see cref="M:SharpDX.DXGI.SwapChain.Present(System.Int32,SharpDX.DXGI.PresentFlags)"/></strong> is called.</p>	
            </summary>	
            <remarks>	
            <p>Value is set with <strong><see cref="M:SharpDX.Direct3D11.DeviceDebug.SetPresentDelay(System.Int32)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Debug::GetPresentPerRenderOpDelay']/*"/>	
            <msdn-id>ff476368</msdn-id>	
            <unmanaged>GetPresentPerRenderOpDelay / SetPresentPerRenderOpDelay</unmanaged>	
            <unmanaged-short>GetPresentPerRenderOpDelay</unmanaged-short>	
            <unmanaged>unsigned int ID3D11Debug::GetPresentPerRenderOpDelay()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.DeviceDebug.SwapChain">
            <summary>	
            <p>Get or sets the swap chain that the runtime will use for automatically calling <strong><see cref="M:SharpDX.DXGI.SwapChain.Present(System.Int32,SharpDX.DXGI.PresentFlags)"/></strong>.</p>	
            </summary>	
            <remarks>	
            <p>The swap chain retrieved by this method will only be used if <see cref="F:SharpDX.Direct3D11.DebugFeatureFlags.PresentPerRender"/> is set in the <strong>feature mask</strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Debug::GetSwapChain']/*"/>	
            <msdn-id>ff476369</msdn-id>	
            <unmanaged>GetSwapChain / SetSwapChain</unmanaged>	
            <unmanaged-short>GetSwapChain</unmanaged-short>	
            <unmanaged>HRESULT ID3D11Debug::GetSwapChain([Out] IDXGISwapChain** ppSwapChain)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilState">
            <summary>	
            <p>The depth-stencil-state interface holds a description for depth-stencil state that you can bind to the output-merger stage.</p>	
            </summary>	
            <remarks>	
            <p>To create a depth-stencil-state object, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilState(SharpDX.Direct3D11.DepthStencilStateDescription@,SharpDX.Direct3D11.DepthStencilState)"/></strong>. To bind the depth-stencil-state object to the output-merger stage, call <strong><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetDepthStencilState(SharpDX.Direct3D11.DepthStencilState,System.Int32)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DepthStencilState']/*"/>	
            <msdn-id>ff476375</msdn-id>	
            <unmanaged>ID3D11DepthStencilState</unmanaged>	
            <unmanaged-short>ID3D11DepthStencilState</unmanaged-short>	
        </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="M:SharpDX.Direct3D11.DepthStencilState.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.DepthStencilState"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.DepthStencilState.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.DepthStencilState">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.DepthStencilState"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilState(SharpDX.Direct3D11.DepthStencilStateDescription@,SharpDX.Direct3D11.DepthStencilState)"/></strong> method to create the depth-stencil-state object.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DepthStencilState::GetDesc']/*"/>	
            <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="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><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilState(SharpDX.Direct3D11.DepthStencilStateDescription@,SharpDX.Direct3D11.DepthStencilState)"/></strong> method to create the depth-stencil-state object.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DepthStencilState::GetDesc']/*"/>	
            <msdn-id>ff476376</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11DepthStencilState::GetDesc([Out] D3D11_DEPTH_STENCIL_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilView">
            <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><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.DepthStencilViewDescription},SharpDX.Direct3D11.DepthStencilView)"/></strong>.</p><p>To bind a depth-stencil view to the pipeline, call <strong><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargets(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.RenderTargetView)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DepthStencilView']/*"/>	
            <msdn-id>ff476377</msdn-id>	
            <unmanaged>ID3D11DepthStencilView</unmanaged>	
            <unmanaged-short>ID3D11DepthStencilView</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.ResourceView">
            <summary>	
            <p>A view interface specifies the parts of a resource the pipeline can access during rendering.</p>	
            </summary>	
            <remarks>	
            <p>A view interface is the base interface for all views. There are four types of views; a depth-stencil view, a render-target view, a shader-resource view, and an unordered-access view.</p><ul> <li>To create a render-target view, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateRenderTargetView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.RenderTargetViewDescription},SharpDX.Direct3D11.RenderTargetView)"/></strong>.</li> <li>To create a depth-stencil view, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.DepthStencilViewDescription},SharpDX.Direct3D11.DepthStencilView)"/></strong>.</li> <li>To create a shader-resource view, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong>.</li> <li>To create an unordered-access view, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateUnorderedAccessView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.UnorderedAccessViewDescription},SharpDX.Direct3D11.UnorderedAccessView)"/></strong>.</li> </ul><p>All resources must be bound to the pipeline before they can be accessed.</p><ul> <li>To bind a render-target view or a depth-stencil view, call <strong><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargets(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.RenderTargetView)"/></strong>.</li> <li>To bind a shader resource, call <strong><see cref="M:SharpDX.Direct3D11.VertexShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)"/></strong>.</li> </ul><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11View']/*"/>	
            <msdn-id>ff476642</msdn-id>	
            <unmanaged>ID3D11View</unmanaged>	
            <unmanaged-short>ID3D11View</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.ResourceView.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.ResourceView"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.ResourceView.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.ResourceView">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.ResourceView"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11View::GetResource']/*"/>	
            <msdn-id>ff476643</msdn-id>	
            <unmanaged>void ID3D11View::GetResource([Out] void** ppResource)</unmanaged>	
            <unmanaged-short>ID3D11View::GetResource</unmanaged-short>	
        </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="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.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="M:SharpDX.Direct3D11.DepthStencilView.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.DepthStencilView"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.DepthStencilView.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.DepthStencilView">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.DepthStencilView"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.DepthStencilView.GetDescription(SharpDX.Direct3D11.DepthStencilViewDescription@)">
            <summary>	
            <p>Get the depth-stencil view.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>Pointer to a depth-stencil-view description (see <strong><see cref="T:SharpDX.Direct3D11.DepthStencilViewDescription"/></strong>).</p> </dd></param>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DepthStencilView::GetDesc']/*"/>	
            <msdn-id>ff476378</msdn-id>	
            <unmanaged>void ID3D11DepthStencilView::GetDesc([Out] D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D11DepthStencilView::GetDesc</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.DepthStencilView.Description">
            <summary>	
            <p>Get the depth-stencil view.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DepthStencilView::GetDesc']/*"/>	
            <msdn-id>ff476378</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11DepthStencilView::GetDesc([Out] D3D11_DEPTH_STENCIL_VIEW_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.Device">
            <summary>	
            <p>The device interface represents a virtual adapter; it is used to create resources.</p>	
            </summary>	
            <remarks>	
            <p>A device is created using <strong><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@)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device']/*"/>	
            <msdn-id>ff476379</msdn-id>	
            <unmanaged>ID3D11Device</unmanaged>	
            <unmanaged-short>ID3D11Device</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.Device.MultisampleCountMaximum">
            <summary>Constant MultisampleCountMaximum.</summary>
            <unmanaged>D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT</unmanaged>
        </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.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="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.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Device"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.Device.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.Device">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.Device"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><see cref="F:SharpDX.Direct3D11.ResourceUsage.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><see cref="F:SharpDX.Direct3D11.BindFlags.ConstantBuffer"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateBuffer']/*"/>	
            <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>Create an array of 2D 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>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><see cref="M:SharpDX.Direct3D11.D3DX11.CreateTextureFromFile(SharpDX.Direct3D11.Device,System.String,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,System.IntPtr@,SharpDX.Result@)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateTexture1D']/*"/>	
            <msdn-id>ff476521</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><see cref="M:SharpDX.Direct3D11.D3DX11.CreateTextureFromFile(SharpDX.Direct3D11.Device,System.String,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,System.IntPtr@,SharpDX.Result@)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateTexture2D']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.D3DX11.CreateTextureFromFile(SharpDX.Direct3D11.Device,System.String,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,System.IntPtr@,SharpDX.Result@)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateTexture3D']/*"/>	
            <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> <see cref="F:SharpDX.Direct3D11.BindFlags.ShaderResource"/></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><see cref="M:SharpDX.Direct3D11.VertexShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)"/></strong>, <strong><see cref="M:SharpDX.Direct3D11.GeometryShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.PixelShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)"/></strong>.</p><p>Because a view is fully typed, this means that typeless resources become fully typed when bound to the pipeline.</p><p><strong>Note</strong>??To successfully create a shader-resource view from a typeless buffer (for example, <strong><see cref="F:SharpDX.DXGI.Format.R32G32B32A32_Typeless"/></strong>), you must set the <strong><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.BufferAllowRawViews"/></strong> flag when you create the buffer.</p><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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateShaderResourceView']/*"/>	
            <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, <see cref="F:SharpDX.Direct3D11.UnorderedAccessViewDimension.Texture2D"/>          for Texture2D and <see cref="F:SharpDX.Direct3D11.UnorderedAccessViewDimension.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateUnorderedAccessView']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.BindFlags.RenderTarget"/></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><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargets(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.RenderTargetView)"/></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, <see cref="F:SharpDX.Direct3D11.RenderTargetViewDimension.Texture2D"/>          for Texture2D and <see cref="F:SharpDX.Direct3D11.RenderTargetViewDimension.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateRenderTargetView']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.BindFlags.DepthStencil"/></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><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargets(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.RenderTargetView)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateDepthStencilView']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateInputLayout']/*"/>	
            <msdn-id>ff476512</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateInputLayout([In, Buffer] const D3D11_INPUT_ELEMENT_DESC* pInputElementDescs,[In] unsigned int NumElements,[In] 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateVertexShader']/*"/>	
            <msdn-id>ff476524</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateVertexShader([In] 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><see cref="M:SharpDX.Direct3D11.GeometryShaderStage.SetShader(SharpDX.Direct3D11.GeometryShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateGeometryShader']/*"/>	
            <msdn-id>ff476509</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateGeometryShader([In] 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><see cref="!:SharpDX.D3DCompiler.D3D.GetOutputSignatureBlob"/></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="F:SharpDX.Direct3D11.GeometryShader.StreamOutputStreamCount"/> * <see cref="F:SharpDX.Direct3D11.GeometryShader.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="F:SharpDX.Direct3D11.GeometryShader.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="F:SharpDX.Direct3D11.GeometryShader.StreamOutputStreamCount"/> - 1).  Set to <see cref="F:SharpDX.Direct3D11.GeometryShader.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateGeometryShaderWithStreamOutput']/*"/>	
            <msdn-id>ff476510</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateGeometryShaderWithStreamOutput([In] 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><see cref="M:SharpDX.Direct3D11.PixelShaderStage.SetShader(SharpDX.Direct3D11.PixelShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreatePixelShader']/*"/>	
            <msdn-id>ff476513</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreatePixelShader([In] 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateHullShader']/*"/>	
            <msdn-id>ff476511</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateHullShader([In] 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateDomainShader']/*"/>	
            <msdn-id>ff476508</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateDomainShader([In] 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateComputeShader']/*"/>	
            <msdn-id>ff476503</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CreateComputeShader([In] 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><see cref="M:SharpDX.Direct3D11.Device.CreatePixelShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.PixelShader)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateClassLinkage']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateBlendState']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateDepthStencilState']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateRasterizerState']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateSamplerState']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateQuery']/*"/>	
            <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 <see cref="F:SharpDX.Direct3D11.QueryType.StreamOutputOverflowPredicate"/> or <see cref="F:SharpDX.Direct3D11.QueryType.OcclusionPredicate"/> (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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreatePredicate']/*"/>	
            <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="F:SharpDX.DXGI.ResultCode.Unsupported"/>, <see cref="F:SharpDX.DXGI.ResultCode.Nonexclusive"/>, or E_INVALIDARG.</p><p><see cref="F:SharpDX.DXGI.ResultCode.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="F:SharpDX.DXGI.ResultCode.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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateCounter']/*"/>	
            <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="F:SharpDX.DXGI.ResultCode.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="F:SharpDX.DXGI.ResultCode.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><see cref="F:SharpDX.Direct3D11.DeviceCreationFlags.SingleThreaded"/></strong> value,  <strong>CreateDeferredContext</strong> returns <strong><see cref="F:SharpDX.DXGI.ResultCode.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><p><strong>Note</strong>??If you use the <strong><see cref="F:SharpDX.Direct3D11.DeviceCreationFlags.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><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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CreateDeferredContext']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.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><see cref="M:SharpDX.Direct3D11.DeviceContext.Flush"/></strong> must be called on that device.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::OpenSharedResource']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CheckFormatSupport']/*"/>	
            <msdn-id>ff476498</msdn-id>	
            <unmanaged>HRESULT ID3D11Device::CheckFormatSupport([In] DXGI_FORMAT Format,[Out] D3D11_FORMAT_SUPPORT* 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CheckMultisampleQualityLevels']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CheckCounterInfo']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CheckCounter']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.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 <see cref="F:SharpDX.Direct3D11.Feature.FormatSupport"/> causes the method to return the same information that would be returned  by <strong><see cref="M:SharpDX.Direct3D11.Device.CheckFormatSupport(SharpDX.DXGI.Format)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::CheckFeatureSupport']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::GetPrivateData']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.Device.GetPrivateData(System.Guid,System.Int32@,System.IntPtr)"/></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="F:SharpDX.Direct3D.CommonGuid.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="F:SharpDX.Direct3D.CommonGuid.DebugObjectName"/>, sizeof( c_szName ) - 1, c_szName );	
            </pre><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::SetPrivateData']/*"/>	
            <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.ComObject)">
            <summary>	
            <p>Associate an <see cref="T:SharpDX.ComObject"/>-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.ComObject"/>-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><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::SetPrivateDataInterface']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::GetFeatureLevel']/*"/>	
            <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><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@)"/></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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::GetCreationFlags']/*"/>	
            <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="F:SharpDX.DXGI.ResultCode.DeviceHung"/></li> <li><see cref="F:SharpDX.DXGI.ResultCode.DeviceRemoved"/></li> <li><see cref="F:SharpDX.DXGI.ResultCode.DeviceReset"/></li> <li><see cref="F:SharpDX.DXGI.ResultCode.DriverInternalError"/></li> <li><see cref="F:SharpDX.DXGI.ResultCode.InvalidCall"/></li> <li><see cref="F:SharpDX.Result.Ok"/></li> </ul><p>For more detail on these return codes, see DXGI_ERROR.</p></returns>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::GetDeviceRemovedReason']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::GetImmediateContext']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::SetExceptionMode']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::GetExceptionMode']/*"/>	
            <msdn-id>ff476527</msdn-id>	
            <unmanaged>unsigned int ID3D11Device::GetExceptionMode()</unmanaged>	
            <unmanaged-short>ID3D11Device::GetExceptionMode</unmanaged-short>	
        </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="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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::GetFeatureLevel']/*"/>	
            <msdn-id>ff476528</msdn-id>	
            <unmanaged>GetFeatureLevel</unmanaged>	
            <unmanaged-short>GetFeatureLevel</unmanaged-short>	
            <unmanaged>D3D_FEATURE_LEVEL ID3D11Device::GetFeatureLevel()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.Device.CreationFlags">
            <summary>	
            <p>Get the flags used during the call to create the device with <strong><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@)"/></strong>.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::GetCreationFlags']/*"/>	
            <msdn-id>ff476525</msdn-id>	
            <unmanaged>GetCreationFlags</unmanaged>	
            <unmanaged-short>GetCreationFlags</unmanaged-short>	
            <unmanaged>unsigned int ID3D11Device::GetCreationFlags()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.Device.DeviceRemovedReason">
            <summary>	
            <p>Get the reason why the device was removed.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::GetDeviceRemovedReason']/*"/>	
            <msdn-id>ff476526</msdn-id>	
            <unmanaged>GetDeviceRemovedReason</unmanaged>	
            <unmanaged-short>GetDeviceRemovedReason</unmanaged-short>	
            <unmanaged>HRESULT ID3D11Device::GetDeviceRemovedReason()</unmanaged>
        </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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::GetImmediateContext']/*"/>	
            <msdn-id>ff476529</msdn-id>	
            <unmanaged>GetImmediateContext</unmanaged>	
            <unmanaged-short>GetImmediateContext</unmanaged-short>	
            <unmanaged>void ID3D11Device::GetImmediateContext([Out] ID3D11DeviceContext** ppImmediateContext)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.Device.ExceptionMode">
            <summary>	
            <p>Get or sets 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Device::GetExceptionMode']/*"/>	
            <msdn-id>ff476527</msdn-id>	
            <unmanaged>GetExceptionMode / SetExceptionMode</unmanaged>	
            <unmanaged-short>GetExceptionMode</unmanaged-short>	
            <unmanaged>unsigned int ID3D11Device::GetExceptionMode()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.StreamOutputStage">
            <summary>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.DeviceContext"/></strong> interface represents a device context which generates rendering commands.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext']/*"/>	
            <msdn-id>ff476385</msdn-id>	
            <unmanaged>ID3D11DeviceContext</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext</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.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.StreamOutputStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.StreamOutputStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.StreamOutputStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.StreamOutputStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::SOSetTargets']/*"/>	
            <msdn-id>ff476484</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::SOSetTargets([In] unsigned int NumBuffers,[In, Buffer, Optional] const void** ppSOTargets,[In, Buffer, Optional] const void* 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><see cref="M:SharpDX.Direct3D11.StreamOutputStage.SetTargets(System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[])"/></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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::SOGetTargets']/*"/>	
            <msdn-id>ff476483</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::SOGetTargets([In] unsigned int NumBuffers,[Out, Buffer] ID3D11Buffer** ppSOTargets)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::SOGetTargets</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>
            <typeparam name="T">Type of the shader</typeparam>
            <summary>	
            Functions	
            </summary>	
            <!-- Failed to insert some or all of included XML --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.Direct3D11.CommonShaderStage']/*"/>	
        </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.ConstantBufferComponentBitCount">
            <summary>Constant ConstantBufferComponentBitCount.</summary>
            <unmanaged>D3D11_COMMONSHADER_CONSTANT_BUFFER_COMPONENT_BIT_COUNT</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.InputResourceSlotCount">
            <summary>Constant InputResourceSlotCount.</summary>
            <unmanaged>D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT</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.ImmediateValueComponentBitCount">
            <summary>Constant ImmediateValueComponentBitCount.</summary>
            <unmanaged>D3D11_COMMONSHADER_IMMEDIATE_VALUE_COMPONENT_BIT_COUNT</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.TextureElOffsetMaximumPositive">
            <summary>Constant TextureElOffsetMaximumPositive.</summary>
            <unmanaged>D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE</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.TempRegisterReadsPerInst">
            <summary>Constant TempRegisterReadsPerInst.</summary>
            <unmanaged>D3D11_COMMONSHADER_TEMP_REGISTER_READS_PER_INST</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.ImmediateConstantBufferRegisterReadPorts">
            <summary>Constant ImmediateConstantBufferRegisterReadPorts.</summary>
            <unmanaged>D3D11_COMMONSHADER_IMMEDIATE_CONSTANT_BUFFER_REGISTER_READ_PORTS</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.InputResourceRegisterReadPorts">
            <summary>Constant InputResourceRegisterReadPorts.</summary>
            <unmanaged>D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_READ_PORTS</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.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.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.SamplerRegisterReadsPerInst">
            <summary>Constant SamplerRegisterReadsPerInst.</summary>
            <unmanaged>D3D11_COMMONSHADER_SAMPLER_REGISTER_READS_PER_INST</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.SamplerRegisterReadPorts">
            <summary>Constant SamplerRegisterReadPorts.</summary>
            <unmanaged>D3D11_COMMONSHADER_SAMPLER_REGISTER_READ_PORTS</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.TextureCoordRangeReductionMaximum">
            <summary>Constant TextureCoordRangeReductionMaximum.</summary>
            <unmanaged>D3D11_COMMONSHADER_TEXCOORD_RANGE_REDUCTION_MAX</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.ConstantBufferRegisterCount">
            <summary>Constant ConstantBufferRegisterCount.</summary>
            <unmanaged>D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COUNT</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.InputResourceRegisterComponents">
            <summary>Constant InputResourceRegisterComponents.</summary>
            <unmanaged>D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COMPONENTS</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.ConstantBufferRegisterComponents">
            <summary>Constant ConstantBufferRegisterComponents.</summary>
            <unmanaged>D3D11_COMMONSHADER_CONSTANT_BUFFER_REGISTER_COMPONENTS</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.SamplerSlotCount">
            <summary>Constant SamplerSlotCount.</summary>
            <unmanaged>D3D11_COMMONSHADER_SAMPLER_SLOT_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="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="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="T:SharpDX.Direct3D11.ComputeShaderStage">
            <summary>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.DeviceContext"/></strong> interface represents a device context which generates rendering commands.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext']/*"/>	
            <msdn-id>ff476385</msdn-id>	
            <unmanaged>ID3D11DeviceContext</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext</unmanaged-short>	
        </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.ThreadLocalTempRegisterPool">
            <summary>Constant ThreadLocalTempRegisterPool.</summary>
            <unmanaged>D3D11_CS_THREAD_LOCAL_TEMP_REGISTER_POOL</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.ThreadGroupMaximumY">
            <summary>Constant ThreadGroupMaximumY.</summary>
            <unmanaged>D3D11_CS_THREAD_GROUP_MAX_Y</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.ThreadGroupMinimumY">
            <summary>Constant ThreadGroupMinimumY.</summary>
            <unmanaged>D3D11_CS_THREAD_GROUP_MIN_Y</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.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.ThreadGroupSharedMemoryResourceRegisterComponents">
            <summary>Constant ThreadGroupSharedMemoryResourceRegisterComponents.</summary>
            <unmanaged>D3D11_CS_TGSM_RESOURCE_REGISTER_COMPONENTS</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.ThreadGroupMaximumThreadsPerGroup">
            <summary>Constant ThreadGroupMaximumThreadsPerGroup.</summary>
            <unmanaged>D3D11_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderStage.ThreadGroupMinimumZ">
            <summary>Constant ThreadGroupMinimumZ.</summary>
            <unmanaged>D3D11_CS_THREAD_GROUP_MIN_Z</unmanaged>
        </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="M:SharpDX.Direct3D11.ComputeShaderStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.ComputeShaderStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.ComputeShaderStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.ComputeShaderStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.ComputeShaderStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CSSetShaderResources']/*"/>	
            <msdn-id>ff476403</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::CSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const void** 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><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><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CSSetUnorderedAccessViews']/*"/>	
            <msdn-id>ff476404</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::CSSetUnorderedAccessViews([In] unsigned int StartSlot,[In] unsigned int NumUAVs,[In, Buffer] const void** ppUnorderedAccessViews,[In, Buffer] const void* 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CSSetShader']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CSSetShader']/*"/>	
            <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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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 = <see cref="F:SharpDX.Direct3D11.Filter.MinMagMipLinear"/>;	
            SamplerDesc.AddressU = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressV = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressW = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = <see cref="F:SharpDX.Direct3D11.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CSSetSamplers']/*"/>	
            <msdn-id>ff476401</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::CSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const void** 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="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferApiSlotCount"/></strong> - 1).</p> </dd></param>	
            <param name="numBuffers"><dd>  <p>Number of buffers to set (ranges from 0 to <strong><see cref="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CSSetConstantBuffers']/*"/>	
            <msdn-id>ff476400</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::CSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void** 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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CSGetShaderResources']/*"/>	
            <msdn-id>ff476398</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::CSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] 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 <see cref="F:SharpDX.Direct3D11.ComputeShaderStage.UnorderedAccessViewSlotCount"/> - 1).</p> </dd></param>	
            <param name="numUAVs"><dd>  <p>Number of views to get (ranges from 0 to <see cref="F:SharpDX.Direct3D11.ComputeShaderStage.UnorderedAccessViewSlotCount"/> - 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 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CSGetUnorderedAccessViews']/*"/>	
            <msdn-id>ff476399</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::CSGetUnorderedAccessViews([In] unsigned int StartSlot,[In] unsigned int NumUAVs,[Out, Buffer] 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CSGetShader']/*"/>	
            <msdn-id>ff476397</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::CSGetShader([Out] 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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CSGetSamplers']/*"/>	
            <msdn-id>ff476396</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::CSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] 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="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>	
            <param name="numBuffers"><dd>  <p>Number of buffers to retrieve (ranges from 0 to <see cref="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CSGetConstantBuffers']/*"/>	
            <msdn-id>ff476395</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::CSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D11Buffer** ppConstantBuffers)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::CSGetConstantBuffers</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.DeviceContext">
            <summary>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.DeviceContext"/></strong> interface represents a device context which generates rendering commands.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext']/*"/>	
            <msdn-id>ff476385</msdn-id>	
            <unmanaged>ID3D11DeviceContext</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext</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.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.DeviceContext">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.DeviceContext"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.NativePointerUpdated(System.IntPtr)">
            <summary>Update nested inner interfaces pointer</summary>
        </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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DrawIndexed']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::Draw']/*"/>	
            <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="F:SharpDX.DXGI.ResultCode.WasStillDrawing"/></strong> if <em>MapFlags</em> specifies <strong><see cref="F:SharpDX.Direct3D11.MapFlags.DoNotWait"/></strong> and the GPU is not yet finished with the resource.</p><p>This method also returns <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><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><see cref="F:SharpDX.Direct3D11.MapMode.WriteNoOverwrite"/></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><see cref="M:SharpDX.Direct3D11.Device.CheckFeatureSupport(SharpDX.Direct3D11.Feature)"/></strong> with <strong>D3D11_FEATURE_D3D11_OPTIONS</strong>. <strong>CheckFeatureSupport</strong> fills members of a <strong>D3D11_FEATURE_DATA_D3D11_OPTIONS</strong> structure with the device's features. The relevant members here are <strong>MapNoOverwriteOnDynamicConstantBuffer</strong> and <strong>MapNoOverwriteOnDynamicBufferSRV</strong>.</p><p>For info about how to use <strong>Map</strong>, see How to: Use dynamic resources. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::Map']/*"/>	
            <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.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::Unmap']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DrawIndexedInstanced']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DrawInstanced']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong> to mark the ending of the series of commands.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::Begin']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> to mark the beginning of the series of commands.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::End']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>.  Certain queries only require a call to <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong> in which case the data returned by <strong>GetData</strong> is accurate up to the last call to <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>. For information about the queries that only require a call to <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong>, issuing some graphics commands, calling <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>, and then calling <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GetData']/*"/>	
            <msdn-id>ff476428</msdn-id>	
            <unmanaged>HRESULT ID3D11DeviceContext::GetData([In] ID3D11Asynchronous* pAsync,[Out, Buffer, Optional] void* pData,[In] unsigned int DataSize,[In] D3D11_ASYNC_GETDATA_FLAG GetDataFlags)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::GetData</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.SetPredication(SharpDX.Direct3D11.Predicate,SharpDX.Bool)">
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.GetPredication(SharpDX.Bool@)"/></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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></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><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> to return. So, predication can occur while <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></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><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> returns <strong>S_FALSE</strong>. If <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></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>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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::SetPredication']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.BindFlags.VertexBuffer"/></strong> and <strong><see cref="F:SharpDX.Direct3D11.BindFlags.StreamOutput"/></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><see cref="F:SharpDX.Direct3D11.QueryType.StreamOutputStatistics"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DrawAuto']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.DrawIndirectArguments"/></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><see cref="M:SharpDX.Direct3D11.Device.CreateBuffer(SharpDX.Direct3D11.BufferDescription@,System.Nullable{SharpDX.DataBox},SharpDX.Direct3D11.Buffer)"/></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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DrawIndexedInstancedIndirect']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.DrawIndirectArguments"/></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><see cref="M:SharpDX.Direct3D11.Device.CreateBuffer(SharpDX.Direct3D11.BufferDescription@,System.Nullable{SharpDX.DataBox},SharpDX.Direct3D11.Buffer)"/></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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DrawInstancedIndirect']/*"/>	
            <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="F:SharpDX.Direct3D11.ComputeShaderStage.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="F:SharpDX.Direct3D11.ComputeShaderStage.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="F:SharpDX.Direct3D11.ComputeShaderStage.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><see cref="M:SharpDX.Direct3D11.DeviceContext.Dispatch(System.Int32,System.Int32,System.Int32)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::Dispatch']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Dispatch(System.Int32,System.Int32,System.Int32)"/></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><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.DrawIndirectArguments"/></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><see cref="M:SharpDX.Direct3D11.Device.CreateBuffer(SharpDX.Direct3D11.BufferDescription@,System.Nullable{SharpDX.DataBox},SharpDX.Direct3D11.Buffer)"/></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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DispatchIndirect']/*"/>	
            <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 <see cref="F:SharpDX.DXGI.Format.R32G32B32_Float"/> texture can be copied to an <see cref="F:SharpDX.DXGI.Format.R32G32B32_UInt"/> texture since both of these formats are in the <see cref="F:SharpDX.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><see cref="M:SharpDX.Direct3D11.DeviceContext.CopyResource_(SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.Resource)"/></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><p><strong>Note</strong>??<strong>Applies only to feature level 9_x hardware</strong> If you use <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.UpdateSubresource(SharpDX.DataBox,SharpDX.Direct3D11.Resource,System.Int32)"/></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.</p><p><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. </p><p><strong>Note</strong>??<strong>Applies only to feature levels 9_x</strong> Subresources created with the <see cref="F:SharpDX.Direct3D11.BindFlags.DepthStencil"/> flag can only be used as a source for <strong>CopySubresourceRegion</strong>.</p><p><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.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CopySubresourceRegion']/*"/>	
            <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 <see cref="F:SharpDX.DXGI.Format.R32G32B32_Float"/> texture can be copied to an <see cref="F:SharpDX.DXGI.Format.R32G32B32_UInt"/> texture since both of these formats are in the <see cref="F:SharpDX.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 <see cref="F:SharpDX.Direct3D.FeatureLevel.Level_10_1"/> or greater. For feature levels 9_x, resources created with the <see cref="F:SharpDX.Direct3D11.BindFlags.DepthStencil"/> 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><see cref="M:SharpDX.Direct3D11.DeviceContext.CopyResource_(SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.Resource)"/></strong> fails. Use <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.ResolveSubresource_(SharpDX.Direct3D11.Resource,System.Int32,SharpDX.Direct3D11.Resource,System.Int32,SharpDX.DXGI.Format)"/></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><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})"/></strong> instead if you only need to copy a portion of the data in a resource.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CopyResource']/*"/>	
            <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><p><strong>Note</strong>??<strong>Applies only to feature level 9_x hardware</strong> If you use <strong>UpdateSubresource</strong> or <strong><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})"/></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><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 <see cref="F:SharpDX.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::UpdateSubresource']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.CopyResource_(SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.Resource)"/></strong> or <strong><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})"/></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><see cref="F:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.Append"/></strong> or <strong><see cref="F:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::CopyStructureCount']/*"/>	
            <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.Color4)">
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::ClearRenderTargetView']/*"/>	
            <msdn-id>ff476388</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::ClearRenderTargetView([In] ID3D11RenderTargetView* pRenderTargetView,[In] const SHARPDX_COLOR4* ColorRGBA)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::ClearRenderTargetView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.ClearUnorderedAccessView(SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Int4)">
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::ClearUnorderedAccessViewUint']/*"/>	
            <msdn-id>ff476391</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::ClearUnorderedAccessViewUint([In] ID3D11UnorderedAccessView* pUnorderedAccessView,[In] const SHARPDX_INT4* Values)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::ClearUnorderedAccessViewUint</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.DeviceContext.ClearUnorderedAccessView(SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Vector4)">
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::ClearUnorderedAccessViewFloat']/*"/>	
            <msdn-id>ff476390</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::ClearUnorderedAccessViewFloat([In] ID3D11UnorderedAccessView* pUnorderedAccessView,[In] const SHARPDX_VECTOR4* 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::ClearDepthStencilView']/*"/>	
            <msdn-id>ff476387</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::ClearDepthStencilView([In] ID3D11DepthStencilView* pDepthStencilView,[In] D3D11_CLEAR_FLAG 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><see cref="F:SharpDX.Direct3D11.BindFlags.RenderTarget"/></strong>, <strong><see cref="F:SharpDX.Direct3D11.BindFlags.ShaderResource"/></strong>, and <strong><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.GenerateMipMaps"/></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> <see cref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb"/>	
            <see cref="F:SharpDX.DXGI.Format.B5G6R5_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm_SRgb"/>	
            <see cref="F:SharpDX.DXGI.Format.B8G8R8X8_UNorm"/>	
            <see cref="F:SharpDX.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> <see cref="F:SharpDX.DXGI.Format.R16G16B16A16_Float"/>	
            <see cref="F:SharpDX.DXGI.Format.R16G16B16A16_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R16G16_Float"/>	
            <see cref="F:SharpDX.DXGI.Format.R16G16_UNorm"/>	
            <see cref="F:SharpDX.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> <see cref="F:SharpDX.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> <see cref="F:SharpDX.DXGI.Format.R32G32B32_Float"/> (optional)	
            <see cref="F:SharpDX.DXGI.Format.R16G16B16A16_SNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R32G32_Float"/>	
            <see cref="F:SharpDX.DXGI.Format.R10G10B10A2_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R11G11B10_Float"/>	
            <see cref="F:SharpDX.DXGI.Format.R8G8B8A8_SNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R16G16_SNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R8G8_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R8G8_SNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R16_Float"/>	
            <see cref="F:SharpDX.DXGI.Format.R16_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R16_SNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R8_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R8_SNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.A8_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.B5G5R5A1_UNorm"/> (optional)	
            </pre><p>For all other unsupported formats, <strong>GenerateMips</strong> will silently fail.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GenerateMips']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.ResourceClamp"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::SetResourceMinLOD']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GetResourceMinLOD']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.ResourceUsage.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 <see cref="F:SharpDX.DXGI.Format.R32_Float"/> and the typeless resource is <see cref="F:SharpDX.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 <see cref="F:SharpDX.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 <see cref="F:SharpDX.DXGI.Format.R32_Typeless"/> then <see cref="F:SharpDX.DXGI.Format.R32_Float"/> could be specified in the Format parameter). <p>For example, given the <see cref="F:SharpDX.DXGI.Format.R16G16B16A16_Typeless"/> format:</p> <ul> <li>The source (or dest) format could be <see cref="F:SharpDX.DXGI.Format.R16G16B16A16_UNorm"/></li> <li>The dest (or source) format could be <see cref="F:SharpDX.DXGI.Format.R16G16B16A16_Float"/></li> </ul> </td></tr> </table><p>?</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::ResolveSubresource']/*"/>	
            <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.Bool)">
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::ExecuteCommandList']/*"/>	
            <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.Bool@)">
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GetPredication']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.FinishCommandListInternal(SharpDX.Bool,SharpDX.Direct3D11.CommandList@)"/></strong> and throw away the resulting <strong><see cref="T:SharpDX.Direct3D11.CommandList"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::ClearState']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.Device.CreateQuery(SharpDX.Direct3D11.QueryDescription,SharpDX.Direct3D11.Query)"/></strong> method with the <strong><see cref="F:SharpDX.Direct3D11.QueryType.Event"/></strong> value to create an event query; you can then use that event query in a call to the <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></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><see cref="M:SharpDX.Direct3D11.DeviceContext.ClearState"/></strong>, and then call <strong>Flush</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::Flush']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GetType']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.Device.CreateDeferredContext(System.Int32,SharpDX.Direct3D11.DeviceContext)"/></strong>; however, the context flag is reserved for future use.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GetContextFlags']/*"/>	
            <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.Bool,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><see cref="M:SharpDX.Direct3D11.DeviceContext.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> <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.</p> </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><see cref="M:SharpDX.Direct3D11.DeviceContext.ExecuteCommandList(SharpDX.Direct3D11.CommandList,SharpDX.Bool)"/></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="F:SharpDX.DXGI.ResultCode.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="F:SharpDX.DXGI.ResultCode.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><see cref="M:SharpDX.Direct3D11.DeviceContext.ExecuteCommandList(SharpDX.Direct3D11.CommandList,SharpDX.Bool)"/></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><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> or  <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetPredication(SharpDX.Bool@)"/></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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::FinishCommandList']/*"/>	
            <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="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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GetType']/*"/>	
            <msdn-id>ff476431</msdn-id>	
            <unmanaged>GetType</unmanaged>	
            <unmanaged-short>GetType</unmanaged-short>	
            <unmanaged>D3D11_DEVICE_CONTEXT_TYPE ID3D11DeviceContext::GetType()</unmanaged>
        </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><see cref="M:SharpDX.Direct3D11.Device.CreateDeferredContext(System.Int32,SharpDX.Direct3D11.DeviceContext)"/></strong>; however, the context flag is reserved for future use.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GetContextFlags']/*"/>	
            <msdn-id>ff476427</msdn-id>	
            <unmanaged>GetContextFlags</unmanaged>	
            <unmanaged-short>GetContextFlags</unmanaged-short>	
            <unmanaged>unsigned int ID3D11DeviceContext::GetContextFlags()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.InputAssemblerStage">
            <summary>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.DeviceContext"/></strong> interface represents a device context which generates rendering commands.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext']/*"/>	
            <msdn-id>ff476385</msdn-id>	
            <unmanaged>ID3D11DeviceContext</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext</unmanaged-short>	
        </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.VertexIdBitCount">
            <summary>Constant VertexIdBitCount.</summary>
            <unmanaged>D3D11_IA_VERTEX_ID_BIT_COUNT</unmanaged>
        </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.IntegerArithmeticBitCount">
            <summary>Constant IntegerArithmeticBitCount.</summary>
            <unmanaged>D3D11_IA_INTEGER_ARITHMETIC_BIT_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="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.DefaultVertexBufferOffsetInBytes">
            <summary>Constant DefaultVertexBufferOffsetInBytes.</summary>
            <unmanaged>D3D11_IA_DEFAULT_VERTEX_BUFFER_OFFSET_IN_BYTES</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.VertexInputResourceSlotCount">
            <summary>Constant VertexInputResourceSlotCount.</summary>
            <unmanaged>D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_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="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="M:SharpDX.Direct3D11.InputAssemblerStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.InputAssemblerStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.InputAssemblerStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.InputAssemblerStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.InputAssemblerStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><see cref="M:SharpDX.Direct3D11.Device.CreateInputLayout(SharpDX.Direct3D11.InputElement[],System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.InputLayout)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::IASetInputLayout']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::IASetVertexBuffers']/*"/>	
            <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.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><see cref="F:SharpDX.Direct3D11.BindFlags.IndexBuffer"/></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 (<see cref="F:SharpDX.DXGI.Format.R16_UInt"/>) and 32-bit (<see cref="F:SharpDX.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::IASetIndexBuffer']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::IASetPrimitiveTopology']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::IAGetInputLayout']/*"/>	
            <msdn-id>ff476450</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::IAGetInputLayout([Out] 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::IAGetVertexBuffers']/*"/>	
            <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 (<see cref="F:SharpDX.DXGI.Format.R16_UInt"/>) and 32-bit (<see cref="F:SharpDX.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::IAGetIndexBuffer']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::IAGetPrimitiveTopology']/*"/>	
            <msdn-id>ff476451</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::IAGetPrimitiveTopology([Out] D3D_PRIMITIVE_TOPOLOGY* pTopology)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::IAGetPrimitiveTopology</unmanaged-short>	
        </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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::IAGetInputLayout']/*"/>	
            <msdn-id>ff476450</msdn-id>	
            <unmanaged>IAGetInputLayout / IASetInputLayout</unmanaged>	
            <unmanaged-short>IAGetInputLayout</unmanaged-short>	
            <unmanaged>void ID3D11DeviceContext::IAGetInputLayout([Out] ID3D11InputLayout** ppInputLayout)</unmanaged>
        </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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::IAGetPrimitiveTopology']/*"/>	
            <msdn-id>ff476451</msdn-id>	
            <unmanaged>IAGetPrimitiveTopology / IASetPrimitiveTopology</unmanaged>	
            <unmanaged-short>IAGetPrimitiveTopology</unmanaged-short>	
            <unmanaged>void ID3D11DeviceContext::IAGetPrimitiveTopology([Out] D3D_PRIMITIVE_TOPOLOGY* pTopology)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.OutputMergerStage">
            <summary>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.DeviceContext"/></strong> interface represents a device context which generates rendering commands.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext']/*"/>	
            <msdn-id>ff476385</msdn-id>	
            <unmanaged>ID3D11DeviceContext</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext</unmanaged-short>	
        </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.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.Color4@,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.Color4},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="M:SharpDX.Direct3D11.OutputMergerStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.OutputMergerStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.OutputMergerStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.OutputMergerStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::OMSetRenderTargets']/*"/>	
            <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.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>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 that represent the render targets to bind to the device.  If this parameter is <strong><c>null</c></strong> and <em>NumViews</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="F:SharpDX.Direct3D11.ComputeShaderStage.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>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?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><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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews']/*"/>	
            <msdn-id>ff476465</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews([In] unsigned int NumRTVs,[In, Buffer, Optional] const void** ppRenderTargetViews,[In, Optional] ID3D11DepthStencilView* pDepthStencilView,[In] unsigned int UAVStartSlot,[In] unsigned int NumUAVs,[In, Buffer, Optional] const void** ppUnorderedAccessViews,[In, Buffer, Optional] const void* pUAVInitialCounts)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.OutputMergerStage.SetBlendState(SharpDX.Direct3D11.BlendState,System.Nullable{SharpDX.Color4},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><see cref="F:SharpDX.Direct3D11.BlendOption.BlendFactor"/></strong> or <strong><see cref="F:SharpDX.Direct3D11.BlendOption.InverseBlendFactor"/></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><see cref="F:SharpDX.Direct3D11.BlendOption.BlendFactor"/></strong> or <strong><see cref="F:SharpDX.Direct3D11.BlendOption.InverseBlendFactor"/></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><see cref="M:SharpDX.Direct3D11.OutputMergerStage.GetBlendState(SharpDX.Color4@,System.Int32@)"/></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><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)"/></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><see cref="F:SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>RenderTarget[0].DestBlend</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>RenderTarget[0].BlendOp</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>RenderTarget[0].SrcBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>RenderTarget[0].DestBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>RenderTarget[0].BlendOpAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>RenderTarget[0].RenderTargetWriteMask</td><td><see cref="F:SharpDX.Direct3D11.ColorWriteMaskFlags.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::OMSetBlendState']/*"/>	
            <msdn-id>ff476462</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMSetBlendState([In, Optional] ID3D11BlendState* pBlendState,[In, Optional] const SHARPDX_COLOR4* 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><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilState(SharpDX.Direct3D11.DepthStencilStateDescription@,SharpDX.Direct3D11.DepthStencilState)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::OMSetDepthStencilState']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::OMGetRenderTargets']/*"/>	
            <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="F:SharpDX.Direct3D11.ComputeShaderStage.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="F:SharpDX.Direct3D11.ComputeShaderStage.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::OMGetRenderTargetsAndUnorderedAccessViews']/*"/>	
            <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.Color4@,System.Int32@)">
            <summary>	
            <p>Get the blend state of the output-merger stage.</p>	
            </summary>	
            <param name="blendStateOut"><dd>  <p>Address of a reference to a blend-state interface (see <strong><see cref="T:SharpDX.Direct3D11.BlendState"/></strong>).</p> </dd></param>	
            <param name="blendFactor"><dd>  <p>Array of blend factors, one for each RGBA component.</p> </dd></param>	
            <param name="sampleMaskRef"><dd>  <p>Pointer to a <strong>sample mask</strong>.</p> </dd></param>	
            <remarks>	
            <p>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.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::OMGetBlendState']/*"/>	
            <msdn-id>ff476458</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::OMGetBlendState([Out, Optional] ID3D11BlendState** ppBlendState,[Out, Optional] SHARPDX_COLOR4* 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::OMGetDepthStencilState']/*"/>	
            <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="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="T:SharpDX.Direct3D11.RasterizerStage">
            <summary>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.DeviceContext"/></strong> interface represents a device context which generates rendering commands.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext']/*"/>	
            <msdn-id>ff476385</msdn-id>	
            <unmanaged>ID3D11DeviceContext</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.GetViewports">
            <summary>	
            Get the array of {{viewports}} bound  to the {{rasterizer stage}} 	
            </summary>	
            <returns>An array of viewports (see <see cref="T:SharpDX.ViewportF"/>).</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(SharpDX.ViewportF[])">
            <summary>	
            Get the array of {{viewports}} bound  to the {{rasterizer stage}} 	
            </summary>	
            <returns>An array of viewports (see <see cref="T:SharpDX.ViewportF"/>).</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">
            <summary>	
            Get the array of {{scissor rectangles}} bound to the {{rasterizer stage}}.	
            </summary>	
            <returns>An array of scissor rectangles (see <see cref="T:SharpDX.Rectangle"/>).</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(SharpDX.Rectangle[])">
            <summary>	
            Get the array of {{scissor rectangles}} bound to the {{rasterizer stage}}.	
            </summary>	
            <returns>An array of scissor rectangles (see <see cref="T:SharpDX.Rectangle"/>).</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.ViewportF[],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(SharpDX.Rectangle[])">
            <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.ViewportF[],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.ViewportF)">
            <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.ViewportF[],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.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.RasterizerStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.RasterizerStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.RasterizerStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><see cref="M:SharpDX.Direct3D11.Device.CreateRasterizerState(SharpDX.Direct3D11.RasterizerStateDescription@,SharpDX.Direct3D11.RasterizerState)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::RSSetState']/*"/>	
            <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.ViewportF"/></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><p><strong>Note</strong>??Even though you specify float values to the members of the <strong><see cref="T:SharpDX.ViewportF"/></strong> structure for the <em>pViewports</em> array in a call to  <strong><see cref="M:SharpDX.Direct3D11.RasterizerStage.SetViewports(SharpDX.ViewportF[],System.Int32)"/></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. </p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::RSSetViewports']/*"/>	
            <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.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><see cref="M:SharpDX.Direct3D11.RasterizerStage.SetViewports(SharpDX.ViewportF[],System.Int32)"/></strong>).</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::RSSetScissorRects']/*"/>	
            <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.GetState(SharpDX.Direct3D11.RasterizerState@)">
            <summary>	
            <p>Get the <strong>rasterizer state</strong> from the rasterizer stage of the pipeline.</p>	
            </summary>	
            <param name="rasterizerStateOut">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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::RSGetState']/*"/>	
            <msdn-id>ff476476</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::RSGetState([Out] ID3D11RasterizerState** ppRasterizerState)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::RSGetState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerStage.GetViewports(System.Int32@,SharpDX.ViewportF[])">
            <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> <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.</p> </dd></param>	
            <param name="viewportsRef"><dd>  <p>An array of <strong><see cref="T:SharpDX.ViewportF"/></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.ViewportF"/></strong>.</p> </dd></param>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::RSGetViewports']/*"/>	
            <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@,SharpDX.Rectangle[])">
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::RSGetScissorRects']/*"/>	
            <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="P:SharpDX.Direct3D11.RasterizerStage.State">
            <summary>	
            <p>Get or sets the <strong>rasterizer state</strong> from the rasterizer stage of the pipeline.</p>	
            </summary>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::RSGetState']/*"/>	
            <msdn-id>ff476476</msdn-id>	
            <unmanaged>RSGetState / RSSetState</unmanaged>	
            <unmanaged-short>RSGetState</unmanaged-short>	
            <unmanaged>void ID3D11DeviceContext::RSGetState([Out] ID3D11RasterizerState** ppRasterizerState)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.DomainShader">
            <summary>	
            <p>A domain-shader interface manages an executable program (a domain shader) that controls the domain-shader stage.</p>	
            </summary>	
            <remarks>	
            <p>The domain-shader interface has no methods; use HLSL to implement your shader functionality. All shaders are implemented from a common set of features referred to as the common-shader core..</p><p>To create a domain-shader interface, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateDomainShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.DomainShader)"/></strong>. Before using a domain shader you must bind it to the device by calling <strong><see cref="M:SharpDX.Direct3D11.DomainShaderStage.SetShader(SharpDX.Direct3D11.DomainShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)"/></strong>.</p><p>This interface is defined in D3D11.h.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DomainShader']/*"/>	
            <msdn-id>ff476535</msdn-id>	
            <unmanaged>ID3D11DomainShader</unmanaged>	
            <unmanaged-short>ID3D11DomainShader</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.DomainShader.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.DomainShader"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShader.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.DomainShader">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.DomainShader"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="T:SharpDX.Direct3D11.FastFourierTransform">
            <summary>	
            <p>Encapsulates forward and inverse FFTs.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11FFT']/*"/>	
            <msdn-id>ff476846</msdn-id>	
            <unmanaged>ID3DX11FFT</unmanaged>	
            <unmanaged-short>ID3DX11FFT</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.#ctor(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.FastFourierTransformDescription)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.FastFourierTransform" /> class.
            </summary>
            <param name="context">The device context used to create the FFT.</param>
            <param name="description">Information that describes the shape of the FFT data as well as the scaling factors that should be used for forward and inverse transforms.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.#ctor(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.FastFourierTransformDescription,SharpDX.Direct3D11.FastFourierTransformCreationFlags)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.FastFourierTransform" /> class.
            </summary>
            <param name="context">The device context used to create the FFT.</param>
            <param name="description">Information that describes the shape of the FFT data as well as the scaling factors that should be used for forward and inverse transforms.</param>
            <param name="flags">Flag affecting the behavior of the FFT.</param>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.AttachBuffersAndPrecompute(SharpDX.Direct3D11.UnorderedAccessView[],SharpDX.Direct3D11.UnorderedAccessView[])">
            <summary>	
            Attaches buffers to an FFT context and performs any required precomputations.	
            </summary>	
            <remarks>	
            The buffers must be no smaller than the corresponding buffer sizes returned by D3DX11CreateFFT*(). Temporary buffers can be shared between multiple contexts, though care should be taken not  to concurrently execute multiple FFTs which share temp buffers. 	
            </remarks>	
            <param name="temporaryBuffers">Temporary buffers to attach. </param>
            <param name="precomputeBuffers">Buffers to hold precomputed data. </param>
            <returns>Returns one of the return codes described in the topic {{Direct3D 11 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3DX11FFT::AttachBuffersAndPrecompute([In] int NumTempBuffers,[In, Buffer] const ID3D11UnorderedAccessView** ppTempBuffers,[In] int NumPrecomputeBuffers,[In, Buffer] const ID3D11UnorderedAccessView** ppPrecomputeBufferSizes)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.Create1DComplex(SharpDX.Direct3D11.DeviceContext,System.Int32)">
            <summary>	
            Creates a new one-dimensional complex FFT.	
            </summary>	
            <param name="context">Pointer to the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface to use for the FFT. </param>
            <param name="x">Length of the first dimension of the FFT. </param>
            <returns>an <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/> interface reference.</returns>
            <unmanaged>HRESULT D3DX11CreateFFT1DComplex([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.Create1DComplex(SharpDX.Direct3D11.DeviceContext,System.Int32,SharpDX.Direct3D11.FastFourierTransformCreationFlags)">
            <summary>	
            Creates a new one-dimensional complex FFT.	
            </summary>	
            <param name="context">Pointer to the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface to use for the FFT. </param>
            <param name="x">Length of the first dimension of the FFT. </param>
            <param name="flags">Flag affecting the behavior of the FFT, can be 0 or a combination of flags from <see cref="T:SharpDX.Direct3D11.FastFourierTransformCreationFlags"/>. </param>
            <returns>an <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/> interface reference.</returns>
            <unmanaged>HRESULT D3DX11CreateFFT1DComplex([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.Create1DReal(SharpDX.Direct3D11.DeviceContext,System.Int32)">
            <summary>	
            Creates a new one-dimensional real FFT.	
            </summary>	
            <param name="context">Pointer to the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface to use for the FFT. </param>
            <param name="x">Length of the first dimension of the FFT. </param>
            <returns>an <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/> interface reference.</returns>
            <unmanaged>HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.Create1DReal(SharpDX.Direct3D11.DeviceContext,System.Int32,SharpDX.Direct3D11.FastFourierTransformCreationFlags)">
            <summary>	
            Creates a new one-dimensional real FFT.	
            </summary>	
            <param name="context">Pointer to the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface to use for the FFT. </param>
            <param name="x">Length of the first dimension of the FFT. </param>
            <param name="flags">Flag affecting the behavior of the FFT, can be 0 or a combination of flags from <see cref="T:SharpDX.Direct3D11.FastFourierTransformCreationFlags"/>. </param>
            <returns>an <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/> interface reference.</returns>
            <unmanaged>HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.Create2DComplex(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32)">
            <summary>	
            Creates a new two-dimensional complex FFT.	
            </summary>	
            <param name="context">Pointer to the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface to use for the FFT. </param>
            <param name="x">Length of the first dimension of the FFT.</param>
            <param name="y">Length of the second dimension of the FFT.</param>
            <returns>an <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/> interface reference.</returns>
            <unmanaged>HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.Create2DComplex(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32,SharpDX.Direct3D11.FastFourierTransformCreationFlags)">
            <summary>	
            Creates a new two-dimensional complex FFT.	
            </summary>	
            <param name="context">Pointer to the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface to use for the FFT. </param>
            <param name="x">Length of the first dimension of the FFT.</param>
            <param name="y">Length of the second dimension of the FFT.</param>
            <param name="flags">Flag affecting the behavior of the FFT, can be 0 or a combination of flags from <see cref="T:SharpDX.Direct3D11.FastFourierTransformCreationFlags"/>. </param>
            <returns>an <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/> interface reference.</returns>
            <unmanaged>HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.Create2DReal(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32)">
            <summary>	
            Creates a new two-dimensional real FFT.	
            </summary>	
            <param name="context">Pointer to the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface to use for the FFT. </param>
            <param name="x">Length of the first dimension of the FFT.</param>
            <param name="y">Length of the second dimension of the FFT.</param>
            <returns>an <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/> interface reference.</returns>
            <unmanaged>HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.Create2DReal(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32,SharpDX.Direct3D11.FastFourierTransformCreationFlags)">
            <summary>	
            Creates a new two-dimensional real FFT.	
            </summary>	
            <param name="context">Pointer to the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface to use for the FFT. </param>
            <param name="x">Length of the first dimension of the FFT.</param>
            <param name="y">Length of the second dimension of the FFT.</param>
            <param name="flags">Flag affecting the behavior of the FFT, can be 0 or a combination of flags from <see cref="T:SharpDX.Direct3D11.FastFourierTransformCreationFlags"/>. </param>
            <returns>an <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/> interface reference.</returns>
            <unmanaged>HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.Create3DComplex(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32,System.Int32)">
            <summary>	
            Creates a new three-dimensional complex FFT.	
            </summary>	
            <param name="context">Pointer to the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface to use for the FFT. </param>
            <param name="x">Length of the first dimension of the FFT.</param>
            <param name="y">Length of the second dimension of the FFT.</param>
            <param name="z">Length of the third dimension of the FFT.</param>
            <returns>an <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/> interface reference.</returns>
            <unmanaged>HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.Create3DComplex(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.FastFourierTransformCreationFlags)">
            <summary>	
            Creates a new three-dimensional complex FFT.	
            </summary>	
            <param name="context">Pointer to the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface to use for the FFT. </param>
            <param name="x">Length of the first dimension of the FFT.</param>
            <param name="y">Length of the second dimension of the FFT.</param>
            <param name="z">Length of the third dimension of the FFT.</param>
            <param name="flags">Flag affecting the behavior of the FFT, can be 0 or a combination of flags from <see cref="T:SharpDX.Direct3D11.FastFourierTransformCreationFlags"/>. </param>
            <returns>an <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/> interface reference.</returns>
            <unmanaged>HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.Create3DReal(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32,System.Int32)">
            <summary>	
            Creates a new three-dimensional real FFT.	
            </summary>	
            <param name="context">Pointer to the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface to use for the FFT. </param>
            <param name="x">Length of the first dimension of the FFT.</param>
            <param name="y">Length of the second dimension of the FFT.</param>
            <param name="z">Length of the third dimension of the FFT.</param>
            <returns>an <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/> interface reference.</returns>
            <unmanaged>HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.Create3DReal(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.FastFourierTransformCreationFlags)">
            <summary>	
            Creates a new three-dimensional real FFT.	
            </summary>	
            <param name="context">Pointer to the <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface to use for the FFT. </param>
            <param name="x">Length of the first dimension of the FFT.</param>
            <param name="y">Length of the second dimension of the FFT.</param>
            <param name="z">Length of the third dimension of the FFT.</param>
            <param name="flags">Flag affecting the behavior of the FFT, can be 0 or a combination of flags from <see cref="T:SharpDX.Direct3D11.FastFourierTransformCreationFlags"/>. </param>
            <returns>an <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/> interface reference.</returns>
            <unmanaged>HRESULT D3DX11CreateFFT1DReal([None] ID3D11DeviceContext* pDeviceContext,[None] int X,[None] int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.ForwardTransform(SharpDX.Direct3D11.UnorderedAccessView)">
            <summary>
            Performs a forward FFT.
            </summary>
            <param name="inputBufferRef">Pointer to <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> onto the input buffer.</param>
            <returns>
            Returns the computation in a temp buffers; in addition, the last buffer written to is returned.
            </returns>
            <unmanaged>HRESULT ID3DX11FFT::ForwardTransform([In] const ID3D11UnorderedAccessView* pInputBuffer,[InOut] void** ppOutputBuffer)</unmanaged>
            <remarks>
            ForwardTransform can be called after buffers have been attached to the context using <see cref="M:SharpDX.Direct3D11.FastFourierTransform.AttachBuffersAndPrecompute(SharpDX.Direct3D11.UnorderedAccessView[],SharpDX.Direct3D11.UnorderedAccessView[])"/>. The combination of pInputBuffer and *ppOuputBuffer can be one of the temp buffers.The format of complex data is interleaved components (for example, (Real0, Imag0),  (Real1, Imag1) ... , and so on). Data is stored in row major order.
            </remarks>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.InverseTransform(SharpDX.Direct3D11.UnorderedAccessView)">
            <summary>	
            Performs an inverse FFT.	
            </summary>	
            <param name="inputBufferRef"><para>Pointer to <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> onto the input buffer.</para></param>	
            <returns>
            Returns the computation in a temp buffers; in addition, the last buffer written to is returned.
            </returns>
            <unmanaged>HRESULT ID3DX11FFT::InverseTransform([In] const ID3D11UnorderedAccessView* pInputBuffer,[InOut] void** ppOutputBuffer)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.ForwardTransform(SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Direct3D11.UnorderedAccessView)">
            <summary>
            Performs a forward FFT.
            </summary>
            <param name="inputBufferRef">Pointer to <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> onto the input buffer.</param>
            <param name="outputBufferView"><para>Buffer <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> reference used as the output buffer.</para></param>	
            <returns>Returns one of the return codes described in the topic Direct3D 11 Return Codes.</returns>	
            <unmanaged>HRESULT ID3DX11FFT::ForwardTransform([In] const ID3D11UnorderedAccessView* pInputBuffer,[InOut] void** ppOutputBuffer)</unmanaged>
            <remarks>
            ForwardTransform can be called after buffers have been attached to the context using <see cref="M:SharpDX.Direct3D11.FastFourierTransform.AttachBuffersAndPrecompute(SharpDX.Direct3D11.UnorderedAccessView[],SharpDX.Direct3D11.UnorderedAccessView[])"/>. The combination of pInputBuffer and *ppOuputBuffer can be one of the temp buffers.The format of complex data is interleaved components (for example, (Real0, Imag0),  (Real1, Imag1) ... , and so on). Data is stored in row major order.
            </remarks>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.InverseTransform(SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Direct3D11.UnorderedAccessView)">
            <summary>	
            Performs an inverse FFT.	
            </summary>	
            <param name="inputBufferRef"><para>Pointer to <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> onto the input buffer.</para></param>	
            <param name="outputBufferView"><para>Buffer <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> reference used as the output buffer.</para></param>	
            <returns>Returns one of the return codes described in the topic Direct3D 11 Return Codes.</returns>	
            <unmanaged>HRESULT ID3DX11FFT::InverseTransform([In] const ID3D11UnorderedAccessView* pInputBuffer,[InOut] void** ppOutputBuffer)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.FastFourierTransform">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.FastFourierTransform"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.SetForwardScale(System.Single)">
            <summary>	
            <p>Sets the scale used for forward transforms.</p>	
            </summary>	
            <param name="forwardScale"><dd>  <p>The scale to use for forward transforms.  Setting <em>ForwardScale</em> to 0 causes the default values of 1 to be used.</p> </dd></param>	
            <returns><p>Returns one of the return codes described in the topic Direct3D 11 Return Codes.</p></returns>	
            <remarks>	
            <p><strong>SetForwardScale</strong> sets the scale used by <strong><see cref="M:SharpDX.Direct3D11.FastFourierTransform.ForwardTransform(SharpDX.Direct3D11.UnorderedAccessView)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11FFT::SetForwardScale']/*"/>	
            <msdn-id>ff476852</msdn-id>	
            <unmanaged>HRESULT ID3DX11FFT::SetForwardScale([In] float ForwardScale)</unmanaged>	
            <unmanaged-short>ID3DX11FFT::SetForwardScale</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.GetForwardScale">
            <summary>	
            <p>Gets the scale for forward transforms.</p>	
            </summary>	
            <returns><p>Scale for forward transforms.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11FFT::GetForwardScale']/*"/>	
            <msdn-id>ff476849</msdn-id>	
            <unmanaged>float ID3DX11FFT::GetForwardScale()</unmanaged>	
            <unmanaged-short>ID3DX11FFT::GetForwardScale</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.SetInverseScale(System.Single)">
            <summary>	
            <p>Sets the scale used for inverse transforms.</p>	
            </summary>	
            <param name="inverseScale"><dd>  <p>Scale used for inverse transforms.  Setting <em>InverseScale</em> to 0 causes the default value of 1/N to be used,  where N is the product of the transformed dimension lengths.</p> </dd></param>	
            <returns><p>Returns one of the return codes described in the topic Direct3D 11 Return Codes.</p></returns>	
            <remarks>	
            <p><strong>SetInverseScale</strong> sets the scale used by <strong><see cref="M:SharpDX.Direct3D11.FastFourierTransform.InverseTransform(SharpDX.Direct3D11.UnorderedAccessView)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11FFT::SetInverseScale']/*"/>	
            <msdn-id>ff476853</msdn-id>	
            <unmanaged>HRESULT ID3DX11FFT::SetInverseScale([In] float InverseScale)</unmanaged>	
            <unmanaged-short>ID3DX11FFT::SetInverseScale</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.GetInverseScale">
            <summary>	
            <p>Get the scale for inverse transforms.</p>	
            </summary>	
            <returns><p>Scale for inverse transforms.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11FFT::GetInverseScale']/*"/>	
            <msdn-id>ff476850</msdn-id>	
            <unmanaged>float ID3DX11FFT::GetInverseScale()</unmanaged>	
            <unmanaged-short>ID3DX11FFT::GetInverseScale</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.AttachBuffersAndPrecompute(System.Int32,SharpDX.Direct3D11.UnorderedAccessView[],System.Int32,SharpDX.Direct3D11.UnorderedAccessView[])">
            <summary>	
            <p>Attaches buffers to an FFT context and performs any required precomputations.</p>	
            </summary>	
            <param name="numTempBuffers"><dd>  <p>Number of buffers in <em>ppTempBuffers</em>.</p> </dd></param>	
            <param name="tempBuffersOut"><dd>  <p>A reference to an array of <strong><see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/></strong> references for the temporary buffers to attach. The FFT object might use these temporary buffers for its algorithm.</p> </dd></param>	
            <param name="numPrecomputeBuffers"><dd>  <p>Number of buffers in <em>ppPrecomputeBuffers</em>.</p> </dd></param>	
            <param name="precomputeBufferSizesOut"><dd>  <p>A reference to an array of <strong><see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/></strong> references for the precompute buffers to attach. The FFT object might store precomputed data  in these buffers.</p> </dd></param>	
            <returns><p>Returns one of the return codes described in the topic Direct3D 11 Return Codes.</p></returns>	
            <remarks>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransformBufferRequirements"/></strong> structure is initialized by a call to one of the create-FFT functions  (for example, <strong><see cref="M:SharpDX.Direct3D11.D3DCSX.CreateFFT(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.FastFourierTransformDescription@,System.Int32,SharpDX.Direct3D11.FastFourierTransformBufferRequirements@,SharpDX.Direct3D11.FastFourierTransform)"/></strong>). For more create-FFT functions, see D3DCSX 11 Functions.</p><p>Use the info in <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransformBufferRequirements"/></strong> to allocate raw buffers of the specified (or larger) sizes and then call the <strong>AttachBuffersAndPrecompute</strong> to register the buffers with the FFT object.</p><p>Although you can share temporary buffers between multiple device contexts, we recommend not to concurrently execute multiple FFT objects that share temporary buffers.</p><p>Some FFT algorithms benefit from precomputing sin and cos. The FFT object might store precomputed data  in the user-supplied precompute buffers.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11FFT::AttachBuffersAndPrecompute']/*"/>	
            <msdn-id>ff476847</msdn-id>	
            <unmanaged>HRESULT ID3DX11FFT::AttachBuffersAndPrecompute([In] unsigned int NumTempBuffers,[In, Buffer] const ID3D11UnorderedAccessView** ppTempBuffers,[In] unsigned int NumPrecomputeBuffers,[In, Buffer] const ID3D11UnorderedAccessView** ppPrecomputeBufferSizes)</unmanaged>	
            <unmanaged-short>ID3DX11FFT::AttachBuffersAndPrecompute</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.AttachBuffersAndPrecompute(System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.UnorderedAccessView},System.Int32,SharpDX.ComArray{SharpDX.Direct3D11.UnorderedAccessView})">
            <summary>	
            <p>Attaches buffers to an FFT context and performs any required precomputations.</p>	
            </summary>	
            <param name="numTempBuffers"><dd>  <p>Number of buffers in <em>ppTempBuffers</em>.</p> </dd></param>	
            <param name="tempBuffersOut"><dd>  <p>A reference to an array of <strong><see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/></strong> references for the temporary buffers to attach. The FFT object might use these temporary buffers for its algorithm.</p> </dd></param>	
            <param name="numPrecomputeBuffers"><dd>  <p>Number of buffers in <em>ppPrecomputeBuffers</em>.</p> </dd></param>	
            <param name="precomputeBufferSizesOut"><dd>  <p>A reference to an array of <strong><see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/></strong> references for the precompute buffers to attach. The FFT object might store precomputed data  in these buffers.</p> </dd></param>	
            <returns><p>Returns one of the return codes described in the topic Direct3D 11 Return Codes.</p></returns>	
            <remarks>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransformBufferRequirements"/></strong> structure is initialized by a call to one of the create-FFT functions  (for example, <strong><see cref="M:SharpDX.Direct3D11.D3DCSX.CreateFFT(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.FastFourierTransformDescription@,System.Int32,SharpDX.Direct3D11.FastFourierTransformBufferRequirements@,SharpDX.Direct3D11.FastFourierTransform)"/></strong>). For more create-FFT functions, see D3DCSX 11 Functions.</p><p>Use the info in <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransformBufferRequirements"/></strong> to allocate raw buffers of the specified (or larger) sizes and then call the <strong>AttachBuffersAndPrecompute</strong> to register the buffers with the FFT object.</p><p>Although you can share temporary buffers between multiple device contexts, we recommend not to concurrently execute multiple FFT objects that share temporary buffers.</p><p>Some FFT algorithms benefit from precomputing sin and cos. The FFT object might store precomputed data  in the user-supplied precompute buffers.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11FFT::AttachBuffersAndPrecompute']/*"/>	
            <msdn-id>ff476847</msdn-id>	
            <unmanaged>HRESULT ID3DX11FFT::AttachBuffersAndPrecompute([In] unsigned int NumTempBuffers,[In, Buffer] const ID3D11UnorderedAccessView** ppTempBuffers,[In] unsigned int NumPrecomputeBuffers,[In, Buffer] const ID3D11UnorderedAccessView** ppPrecomputeBufferSizes)</unmanaged>	
            <unmanaged-short>ID3DX11FFT::AttachBuffersAndPrecompute</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.ForwardTransform(SharpDX.Direct3D11.UnorderedAccessView,System.IntPtr@)">
            <summary>	
            <p>Performs a forward FFT.</p>	
            </summary>	
            <param name="inputBufferRef"><dd>  <p>Pointer to <strong><see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/></strong> onto the input buffer.</p> </dd></param>	
            <param name="outputBufferOut"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/></strong> reference.  If *<em>ppOutputBuffer</em> is <strong><c>null</c></strong>, the computation will switch between temp buffers; in addition, the last buffer written to is stored at *<em>ppOutputBuffer</em>. Otherwise, *<em>ppOutputBuffer</em> is used as the output buffer (which might incur an extra copy).</p> </dd></param>	
            <returns><p>Returns one of the return codes described in the topic Direct3D 11 Return Codes.</p></returns>	
            <remarks>	
            <p><strong>ForwardTransform</strong> can be called after buffers have been attached to the context using <strong><see cref="M:SharpDX.Direct3D11.FastFourierTransform.AttachBuffersAndPrecompute(SharpDX.Direct3D11.UnorderedAccessView[],SharpDX.Direct3D11.UnorderedAccessView[])"/></strong>. The combination of <em>pInputBuffer</em> and *<em>ppOuputBuffer</em> can be one of the temp buffers.</p><p>The format of complex data is interleaved components (for example, (Real0, Imag0),  (Real1, Imag1) ... , and so on). Data is stored in row major order.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11FFT::ForwardTransform']/*"/>	
            <msdn-id>ff476848</msdn-id>	
            <unmanaged>HRESULT ID3DX11FFT::ForwardTransform([In] const ID3D11UnorderedAccessView* pInputBuffer,[InOut] void** ppOutputBuffer)</unmanaged>	
            <unmanaged-short>ID3DX11FFT::ForwardTransform</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.FastFourierTransform.InverseTransform(SharpDX.Direct3D11.UnorderedAccessView,System.IntPtr@)">
            <summary>	
            <p>Performs an inverse FFT.</p>	
            </summary>	
            <param name="inputBufferRef"><dd>  <p>Pointer to <strong><see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/></strong> onto the input buffer.</p> </dd></param>	
            <param name="outputBufferOut"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/></strong> reference.  If *<em>ppOutput</em> is <strong><c>null</c></strong>, then the computation will switch between temp buffers; in addition, the last buffer written to is stored at *<em>ppOutput</em>. Otherwise, *<em>ppOutput</em> is used as the output buffer (which might incur an extra copy).</p> </dd></param>	
            <returns><p>Returns one of the return codes described in the topic Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11FFT::InverseTransform']/*"/>	
            <msdn-id>ff476851</msdn-id>	
            <unmanaged>HRESULT ID3DX11FFT::InverseTransform([In] const ID3D11UnorderedAccessView* pInputBuffer,[InOut] void** ppOutputBuffer)</unmanaged>	
            <unmanaged-short>ID3DX11FFT::InverseTransform</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.FastFourierTransform.BufferRequirements">
            <summary>
            Gets the buffer requirements.
            </summary>
            <value>The buffer requirements.</value>
        </member>
        <member name="P:SharpDX.Direct3D11.FastFourierTransform.ForwardScale">
            <summary>	
            <p>Gets or sets the scale for forward transforms.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11FFT::GetForwardScale']/*"/>	
            <msdn-id>ff476849</msdn-id>	
            <unmanaged>GetForwardScale / SetForwardScale</unmanaged>	
            <unmanaged-short>GetForwardScale</unmanaged-short>	
            <unmanaged>float ID3DX11FFT::GetForwardScale()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.FastFourierTransform.InverseScale">
            <summary>	
            <p>Get or sets the scale for inverse transforms.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11FFT::GetInverseScale']/*"/>	
            <msdn-id>ff476850</msdn-id>	
            <unmanaged>GetInverseScale / SetInverseScale</unmanaged>	
            <unmanaged-short>GetInverseScale</unmanaged-short>	
            <unmanaged>float ID3DX11FFT::GetInverseScale()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.AsynchronousFlags">
            <summary>	
            <p>Optional flags that control the behavior of <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong>.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_ASYNC_GETDATA_FLAG']/*"/>	
            <msdn-id>ff476084</msdn-id>	
            <unmanaged>D3D11_ASYNC_GETDATA_FLAG</unmanaged>	
            <unmanaged-short>D3D11_ASYNC_GETDATA_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.AsynchronousFlags.DoNotFlush">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_ASYNC_GETDATA_DONOTFLUSH']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.BindFlags">
            <summary>	
            <p>Identifies how to bind a resource to the pipeline.</p>	
            </summary>	
            <remarks>	
            <p>In general, binding flags can be combined using a logical OR (except the constant-buffer flag); however, you should use a single flag to allow the device to optimize the resource usage.</p><p>This enumeration is used by a:</p><ul> <li> <strong>Buffer description</strong> when creating a buffer.</li> <li>Texture description when creating a texture (see <strong><see cref="T:SharpDX.Direct3D11.Texture1DDescription"/></strong> or <strong><see cref="T:SharpDX.Direct3D11.Texture2DDescription"/></strong> or <strong><see cref="T:SharpDX.Direct3D11.Texture3DDescription"/></strong>).</li> </ul><p>A shader-resource buffer is NOT a constant buffer; rather, it is a texture or buffer resource that is bound to a shader, that contains texture or buffer data (it is not limited to a single element type in the buffer). A shader-resource buffer is created with the <see cref="F:SharpDX.Direct3D11.BindFlags.ShaderResource"/> flag and is bound to the pipeline using one of these APIs: <strong><see cref="M:SharpDX.Direct3D11.GeometryShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)"/></strong>, <strong><see cref="M:SharpDX.Direct3D11.PixelShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)"/></strong>, or <strong><see cref="M:SharpDX.Direct3D11.VertexShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)"/></strong>. Furthermore, a shader-resource buffer cannot use the <strong><see cref="F:SharpDX.Direct3D11.MapMode.WriteNoOverwrite"/></strong> flag.</p><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><see cref="F:SharpDX.Direct3D11.MapMode.WriteNoOverwrite"/></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><see cref="M:SharpDX.Direct3D11.Device.CheckFeatureSupport(SharpDX.Direct3D11.Feature)"/></strong> with <strong>D3D11_FEATURE_D3D11_OPTIONS</strong>. <strong>CheckFeatureSupport</strong> fills members of a <strong>D3D11_FEATURE_DATA_D3D11_OPTIONS</strong> structure with the device's features. The relevant members here are <strong>MapNoOverwriteOnDynamicConstantBuffer</strong> and <strong>MapNoOverwriteOnDynamicBufferSRV</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BIND_FLAG']/*"/>	
            <msdn-id>ff476085</msdn-id>	
            <unmanaged>D3D11_BIND_FLAG</unmanaged>	
            <unmanaged-short>D3D11_BIND_FLAG</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BIND_VERTEX_BUFFER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BIND_INDEX_BUFFER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BIND_CONSTANT_BUFFER']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.MapMode.WriteNoOverwrite"/></strong> flag.</p> <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><see cref="F:SharpDX.Direct3D11.MapMode.WriteNoOverwrite"/></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><see cref="M:SharpDX.Direct3D11.Device.CheckFeatureSupport(SharpDX.Direct3D11.Feature)"/></strong> with <strong>D3D11_FEATURE_D3D11_OPTIONS</strong>. <strong>CheckFeatureSupport</strong> fills members of a <strong>D3D11_FEATURE_DATA_D3D11_OPTIONS</strong> structure with the device's features. The relevant members here are <strong>MapNoOverwriteOnDynamicConstantBuffer</strong> and <strong>MapNoOverwriteOnDynamicBufferSRV</strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BIND_SHADER_RESOURCE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BIND_STREAM_OUTPUT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BIND_RENDER_TARGET']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BIND_DEPTH_STENCIL']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BIND_UNORDERED_ACCESS']/*"/>	
            <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.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_OP']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_OP_ADD']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_OP_SUBTRACT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_OP_REV_SUBTRACT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_OP_MIN']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_OP_MAX']/*"/>	
            <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>Describes the blend state that you use in a call to <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBlendState(SharpDX.Direct3D11.BlendStateDescription@,SharpDX.Direct3D11.BlendState)"/></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><see cref="F:SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>RenderTarget[0].DestBlend</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>RenderTarget[0].BlendOp</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>RenderTarget[0].SrcBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>RenderTarget[0].DestBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>RenderTarget[0].BlendOpAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>RenderTarget[0].RenderTargetWriteMask</td><td><see cref="F:SharpDX.Direct3D11.ColorWriteMaskFlags.All"/></td></tr> </table><p>?</p><p><strong>Note</strong>??<strong><see cref="T:SharpDX.Direct3D11.BlendStateDescription"/></strong> is identical to <strong><see cref="!:SharpDX.Direct3D10.BlendStateDescription1"/></strong>.</p><p>If the driver type is set to <strong><see cref="F:SharpDX.Direct3D.DriverType.Hardware"/></strong>, the feature level is set to less than or equal to <strong><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3"/></strong>, and the pixel format of the render target is set to <strong><see cref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb"/></strong>, <strong><see cref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm_SRgb"/></strong>, or <strong><see cref="F:SharpDX.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><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3"/></strong>, the display device performs the blend in linear space, which is ideal.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND']/*"/>	
            <msdn-id>ff476087</msdn-id>	
            <unmanaged>D3D11_BLEND</unmanaged>	
            <unmanaged-short>D3D11_BLEND</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.Zero">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_ZERO']/*"/>	
            <msdn-id>ff476087</msdn-id>	
            <unmanaged>D3D11_BLEND_ZERO</unmanaged>	
            <unmanaged-short>D3D11_BLEND_ZERO</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.One">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_ONE']/*"/>	
            <msdn-id>ff476087</msdn-id>	
            <unmanaged>D3D11_BLEND_ONE</unmanaged>	
            <unmanaged-short>D3D11_BLEND_ONE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.BlendOption.SourceColor">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_SRC_COLOR']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_INV_SRC_COLOR']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_SRC_ALPHA']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_INV_SRC_ALPHA']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DEST_ALPHA']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_INV_DEST_ALPHA']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_DEST_COLOR']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_INV_DEST_COLOR']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_SRC_ALPHA_SAT']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_BLEND_FACTOR']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_INV_BLEND_FACTOR']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_SRC1_COLOR']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_INV_SRC1_COLOR']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_SRC1_ALPHA']/*"/>	
            <msdn-id>ff476087</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>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BLEND_INV_SRC1_ALPHA']/*"/>	
            <msdn-id>ff476087</msdn-id>	
            <unmanaged>D3D11_BLEND_INV_SRC1_ALPHA</unmanaged>	
            <unmanaged-short>D3D11_BLEND_INV_SRC1_ALPHA</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.Channel">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p>These flags are used by functions which operate on one or more channels in a texture.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_CHANNEL_FLAG']/*"/>	
            <msdn-id>ff476302</msdn-id>	
            <unmanaged>D3DX11_CHANNEL_FLAG</unmanaged>	
            <unmanaged-short>D3DX11_CHANNEL_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.Channel.Red">
            <summary>	
            <dd> <p>Indicates the red channel should be used.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_CHANNEL_RED']/*"/>	
            <msdn-id>ff476302</msdn-id>	
            <unmanaged>D3DX11_CHANNEL_RED</unmanaged>	
            <unmanaged-short>D3DX11_CHANNEL_RED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.Channel.Blue">
            <summary>	
            <dd> <p>Indicates the blue channel should be used.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_CHANNEL_BLUE']/*"/>	
            <msdn-id>ff476302</msdn-id>	
            <unmanaged>D3DX11_CHANNEL_BLUE</unmanaged>	
            <unmanaged-short>D3DX11_CHANNEL_BLUE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.Channel.Green">
            <summary>	
            <dd> <p>Indicates the green channel should be used.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_CHANNEL_GREEN']/*"/>	
            <msdn-id>ff476302</msdn-id>	
            <unmanaged>D3DX11_CHANNEL_GREEN</unmanaged>	
            <unmanaged-short>D3DX11_CHANNEL_GREEN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.Channel.Alpha">
            <summary>	
            <dd> <p>Indicates the alpha channel should be used.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_CHANNEL_ALPHA']/*"/>	
            <msdn-id>ff476302</msdn-id>	
            <unmanaged>D3DX11_CHANNEL_ALPHA</unmanaged>	
            <unmanaged-short>D3DX11_CHANNEL_ALPHA</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.Channel.Luminance">
            <summary>	
            <dd> <p>Indicates the luminaces of the red, green, and blue channels should be used.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_CHANNEL_LUMINANCE']/*"/>	
            <msdn-id>ff476302</msdn-id>	
            <unmanaged>D3DX11_CHANNEL_LUMINANCE</unmanaged>	
            <unmanaged-short>D3DX11_CHANNEL_LUMINANCE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.Channel.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.ColorWriteMaskFlags">
            <summary>	
            <p>Identify which components of each pixel of a render target are writable during blending.</p>	
            </summary>	
            <remarks>	
            <p>These flags can be combined with a bitwise OR.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COLOR_WRITE_ENABLE']/*"/>	
            <msdn-id>ff476100</msdn-id>	
            <unmanaged>D3D11_COLOR_WRITE_ENABLE</unmanaged>	
            <unmanaged-short>D3D11_COLOR_WRITE_ENABLE</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COLOR_WRITE_ENABLE_RED']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COLOR_WRITE_ENABLE_GREEN']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COLOR_WRITE_ENABLE_BLUE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COLOR_WRITE_ENABLE_ALPHA']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COLOR_WRITE_ENABLE_ALL']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COMPARISON_FUNC']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COMPARISON_NEVER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COMPARISON_LESS']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COMPARISON_EQUAL']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COMPARISON_LESS_EQUAL']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COMPARISON_GREATER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COMPARISON_NOT_EQUAL']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COMPARISON_GREATER_EQUAL']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COMPARISON_ALWAYS']/*"/>	
            <msdn-id>ff476101</msdn-id>	
            <unmanaged>D3D11_COMPARISON_ALWAYS</unmanaged>	
            <unmanaged-short>D3D11_COMPARISON_ALWAYS</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.ComputeShaderFormatSupport">
            <summary>	
            <p>Unordered resource support options for a compute shader resource (see <strong><see cref="M:SharpDX.Direct3D11.Device.CheckFeatureSupport(SharpDX.Direct3D11.Feature)"/></strong>).</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT2']/*"/>	
            <msdn-id>ff476135</msdn-id>	
            <unmanaged>D3D11_FORMAT_SUPPORT2</unmanaged>	
            <unmanaged-short>D3D11_FORMAT_SUPPORT2</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ComputeShaderFormatSupport.AtomicAdd">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_ADD']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE']/*"/>	
            <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.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <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 <see cref="F:SharpDX.Direct3D11.CounterKind.DeviceDependent0"/>.</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER_DEVICE_DEPENDENT_0']/*"/>	
            <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><see cref="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)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER_TYPE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER_TYPE_FLOAT32']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER_TYPE_UINT16']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER_TYPE_UINT32']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER_TYPE_UINT64']/*"/>	
            <msdn-id>ff476105</msdn-id>	
            <unmanaged>D3D11_COUNTER_TYPE_UINT64</unmanaged>	
            <unmanaged-short>D3D11_COUNTER_TYPE_UINT64</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.CpuAccessFlags">
            <summary>	
            <p>Specifies the types of CPU access allowed for a resource.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is used in <strong><see cref="T:SharpDX.Direct3D11.BufferDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D11.Texture1DDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D11.Texture2DDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D11.Texture3DDescription"/></strong>. </p><p>Applications may combine one or more of these flags with a logical OR. When possible, create resources with no CPU access flags, as this enables better resource optimization.</p><p>The <strong><see cref="T:SharpDX.Direct3D11.ResourceOptionFlags"/></strong> cannot be used when creating resources with <strong>D3D11_CPU_ACCESS</strong> flags.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CPU_ACCESS_FLAG']/*"/>	
            <msdn-id>ff476106</msdn-id>	
            <unmanaged>D3D11_CPU_ACCESS_FLAG</unmanaged>	
            <unmanaged-short>D3D11_CPU_ACCESS_FLAG</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CPU_ACCESS_WRITE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CPU_ACCESS_READ']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CULL_MODE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CULL_NONE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CULL_FRONT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CULL_BACK']/*"/>	
            <msdn-id>ff476108</msdn-id>	
            <unmanaged>D3D11_CULL_BACK</unmanaged>	
            <unmanaged-short>D3D11_CULL_BACK</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.DebugFeatureFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEBUG_FEATURE_FLAGS']/*"/>	
            <unmanaged>D3D11_DEBUG_FEATURE_FLAGS</unmanaged>	
            <unmanaged-short>D3D11_DEBUG_FEATURE_FLAGS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.DebugFeatureFlags.FlushPerRender">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEBUG_FEATURE_FLUSH_PER_RENDER_OP']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEBUG_FEATURE_FINISH_PER_RENDER_OP']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEBUG_FEATURE_PRESENT_PER_RENDER_OP']/*"/>	
            <unmanaged>D3D11_DEBUG_FEATURE_PRESENT_PER_RENDER_OP</unmanaged>	
            <unmanaged-short>D3D11_DEBUG_FEATURE_PRESENT_PER_RENDER_OP</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilClearFlags">
            <summary>	
            <p>Specifies the parts of the depth stencil to clear.</p>	
            </summary>	
            <remarks>	
            <p>These flags are used when calling <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.ClearDepthStencilView(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.DepthStencilClearFlags,System.Single,System.Byte)"/></strong>; the flags can be combined with a bitwise OR.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CLEAR_FLAG']/*"/>	
            <msdn-id>ff476099</msdn-id>	
            <unmanaged>D3D11_CLEAR_FLAG</unmanaged>	
            <unmanaged-short>D3D11_CLEAR_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilClearFlags.Depth">
            <summary>	
            <dd> <p>Clear the depth buffer.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CLEAR_DEPTH']/*"/>	
            <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.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CLEAR_STENCIL']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DSV_DIMENSION']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.DepthStencilViewDimension.Unknown"/></em> is not a valid value for <strong><see cref="T:SharpDX.Direct3D11.DepthStencilViewDescription"/></strong> and is not used.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DSV_DIMENSION_UNKNOWN']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DSV_DIMENSION_TEXTURE1D']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DSV_DIMENSION_TEXTURE1DARRAY']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DSV_DIMENSION_TEXTURE2D']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DSV_DIMENSION_TEXTURE2DARRAY']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DSV_DIMENSION_TEXTURE2DMS']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY']/*"/>	
            <msdn-id>ff476115</msdn-id>	
            <unmanaged>D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY</unmanaged>	
            <unmanaged-short>D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.DepthStencilViewFlags">
            <summary>	
            <p>Depth-stencil view options.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is used by <strong><see cref="T:SharpDX.Direct3D11.DepthStencilViewDescription"/></strong>.</p><p>Limiting a depth-stencil buffer to read-only access allows more than one depth-stencil view to be bound to the pipeline simultaneously, since it is not possible to have a read/write conflicts between separate views.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DSV_FLAG']/*"/>	
            <msdn-id>ff476116</msdn-id>	
            <unmanaged>D3D11_DSV_FLAG</unmanaged>	
            <unmanaged-short>D3D11_DSV_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewFlags.ReadOnlyDepth">
            <summary>	
            <dd> <p>Indicates that depth values are read only.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DSV_READ_ONLY_DEPTH']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DSV_READ_ONLY_STENCIL']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_WRITE_MASK']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_WRITE_MASK_ZERO']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_WRITE_MASK_ALL']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.GetTypeInfo"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEVICE_CONTEXT_TYPE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEVICE_CONTEXT_IMMEDIATE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEVICE_CONTEXT_DEFERRED']/*"/>	
            <msdn-id>ff476114</msdn-id>	
            <unmanaged>D3D11_DEVICE_CONTEXT_DEFERRED</unmanaged>	
            <unmanaged-short>D3D11_DEVICE_CONTEXT_DEFERRED</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.DeviceCreationFlags">
            <summary>	
            <p>Describes parameters that are used to create a device.</p>	
            </summary>	
            <remarks>	
            <p>Device creation flags are used by <strong><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@)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.D3D11.CreateDeviceAndSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,System.IntPtr,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D11.Device@,SharpDX.Direct3D.FeatureLevel@,SharpDX.Direct3D11.DeviceContext@)"/></strong>.</p><p>An application might dynamically create (and destroy) threads to improve performance especially on a machine with multiple CPU cores. There may be cases, however, when an application needs to prevent extra threads from being created. This can happen when you want to simplify debugging, profile code or develop a tool for instance. For these cases, use <strong><see cref="F:SharpDX.Direct3D11.DeviceCreationFlags.PreventThreadingOptimizations"/></strong> to request that the runtime and video driver not create any additional threads that might interfere with the application.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CREATE_DEVICE_FLAG']/*"/>	
            <msdn-id>ff476107</msdn-id>	
            <unmanaged>D3D11_CREATE_DEVICE_FLAG</unmanaged>	
            <unmanaged-short>D3D11_CREATE_DEVICE_FLAG</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CREATE_DEVICE_SINGLETHREADED']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CREATE_DEVICE_DEBUG']/*"/>	
            <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> <p><strong>Note</strong>??This flag is not supported in Direct3D?11.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CREATE_DEVICE_SWITCH_TO_REF']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS']/*"/>	
            <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>Required for Direct2D interoperability with Direct3D resources.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CREATE_DEVICE_BGRA_SUPPORT']/*"/>	
            <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.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.FastFourierTransformCreationFlags">
            <summary>	
            <p>FFT creation flags.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_CREATE_FLAG']/*"/>	
            <msdn-id>ff476309</msdn-id>	
            <unmanaged>D3DX11_FFT_CREATE_FLAG</unmanaged>	
            <unmanaged-short>D3DX11_FFT_CREATE_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FastFourierTransformCreationFlags.NoPrecomputeBuffers">
            <summary>	
            <dd> <p>Do not AddRef or Release temp and precompute buffers, caller is responsible for holding  references to these buffers.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_CREATE_FLAG_NO_PRECOMPUTE_BUFFERS']/*"/>	
            <msdn-id>ff476309</msdn-id>	
            <unmanaged>D3DX11_FFT_CREATE_FLAG_NO_PRECOMPUTE_BUFFERS</unmanaged>	
            <unmanaged-short>D3DX11_FFT_CREATE_FLAG_NO_PRECOMPUTE_BUFFERS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FastFourierTransformCreationFlags.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.FastFourierTransformDataType">
            <summary>	
            <p>FFT data types.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_DATA_TYPE']/*"/>	
            <msdn-id>ff476310</msdn-id>	
            <unmanaged>D3DX11_FFT_DATA_TYPE</unmanaged>	
            <unmanaged-short>D3DX11_FFT_DATA_TYPE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FastFourierTransformDataType.Real">
            <summary>	
            <dd> <p>Real numbers.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_DATA_TYPE_REAL']/*"/>	
            <msdn-id>ff476310</msdn-id>	
            <unmanaged>D3DX11_FFT_DATA_TYPE_REAL</unmanaged>	
            <unmanaged-short>D3DX11_FFT_DATA_TYPE_REAL</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FastFourierTransformDataType.Complex">
            <summary>	
            <dd> <p>Complex numbers.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_DATA_TYPE_COMPLEX']/*"/>	
            <msdn-id>ff476310</msdn-id>	
            <unmanaged>D3DX11_FFT_DATA_TYPE_COMPLEX</unmanaged>	
            <unmanaged-short>D3DX11_FFT_DATA_TYPE_COMPLEX</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.FastFourierTransformDimensions">
            <summary>	
            <p>Number of dimensions for FFT data.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_DIM_MASK']/*"/>	
            <msdn-id>ff476312</msdn-id>	
            <unmanaged>D3DX11_FFT_DIM_MASK</unmanaged>	
            <unmanaged-short>D3DX11_FFT_DIM_MASK</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FastFourierTransformDimensions.Dimension1D">
            <summary>	
            <dd> <p>One dimension.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_DIM_MASK_1D']/*"/>	
            <msdn-id>ff476312</msdn-id>	
            <unmanaged>D3DX11_FFT_DIM_MASK_1D</unmanaged>	
            <unmanaged-short>D3DX11_FFT_DIM_MASK_1D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FastFourierTransformDimensions.Dimension2D">
            <summary>	
            <dd> <p>Two dimensions.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_DIM_MASK_2D']/*"/>	
            <msdn-id>ff476312</msdn-id>	
            <unmanaged>D3DX11_FFT_DIM_MASK_2D</unmanaged>	
            <unmanaged-short>D3DX11_FFT_DIM_MASK_2D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FastFourierTransformDimensions.Dimension3D">
            <summary>	
            <dd> <p>Three dimensions.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_DIM_MASK_3D']/*"/>	
            <msdn-id>ff476312</msdn-id>	
            <unmanaged>D3DX11_FFT_DIM_MASK_3D</unmanaged>	
            <unmanaged-short>D3DX11_FFT_DIM_MASK_3D</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><see cref="M:SharpDX.Direct3D11.Device.CheckFeatureSupport(SharpDX.Direct3D11.Feature)"/></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><see cref="M:SharpDX.Direct3D11.Device.CheckFeatureSupport(SharpDX.Direct3D11.Feature)"/></strong>.</p><p>The following table shows the structures associated with each enumeration value.</p><table> <tr><th>Enumerant</th><th>Associated Structure</th></tr> <tr><td><see cref="F:SharpDX.Direct3D11.Feature.Threading"/></td><td> <strong><see cref="T:SharpDX.Direct3D11.FeatureDataThreading"/></strong> </td></tr> <tr><td><see cref="F:SharpDX.Direct3D11.Feature.ShaderDoubles"/></td><td> <strong><see cref="T:SharpDX.Direct3D11.FeatureDataDoubles"/></strong> </td></tr> <tr><td><see cref="F:SharpDX.Direct3D11.Feature.FormatSupport"/></td><td> <strong><see cref="T:SharpDX.Direct3D11.FeatureDataFormatSupport"/></strong> </td></tr> <tr><td><see cref="F:SharpDX.Direct3D11.Feature.ComputeShaders"/></td><td> <strong><see cref="T:SharpDX.Direct3D11.FeatureDataFormatSupport2"/></strong> </td></tr> <tr><td><see cref="F:SharpDX.Direct3D11.Feature.D3D10XHardwareOptions"/></td><td> <strong><see cref="T:SharpDX.Direct3D11.FeatureDataD3D10XHardwareOptions"/></strong> </td></tr> <tr><td>D3D11_FEATURE_D3D11_OPTIONS</td><td> <strong>D3D11_FEATURE_DATA_D3D11_OPTIONS</strong> </td></tr> <tr><td>D3D11_FEATURE_ARCHITECTURE_INFO</td><td> <strong>D3D11_FEATURE_DATA_ARCHITECTURE_INFO</strong> </td></tr> <tr><td>D3D11_FEATURE_D3D9_OPTIONS</td><td> <strong>D3D11_FEATURE_DATA_D3D9_OPTIONS</strong> </td></tr> <tr><td>D3D11_FEATURE_SHADER_MIN_PRECISION_SUPPORT</td><td> <strong>D3D11_FEATURE_DATA_SHADER_MIN_PRECISION_SUPPORT</strong> </td></tr> <tr><td>D3D11_FEATURE_D3D9_SHADOW_SUPPORT</td><td> <strong>D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT</strong> </td></tr> <tr><td>D3D11_FEATURE_D3D11_OPTIONS1</td><td> <strong>D3D11_FEATURE_DATA_D3D11_OPTIONS1</strong> </td></tr> <tr><td>D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT	</td><td> <strong>D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT</strong> </td></tr> <tr><td>D3D11_FEATURE_MARKER_SUPPORT 	
            </td><td> <strong>D3D11_FEATURE_DATA_MARKER_SUPPORT</strong> </td></tr> <tr><td>D3D11_FEATURE_D3D9_OPTIONS1</td><td> <strong>D3D11_FEATURE_DATA_D3D9_OPTIONS1</strong> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE']/*"/>	
            <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.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_THREADING']/*"/>	
            <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.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DOUBLES']/*"/>	
            <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>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_FORMAT_SUPPORT']/*"/>	
            <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>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_FORMAT_SUPPORT2']/*"/>	
            <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.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS']/*"/>	
            <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="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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILL_MODE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILL_WIREFRAME']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILL_SOLID']/*"/>	
            <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>	
            <p><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><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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_MIN_MAG_MIP_POINT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_MIN_MAG_MIP_LINEAR']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_ANISOTROPIC']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_COMPARISON_ANISOTROPIC']/*"/>	
            <msdn-id>ff476132</msdn-id>	
            <unmanaged>D3D11_FILTER_COMPARISON_ANISOTROPIC</unmanaged>	
            <unmanaged-short>D3D11_FILTER_COMPARISON_ANISOTROPIC</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.FilterFlags">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p>Texture filtering flags.</p>	
            </summary>	
            <remarks>	
            <p>D3DX11 automatically performs gamma correction (to convert color data from RGB space to standard RGB space) when loading texture data. This is automatically done for instance when RGB data is loaded from a .png file into an sRGB texture. Use the SRGB filter flags to indicate if the data does not need to be converted into sRGB space.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_FLAG']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_FLAG</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.None">
            <summary>	
            <dd> <p>No scaling or filtering will take place. Pixels outside the bounds of the source image are assumed to be transparent black.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_NONE']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_NONE</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_NONE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.Point">
            <summary>	
            <dd> <p>Each destination pixel is computed by sampling the nearest pixel from the source image.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_POINT']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_POINT</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_POINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.Linear">
            <summary>	
            <dd> <p>Each destination pixel is computed by sampling the four nearest pixels from the source image. This filter works best when the scale on both axes is less than two.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_LINEAR']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_LINEAR</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_LINEAR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.Triangle">
            <summary>	
            <dd> <p>Every pixel in the source image contributes equally to the destination image. This is the slowest of the filters.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_TRIANGLE']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_TRIANGLE</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_TRIANGLE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.Box">
            <summary>	
            <dd> <p>Each pixel is computed by averaging a 2x2(x2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_BOX']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_BOX</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_BOX</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.MirrorU">
            <summary>	
            <dd> <p>Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_MIRROR_U']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_MIRROR_U</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_MIRROR_U</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.MirrorV">
            <summary>	
            <dd> <p>Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_MIRROR_V']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_MIRROR_V</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_MIRROR_V</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.MirrorW">
            <summary>	
            <dd> <p>Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_MIRROR_W']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_MIRROR_W</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_MIRROR_W</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.Mirror">
            <summary>	
            <dd> <p>Specifying this flag is the same as specifying the <see cref="!:SharpDX.Direct3D9.Filter.MirrorU"/>, <see cref="!:SharpDX.Direct3D9.Filter.MirrorV"/>, and <see cref="!:SharpDX.Direct3D9.Filter.MirrorW"/> flags.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_MIRROR']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_MIRROR</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_MIRROR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.Dither">
            <summary>	
            <dd> <p>The resulting image must be dithered using a 4x4 ordered dither algorithm. This happens when converting from one format to another.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_DITHER']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_DITHER</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_DITHER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.DitherDiffusion">
            <summary>	
            <dd> <p>Do diffuse dithering on the image when changing from one format to another.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_DITHER_DIFFUSION']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_DITHER_DIFFUSION</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_DITHER_DIFFUSION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.SRgbIn">
            <summary>	
            <dd> <p>Input data is in standard RGB (sRGB) color space. See remarks.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_SRGB_IN']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_SRGB_IN</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_SRGB_IN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.SRgbOut">
            <summary>	
            <dd> <p>Output data is in standard RGB (sRGB) color space. See remarks.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_SRGB_OUT']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_SRGB_OUT</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_SRGB_OUT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FilterFlags.SRgb">
            <summary>	
            <dd> <p>Same as specifying <see cref="!:SharpDX.Direct3D9.Filter.SrgbIn"/> | <see cref="!:SharpDX.Direct3D9.Filter.SrgbOut"/>. See remarks.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FILTER_SRGB']/*"/>	
            <msdn-id>ff476313</msdn-id>	
            <unmanaged>D3DX11_FILTER_SRGB</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_SRGB</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.FilterType">
            <summary>	
            <p>Types of magnification or minification sampler filters.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_TYPE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_TYPE_POINT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FILTER_TYPE_LINEAR']/*"/>	
            <msdn-id>ff476133</msdn-id>	
            <unmanaged>D3D11_FILTER_TYPE_LINEAR</unmanaged>	
            <unmanaged-short>D3D11_FILTER_TYPE_LINEAR</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.FormatSupport">
            <summary>	
            <p>Which resources are supported for a given format and given device (see <strong><see cref="M:SharpDX.Direct3D11.Device.CheckFormatSupport(SharpDX.DXGI.Format)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.Device.CheckFeatureSupport(SharpDX.Direct3D11.Feature)"/></strong>).</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT']/*"/>	
            <msdn-id>ff476134</msdn-id>	
            <unmanaged>D3D11_FORMAT_SUPPORT</unmanaged>	
            <unmanaged-short>D3D11_FORMAT_SUPPORT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FormatSupport.Buffer">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_BUFFER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_SO_BUFFER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_TEXTURE1D']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_TEXTURE2D']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_TEXTURE3D']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_TEXTURECUBE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_SHADER_LOAD']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_SHADER_SAMPLE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_MIP']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_MIP_AUTOGEN']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_RENDER_TARGET']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_BLENDABLE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_DEPTH_STENCIL']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_CPU_LOCKABLE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_DISPLAY']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_SHADER_GATHER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_BACK_BUFFER_CAST']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FORMAT_SUPPORT_SHADER_GATHER_COMPARISON']/*"/>	
            <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.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.ImageFileFormat">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p>Image file formats supported by D3DX11Createxxx and D3DX11Savexxx functions.</p>	
            </summary>	
            <remarks>	
            <p>See Types of Bitmaps (GDI+) for more information on some of these formats.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_FILE_FORMAT']/*"/>	
            <msdn-id>ff476315</msdn-id>	
            <unmanaged>D3DX11_IMAGE_FILE_FORMAT</unmanaged>	
            <unmanaged-short>D3DX11_IMAGE_FILE_FORMAT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageFileFormat.Bmp">
            <summary>	
            <dd> <p>Windows bitmap (BMP) file format. Contains a header that describes the resolution of the device on which the rectangle of pixels was created, the dimensions of the rectangle, the size of the array of bits, a logical palette, and an array of bits that defines the relationship between pixels in the bitmapped image and entries in the logical palette. The file extension for this format is .bmp.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IFF_BMP']/*"/>	
            <msdn-id>ff476315</msdn-id>	
            <unmanaged>D3DX11_IFF_BMP</unmanaged>	
            <unmanaged-short>D3DX11_IFF_BMP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageFileFormat.Jpg">
            <summary>	
            <dd> <p>Joint Photographic Experts Group (JPEG) compressed file format. Specifies variable compression of 24-bit RGB color and 8-bit gray-scale Tagged Image File Format (TIFF) image document files. The file extension for this format is .jpg.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IFF_JPG']/*"/>	
            <msdn-id>ff476315</msdn-id>	
            <unmanaged>D3DX11_IFF_JPG</unmanaged>	
            <unmanaged-short>D3DX11_IFF_JPG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageFileFormat.Png">
            <summary>	
            <dd> <p>Portable Network Graphics (PNG) file format. A non-proprietary bitmap format using lossless compression. The file extension for this format is .png.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IFF_PNG']/*"/>	
            <msdn-id>ff476315</msdn-id>	
            <unmanaged>D3DX11_IFF_PNG</unmanaged>	
            <unmanaged-short>D3DX11_IFF_PNG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageFileFormat.Dds">
            <summary>	
            <dd> <p>DirectDraw surface (DDS) file format. Stores textures, volume textures, and cubic environment maps, with or without mipmap levels, and with or without pixel compression. The file extension for this format is .dds.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IFF_DDS']/*"/>	
            <msdn-id>ff476315</msdn-id>	
            <unmanaged>D3DX11_IFF_DDS</unmanaged>	
            <unmanaged-short>D3DX11_IFF_DDS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageFileFormat.Tiff">
            <summary>	
            <dd> <p>Tagged Image File Format (TIFF). The file extensions for this format are .tif and .tiff.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IFF_TIFF']/*"/>	
            <msdn-id>ff476315</msdn-id>	
            <unmanaged>D3DX11_IFF_TIFF</unmanaged>	
            <unmanaged-short>D3DX11_IFF_TIFF</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageFileFormat.Gif">
            <summary>	
            <dd> <p>Graphics Interchange Format (GIF). The file extension for this format is .gif.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IFF_GIF']/*"/>	
            <msdn-id>ff476315</msdn-id>	
            <unmanaged>D3DX11_IFF_GIF</unmanaged>	
            <unmanaged-short>D3DX11_IFF_GIF</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageFileFormat.Wmp">
            <summary>	
            <dd> <p>Windows Media Photo format (WMP). This format is also known as HD Photo and JPEG XR. The file extensions for this format are .hdp, .jxr, and .wdp.</p> <p>To work properly, <strong><see cref="F:SharpDX.Direct3D11.ImageFileFormat.Wmp"/></strong> requires that you initialize COM. Therefore, call <strong>CoInitialize</strong> or <strong>CoInitializeEx</strong> in your application before you call D3DX.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IFF_WMP']/*"/>	
            <msdn-id>ff476315</msdn-id>	
            <unmanaged>D3DX11_IFF_WMP</unmanaged>	
            <unmanaged-short>D3DX11_IFF_WMP</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INPUT_CLASSIFICATION']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INPUT_PER_VERTEX_DATA']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INPUT_PER_INSTANCE_DATA']/*"/>	
            <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.MapFlags">
            <summary>	
            <p>Specifies how the CPU should respond when an application calls the <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.MapSubresource(SharpDX.Direct3D11.Texture1D,System.Int32,System.Int32,SharpDX.Direct3D11.MapMode,SharpDX.Direct3D11.MapFlags,SharpDX.DataStream@)"/></strong> method on a resource that is being used by the GPU.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is used by <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.MapSubresource(SharpDX.Direct3D11.Texture1D,System.Int32,System.Int32,SharpDX.Direct3D11.MapMode,SharpDX.Direct3D11.MapFlags,SharpDX.DataStream@)"/></strong>.</p><p><see cref="F:SharpDX.Direct3D11.MapFlags.DoNotWait"/> cannot be used with <strong><see cref="F:SharpDX.Direct3D11.MapMode.WriteDiscard"/></strong> or <strong>D3D11_MAP_WRITE_NOOVERWRITE</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MAP_FLAG']/*"/>	
            <msdn-id>ff476183</msdn-id>	
            <unmanaged>D3D11_MAP_FLAG</unmanaged>	
            <unmanaged-short>D3D11_MAP_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MapFlags.DoNotWait">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MAP_FLAG_DO_NOT_WAIT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.MapSubresource(SharpDX.Direct3D11.Texture1D,System.Int32,System.Int32,SharpDX.Direct3D11.MapMode,SharpDX.Direct3D11.MapFlags,SharpDX.DataStream@)"/></strong>.</p><p>These remarks are divided into the following topics:</p><p> </p><ul> <li>Meaning</li> <li>Common</li> </ul>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MAP']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.CpuAccessFlags.Read"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MAP_READ']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.CpuAccessFlags.Write"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MAP_WRITE']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.CpuAccessFlags.Read"/> and <see cref="F:SharpDX.Direct3D11.CpuAccessFlags.Write"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MAP_READ_WRITE']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.CpuAccessFlags.Write"/></strong> and <strong><see cref="F:SharpDX.Direct3D11.ResourceUsage.Dynamic"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MAP_WRITE_DISCARD']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.CpuAccessFlags.Write"/></strong>).  Cannot be used on a resource created with the <strong><see cref="F:SharpDX.Direct3D11.BindFlags.ConstantBuffer"/></strong> flag.</p> <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><see cref="F:SharpDX.Direct3D11.MapMode.WriteNoOverwrite"/></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><see cref="M:SharpDX.Direct3D11.Device.CheckFeatureSupport(SharpDX.Direct3D11.Feature)"/></strong> with <strong>D3D11_FEATURE_D3D11_OPTIONS</strong>. <strong>CheckFeatureSupport</strong> fills members of a <strong>D3D11_FEATURE_DATA_D3D11_OPTIONS</strong> structure with the device's features. The relevant members here are <strong>MapNoOverwriteOnDynamicConstantBuffer</strong> and <strong>MapNoOverwriteOnDynamicBufferSRV</strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MAP_WRITE_NO_OVERWRITE']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.InfoQueue.GetMessage(System.Int64,System.IntPtr,SharpDX.PointerSize@)"/></strong> and when adding a message with <strong><see cref="M:SharpDX.Direct3D11.InfoQueue.AddMessage(SharpDX.Direct3D11.MessageCategory,SharpDX.Direct3D11.MessageSeverity,SharpDX.Direct3D11.MessageId,System.String)"/></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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_CATEGORY']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_CATEGORY_APPLICATION_DEFINED']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_CATEGORY_MISCELLANEOUS']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_CATEGORY_INITIALIZATION']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_CATEGORY_CLEANUP']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_CATEGORY_COMPILATION']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_CATEGORY_STATE_CREATION']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_CATEGORY_STATE_SETTING']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_CATEGORY_STATE_GETTING']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_CATEGORY_RESOURCE_MANIPULATION']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_CATEGORY_EXECUTION']/*"/>	
            <msdn-id>ff476185</msdn-id>	
            <unmanaged>D3D11_MESSAGE_CATEGORY_EXECUTION</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_CATEGORY_EXECUTION</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.MessageId">
            <summary>	
            <p>A debug message in the Information Queue.</p>	
            </summary>	
            <remarks>	
            <p>This structure is returned from <strong><see cref="M:SharpDX.Direct3D11.InfoQueue.GetMessage(System.Int64,System.IntPtr,SharpDX.PointerSize@)"/></strong> as part of the Information Queue feature (see <strong><see cref="T:SharpDX.Direct3D11.InfoQueue"/> Interface</strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.Unknown">
            <summary>	
            <dd> <p>The category of the message. See <strong><see cref="T:SharpDX.Direct3D11.MessageCategory"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_UNKNOWN']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_UNKNOWN</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_UNKNOWN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.DeviceInputAssemblySetVertexBuffersHazard">
            <summary>	
            <dd> <p>The severity of the message. See <strong><see cref="T:SharpDX.Direct3D11.MessageSeverity"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_HAZARD']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.DeviceInputAssemblySetIndexBufferHazard">
            <summary>	
            <dd> <p>The ID of the message. See <strong><see cref="T:SharpDX.Direct3D11.MessageId"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_HAZARD']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.DeviceVertexShaderSetShaderResourcesHazard">
            <summary>	
            <dd> <p>The message string.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_HAZARD']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.DeviceVertexShaderSetConstantBuffersHazard">
            <summary>	
            <dd> <p>The length of pDescription in bytes.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_HAZARD']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.DeviceGeometryShaderSetShaderResourcesHazard">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_HAZARD']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.DeviceGeometryShaderSetConstantBuffersHazard">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_GSSETCONSTANTBUFFERS_HAZARD']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.DevicePixelShaderSetShaderResourcesHazard">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.DevicePixelShaderSetConstantBuffersHazard">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_PSSETCONSTANTBUFFERS_HAZARD']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.DeviceOutputMergerSetRenderTargetsHazard">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.DeviceStreamOutputSetTargetsHazard">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_SOSETTARGETS_HAZARD']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.StringFromApplication">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_STRING_FROM_APPLICATION']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.CorruptedThis">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_THIS']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_THIS</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_THIS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter1">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER1']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER1</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER1</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter2">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER2']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER2</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER2</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter3">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER3']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER3</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER3</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter4">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER4']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER4</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER4</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter5">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER5']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER5</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER5</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter6">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER6']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER6</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER6</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter7">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER7']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER7</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER7</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter8">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER8']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER8</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER8</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter9">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER9']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER9</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER9</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter10">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER10']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER10</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER10</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter11">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER11']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER11</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER11</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter12">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER12']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER12</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER12</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter13">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER13']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER13</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER13</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter14">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER14']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER14</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER14</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedParameter15">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_PARAMETER15']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER15</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_PARAMETER15</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CorruptedMultithreading">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CORRUPTED_MULTITHREADING']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CORRUPTED_MULTITHREADING</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CORRUPTED_MULTITHREADING</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.MessageReportingOufOfMemory">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_MESSAGE_REPORTING_OUTOFMEMORY']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.InputAssemblySetInputLayoutUnbindDeletingObject">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_IASETINPUTLAYOUT_UNBINDDELETINGOBJECT']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_IASETINPUTLAYOUT_UNBINDDELETINGOBJECT</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_IASETINPUTLAYOUT_UNBINDDELETINGOBJECT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.InputAssemblySetVertexBuffersUnbindDeletingObject">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_IASETVERTEXBUFFERS_UNBINDDELETINGOBJECT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.InputAssemblySetIndexBufferUnbindDeletingObject">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_IASETINDEXBUFFER_UNBINDDELETINGOBJECT']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_IASETINDEXBUFFER_UNBINDDELETINGOBJECT</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_IASETINDEXBUFFER_UNBINDDELETINGOBJECT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.VertexShaderSetShaderUnbindDeletingObject">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_VSSETSHADER_UNBINDDELETINGOBJECT']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_VSSETSHADER_UNBINDDELETINGOBJECT</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_VSSETSHADER_UNBINDDELETINGOBJECT</unmanaged-short>	
        </member>
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            <summary>	
            No documentation.	
            </summary>	
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            No documentation.	
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            <summary>	
            No documentation.	
            </summary>	
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        <member name="F:SharpDX.Direct3D11.MessageId.GeometryShaderSetShaderUnbindDeletingObject">
            <summary>	
            No documentation.	
            </summary>	
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        <member name="F:SharpDX.Direct3D11.MessageId.GeometryShaderSetShaderResourcesUnbindDeletingObject">
            <summary>	
            No documentation.	
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            <summary>	
            No documentation.	
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        <member name="F:SharpDX.Direct3D11.MessageId.GeometryShaderSetSamplersUnbindDeletingObject">
            <summary>	
            No documentation.	
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        <member name="F:SharpDX.Direct3D11.MessageId.StreamOutputSetTargetsUnbindDeletingObject">
            <summary>	
            No documentation.	
            </summary>	
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        <member name="F:SharpDX.Direct3D11.MessageId.PixelShaderSetShaderUnbindDeletingObject">
            <summary>	
            No documentation.	
            </summary>	
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        <member name="F:SharpDX.Direct3D11.MessageId.PixelShaderSetShaderResourcesUnbindDeletingObject">
            <summary>	
            No documentation.	
            </summary>	
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        <member name="F:SharpDX.Direct3D11.MessageId.PixelShaderSetConstantBuffersUnbindDeletingObject">
            <summary>	
            No documentation.	
            </summary>	
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            <summary>	
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        <member name="F:SharpDX.Direct3D11.MessageId.RasterizerSetStateUnbindDeletingObject">
            <summary>	
            No documentation.	
            </summary>	
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        <member name="F:SharpDX.Direct3D11.MessageId.OutputMergerSetBlendStateUnbindDeletingObject">
            <summary>	
            No documentation.	
            </summary>	
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            <summary>	
            No documentation.	
            </summary>	
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            <summary>	
            No documentation.	
            </summary>	
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            <summary>	
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            <msdn-id>ff476184</msdn-id>	
            <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.DeviceDispatchUnsupported">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_DISPATCH_UNSUPPORTED']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.DeviceDispatchindirectUnsupported">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_UNSUPPORTED']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.CopyStructurecountInvalidOffset">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDOFFSET']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDOFFSET</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDOFFSET</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CopyStructurecountLargeOffset">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_LARGEOFFSET']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_LARGEOFFSET</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_LARGEOFFSET</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CopyStructurecountInvalidDestinationState">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDDESTINATIONSTATE']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDDESTINATIONSTATE</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDDESTINATIONSTATE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CopyStructurecountInvalidSourceState">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDSOURCESTATE']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDSOURCESTATE</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDSOURCESTATE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.CheckFormatSupportFormatNotSupported">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_NOT_SUPPORTED']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.DeviceComputeShaderSetUnorderedAccessViewsInvalidView">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDVIEW']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.DeviceComputeShaderSetUnorderedAccessViewsInvalidOffset">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_INVALIDOFFSET']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.DeviceComputeShaderSetUnorderedAccessViewsTooManyViews">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSVIEWS_TOOMANYVIEWS']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.ClearunorderedaccessviewfloatInvalidFormat">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_INVALIDFORMAT']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_INVALIDFORMAT</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_INVALIDFORMAT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.DeviceUnorderedAccessViewCounterUnsupported">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_COUNTER_UNSUPPORTED']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <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.RefWarning">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_REF_WARNING']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_REF_WARNING</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_REF_WARNING</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.MessageId.D3D11MessagesEnd">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_ID_D3D11_MESSAGES_END']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID_D3D11_MESSAGES_END</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID_D3D11_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><see cref="M:SharpDX.Direct3D11.InfoQueue.AddApplicationMessage(SharpDX.Direct3D11.MessageSeverity,System.String)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_SEVERITY']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_SEVERITY_CORRUPTION']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_SEVERITY_ERROR']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_SEVERITY_WARNING']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE_SEVERITY_INFO']/*"/>	
            <msdn-id>ff476187</msdn-id>	
            <unmanaged>D3D11_MESSAGE_SEVERITY_INFO</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_SEVERITY_INFO</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.NormalMapFlags">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p>Normal map options. You can combine any number of these flags by using a bitwise OR operation.</p>	
            </summary>	
            <remarks>	
            <p>These flags are used by <strong><see cref="M:SharpDX.Direct3D11.D3DX11.ComputeNormalMap(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.Texture2D,SharpDX.Direct3D11.NormalMapFlags,SharpDX.Direct3D11.Channel,System.Single,SharpDX.Direct3D11.Texture2D)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_NORMALMAP_FLAG']/*"/>	
            <msdn-id>ff476318</msdn-id>	
            <unmanaged>D3DX11_NORMALMAP_FLAG</unmanaged>	
            <unmanaged-short>D3DX11_NORMALMAP_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.NormalMapFlags.MirrorU">
            <summary>	
            <dd> <p>Indicates that pixels off the edge of the texture on the U-axis should be mirrored, not wraped.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_NORMALMAP_MIRROR_U']/*"/>	
            <msdn-id>ff476318</msdn-id>	
            <unmanaged>D3DX11_NORMALMAP_MIRROR_U</unmanaged>	
            <unmanaged-short>D3DX11_NORMALMAP_MIRROR_U</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.NormalMapFlags.MirrorV">
            <summary>	
            <dd> <p>Indicates that pixels off the edge of the texture on the V-axis should be mirrored, not wraped.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_NORMALMAP_MIRROR_V']/*"/>	
            <msdn-id>ff476318</msdn-id>	
            <unmanaged>D3DX11_NORMALMAP_MIRROR_V</unmanaged>	
            <unmanaged-short>D3DX11_NORMALMAP_MIRROR_V</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.NormalMapFlags.Mirror">
            <summary>	
            <dd> <p>Same as <see cref="F:SharpDX.Direct3D11.NormalMapFlags.MirrorU"/> | <see cref="F:SharpDX.Direct3D11.NormalMapFlags.MirrorV"/>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_NORMALMAP_MIRROR']/*"/>	
            <msdn-id>ff476318</msdn-id>	
            <unmanaged>D3DX11_NORMALMAP_MIRROR</unmanaged>	
            <unmanaged-short>D3DX11_NORMALMAP_MIRROR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.NormalMapFlags.InvertSign">
            <summary>	
            <dd> <p>Inverts the direction of each normal.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_NORMALMAP_INVERTSIGN']/*"/>	
            <msdn-id>ff476318</msdn-id>	
            <unmanaged>D3DX11_NORMALMAP_INVERTSIGN</unmanaged>	
            <unmanaged-short>D3DX11_NORMALMAP_INVERTSIGN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.NormalMapFlags.ComputeOcclusion">
            <summary>	
            <dd> <p>Computes the per pixel occlusion term and encodes it into the alpha. An Alpha of 1 means that the pixel is not obscured in any way, and an alpha of 0 would mean that the pixel is completly obscured.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_NORMALMAP_COMPUTE_OCCLUSION']/*"/>	
            <msdn-id>ff476318</msdn-id>	
            <unmanaged>D3DX11_NORMALMAP_COMPUTE_OCCLUSION</unmanaged>	
            <unmanaged-short>D3DX11_NORMALMAP_COMPUTE_OCCLUSION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.NormalMapFlags.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.QueryFlags">
            <summary>	
            <p>Flags that describe miscellaneous query behavior.</p>	
            </summary>	
            <remarks>	
            <p>This flag is part of a query description (see <strong><see cref="T:SharpDX.Direct3D11.QueryDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_MISC_FLAG']/*"/>	
            <msdn-id>ff476196</msdn-id>	
            <unmanaged>D3D11_QUERY_MISC_FLAG</unmanaged>	
            <unmanaged-short>D3D11_QUERY_MISC_FLAG</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><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> when using this flag.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_MISC_PREDICATEHINT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.Device.CreateQuery(SharpDX.Direct3D11.QueryDescription,SharpDX.Direct3D11.Query)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> will return <see cref="F:SharpDX.Result.Ok"/>, and pData will point to a <see cref="T:SharpDX.Bool"/> with a value of <strong>TRUE</strong>. When using this type of query, <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> is disabled.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_EVENT']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>. <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_OCCLUSION']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> returns a UINT64. This kind of query is only useful if two timestamp queries are done in the middle of a <see cref="F:SharpDX.Direct3D11.QueryType.TimestampDisjoint"/> query. The difference of two timestamps can be used to determine how many ticks have elapsed, and the <see cref="F:SharpDX.Direct3D11.QueryType.TimestampDisjoint"/> 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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> is disabled.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_TIMESTAMP']/*"/>	
            <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 <see cref="F:SharpDX.Direct3D11.QueryType.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><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_TIMESTAMP_DISJOINT']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>. <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> will return a <strong><see cref="T:SharpDX.Direct3D11.QueryDataPipelineStatistics"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_PIPELINE_STATISTICS']/*"/>	
            <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 <see cref="F:SharpDX.Direct3D11.QueryType.Occlusion"/>, except <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> returns a <see cref="T:SharpDX.Bool"/> 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_OCCLUSION_PREDICATE']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>. <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> will return a <strong><see cref="T:SharpDX.Direct3D11.StreamOutputStatistics"/></strong> structure.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_SO_STATISTICS']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>. <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> returns a <see cref="T:SharpDX.Bool"/> - <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_SO_OVERFLOW_PREDICATE']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>. <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> will return a <strong><see cref="T:SharpDX.Direct3D11.StreamOutputStatistics"/></strong> structure.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_SO_STATISTICS_STREAM0']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>. <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> returns a <see cref="T:SharpDX.Bool"/> - <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM0']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>. <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> will return a <strong><see cref="T:SharpDX.Direct3D11.StreamOutputStatistics"/></strong> structure.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_SO_STATISTICS_STREAM1']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>. <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> returns a <see cref="T:SharpDX.Bool"/> - <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM1']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>. <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> will return a <strong><see cref="T:SharpDX.Direct3D11.StreamOutputStatistics"/></strong> structure.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_SO_STATISTICS_STREAM2']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>. <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> returns a <see cref="T:SharpDX.Bool"/> - <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM2']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>. <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> will return a <strong><see cref="T:SharpDX.Direct3D11.StreamOutputStatistics"/></strong> structure.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_SO_STATISTICS_STREAM3']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>. <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> returns a <see cref="T:SharpDX.Bool"/> - <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM3']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RTV_DIMENSION']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.Device.CreateRenderTargetView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.RenderTargetViewDescription},SharpDX.Direct3D11.RenderTargetView)"/></strong> to fail.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RTV_DIMENSION_UNKNOWN']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RTV_DIMENSION_BUFFER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RTV_DIMENSION_TEXTURE1D']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RTV_DIMENSION_TEXTURE1DARRAY']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RTV_DIMENSION_TEXTURE2D']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RTV_DIMENSION_TEXTURE2DARRAY']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RTV_DIMENSION_TEXTURE2DMS']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RTV_DIMENSION_TEXTURE3D']/*"/>	
            <msdn-id>ff476206</msdn-id>	
            <unmanaged>D3D11_RTV_DIMENSION_TEXTURE3D</unmanaged>	
            <unmanaged-short>D3D11_RTV_DIMENSION_TEXTURE3D</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.ReportingLevel">
            <summary>	
            <p>Options for the amount of information to report about a device object's lifetime.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is used by <strong><see cref="M:SharpDX.Direct3D11.DeviceDebug.ReportLiveDeviceObjects(SharpDX.Direct3D11.ReportingLevel)"/></strong>.</p><p>Several inline functions exist to combine the options using operators, see the D3D11SDKLayers.h header file for details.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RLDO_FLAGS']/*"/>	
            <msdn-id>ff476205</msdn-id>	
            <unmanaged>D3D11_RLDO_FLAGS</unmanaged>	
            <unmanaged-short>D3D11_RLDO_FLAGS</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RLDO_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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RLDO_DETAIL']/*"/>	
            <msdn-id>ff476205</msdn-id>	
            <unmanaged>D3D11_RLDO_DETAIL</unmanaged>	
            <unmanaged-short>D3D11_RLDO_DETAIL</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ReportingLevel.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.Resource.GetDimension(SharpDX.Direct3D11.ResourceDimension@)"/></strong>. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_DIMENSION']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_DIMENSION_UNKNOWN']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_DIMENSION_BUFFER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_DIMENSION_TEXTURE1D']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_DIMENSION_TEXTURE2D']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_DIMENSION_TEXTURE3D']/*"/>	
            <msdn-id>ff476202</msdn-id>	
            <unmanaged>D3D11_RESOURCE_DIMENSION_TEXTURE3D</unmanaged>	
            <unmanaged-short>D3D11_RESOURCE_DIMENSION_TEXTURE3D</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.ResourceOptionFlags">
            <summary>	
            <p>Identifies options for resources.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is used in <strong><see cref="T:SharpDX.Direct3D11.BufferDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D11.Texture1DDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D11.Texture2DDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D11.Texture3DDescription"/></strong>. </p><p>These flags can be combined by bitwise OR.</p><p>The <strong><see cref="T:SharpDX.Direct3D11.ResourceOptionFlags"/></strong> cannot be used when creating resources with <strong>D3D11_CPU_ACCESS</strong> flags.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_MISC_FLAG']/*"/>	
            <msdn-id>ff476203</msdn-id>	
            <unmanaged>D3D11_RESOURCE_MISC_FLAG</unmanaged>	
            <unmanaged-short>D3D11_RESOURCE_MISC_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ResourceOptionFlags.GenerateMipMaps">
            <summary>	
            <dd> <p>Enables MIP map generation by using <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GenerateMips(SharpDX.Direct3D11.ShaderResourceView)"/></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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_MISC_GENERATE_MIPS']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.Shared"/></strong> and <strong><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.SharedKeyedmutex"/></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> <p><strong>Note</strong>??Starting with Windows?8, <strong>WARP</strong> devices fully support shared resources.</p> <p><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><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.SharedKeyedmutex"/></strong> flags instead.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_MISC_SHARED']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_MISC_TEXTURECUBE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_MISC_BUFFER_STRUCTURED']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.DeviceContext.SetMinimumLod(SharpDX.Direct3D11.Resource,System.Single)"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_MISC_RESOURCE_CLAMP']/*"/>	
            <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><see cref="M:SharpDX.DXGI.KeyedMutex.Acquire(System.Int64,System.Int32)"/></strong> and  <strong><see cref="M:SharpDX.DXGI.KeyedMutex.Release(System.Int64)"/></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><see cref="M:SharpDX.Direct3D11.Device.CreateTexture1D(SharpDX.Direct3D11.Texture1DDescription@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture1D)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.Device.CreateTexture2D(SharpDX.Direct3D11.Texture2DDescription@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture2D)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.Device.CreateTexture3D(SharpDX.Direct3D11.Texture3DDescription@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture3D)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.Device.CreateBuffer(SharpDX.Direct3D11.BufferDescription@,System.Nullable{SharpDX.DataBox},SharpDX.Direct3D11.Buffer)"/></strong> </li> </ul> <p>If you call any of these  methods with the <strong><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.SharedKeyedmutex"/></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><see cref="M:SharpDX.DXGI.KeyedMutex.Acquire(System.Int64,System.Int32)"/></strong> and <strong><see cref="M:SharpDX.DXGI.KeyedMutex.Release(System.Int64)"/></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><see cref="M:SharpDX.DXGI.KeyedMutex.Acquire(System.Int64,System.Int32)"/></strong> before they issue any rendering commands to the surface. When those devices finish rendering, they must call <strong><see cref="M:SharpDX.DXGI.KeyedMutex.Release(System.Int64)"/></strong>.</p> <p><strong> <see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.Shared"/></strong> and <strong><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.SharedKeyedmutex"/></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> <p><strong>Note</strong>??Starting with Windows?8, <strong>WARP</strong> devices fully support shared resources.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.GdiCompatible"/></strong> flag  on surfaces that you use with GDI. Setting the <strong><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.GdiCompatible"/></strong> flag allows GDI rendering on the surface via <strong><see cref="M:SharpDX.DXGI.Surface1.GetDC(SharpDX.Bool)"/></strong>.	
            </p> <p>Consider the following programming tips for using <see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.GdiCompatible"/> when you create a texture or use that texture in a swap chain:</p> <ul> <li><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.SharedKeyedmutex"/> and <see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.GdiCompatible"/> are mutually exclusive. Therefore, do not use them together.</li> <li><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.ResourceClamp"/> and <see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.GdiCompatible"/> 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 <see cref="F:SharpDX.Direct3D11.BindFlags.RenderTarget"/> 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 <see cref="F:SharpDX.Direct3D11.ResourceUsage.Default"/>.</li> <li> <p>You must set the texture format to one of the following types. </p> <ul> <li><see cref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm"/>	
            </li> <li><see cref="F:SharpDX.DXGI.Format.B8G8R8A8_Typeless"/></li> <li><see cref="F:SharpDX.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 <see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.GdiCompatible"/> 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RESOURCE_MISC_GDI_COMPATIBLE']/*"/>	
            <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.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <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 <see cref="!:SharpDX.Direct3D9.Pool"/>). 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_USAGE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_USAGE_DEFAULT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_USAGE_IMMUTABLE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_USAGE_DYNAMIC']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_USAGE_STAGING']/*"/>	
            <msdn-id>ff476259</msdn-id>	
            <unmanaged>D3D11_USAGE_STAGING</unmanaged>	
            <unmanaged-short>D3D11_USAGE_STAGING</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.ScanDataType">
            <summary>	
            <p>Type for scan data.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_DATA_TYPE']/*"/>	
            <msdn-id>ff476322</msdn-id>	
            <unmanaged>D3DX11_SCAN_DATA_TYPE</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_DATA_TYPE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ScanDataType.Float">
            <summary>	
            <dd> <p>FLOAT data.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_DATA_TYPE_FLOAT']/*"/>	
            <msdn-id>ff476322</msdn-id>	
            <unmanaged>D3DX11_SCAN_DATA_TYPE_FLOAT</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_DATA_TYPE_FLOAT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ScanDataType.Int">
            <summary>	
            <dd> <p>INT data.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_DATA_TYPE_INT']/*"/>	
            <msdn-id>ff476322</msdn-id>	
            <unmanaged>D3DX11_SCAN_DATA_TYPE_INT</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_DATA_TYPE_INT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ScanDataType.UInt">
            <summary>	
            <dd> <p>UINT data.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_DATA_TYPE_UINT']/*"/>	
            <msdn-id>ff476322</msdn-id>	
            <unmanaged>D3DX11_SCAN_DATA_TYPE_UINT</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_DATA_TYPE_UINT</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.ScanDirection">
            <summary>	
            <p>Direction to perform scan in.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_DIRECTION']/*"/>	
            <msdn-id>ff476323</msdn-id>	
            <unmanaged>D3DX11_SCAN_DIRECTION</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_DIRECTION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ScanDirection.Forward">
            <summary>	
            <dd> <p>Scan forward.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_DIRECTION_FORWARD']/*"/>	
            <msdn-id>ff476323</msdn-id>	
            <unmanaged>D3DX11_SCAN_DIRECTION_FORWARD</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_DIRECTION_FORWARD</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ScanDirection.Backward">
            <summary>	
            <dd> <p>Scan backward.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_DIRECTION_BACKWARD']/*"/>	
            <msdn-id>ff476323</msdn-id>	
            <unmanaged>D3DX11_SCAN_DIRECTION_BACKWARD</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_DIRECTION_BACKWARD</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.ScanOperationCode">
            <summary>	
            <p>Scan opcodes.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_OPCODE']/*"/>	
            <msdn-id>ff476324</msdn-id>	
            <unmanaged>D3DX11_SCAN_OPCODE</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_OPCODE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ScanOperationCode.Add">
            <summary>	
            <dd> <p>Add values.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_OPCODE_ADD']/*"/>	
            <msdn-id>ff476324</msdn-id>	
            <unmanaged>D3DX11_SCAN_OPCODE_ADD</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_OPCODE_ADD</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ScanOperationCode.Minimum">
            <summary>	
            <dd> <p>Take the minimum value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_OPCODE_MIN']/*"/>	
            <msdn-id>ff476324</msdn-id>	
            <unmanaged>D3DX11_SCAN_OPCODE_MIN</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_OPCODE_MIN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ScanOperationCode.Maximum">
            <summary>	
            <dd> <p>Take the maximum value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_OPCODE_MAX']/*"/>	
            <msdn-id>ff476324</msdn-id>	
            <unmanaged>D3DX11_SCAN_OPCODE_MAX</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_OPCODE_MAX</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ScanOperationCode.Mul">
            <summary>	
            <dd> <p>Multiply the values.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_OPCODE_MUL']/*"/>	
            <msdn-id>ff476324</msdn-id>	
            <unmanaged>D3DX11_SCAN_OPCODE_MUL</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_OPCODE_MUL</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ScanOperationCode.And">
            <summary>	
            <dd> <p>Perform a logical AND on the values.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_OPCODE_AND']/*"/>	
            <msdn-id>ff476324</msdn-id>	
            <unmanaged>D3DX11_SCAN_OPCODE_AND</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_OPCODE_AND</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ScanOperationCode.Or">
            <summary>	
            <dd> <p>Perform a logical OR on the values.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_OPCODE_OR']/*"/>	
            <msdn-id>ff476324</msdn-id>	
            <unmanaged>D3DX11_SCAN_OPCODE_OR</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_OPCODE_OR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ScanOperationCode.Xor">
            <summary>	
            <dd> <p>Perform a logical XOR on the values.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_SCAN_OPCODE_XOR']/*"/>	
            <msdn-id>ff476324</msdn-id>	
            <unmanaged>D3DX11_SCAN_OPCODE_XOR</unmanaged>	
            <unmanaged-short>D3DX11_SCAN_OPCODE_XOR</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceViewExtendedBufferFlags">
            <summary>	
            <p>Identifies how to view a buffer resource.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is used by <strong><see cref="T:SharpDX.Direct3D11.ShaderResourceViewDescription.ExtendedBufferResource"/></strong> </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFEREX_SRV_FLAG']/*"/>	
            <msdn-id>ff476091</msdn-id>	
            <unmanaged>D3D11_BUFFEREX_SRV_FLAG</unmanaged>	
            <unmanaged-short>D3D11_BUFFEREX_SRV_FLAG</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFEREX_SRV_FLAG_RAW']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</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><see cref="M:SharpDX.Direct3D11.Device.CheckMultisampleQualityLevels(SharpDX.DXGI.Format,System.Int32)"/></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><see cref="F:SharpDX.Direct3D11.StandardMultisampleQualityLevels.StandardMultisamplePattern"/></strong> or <strong><see cref="F:SharpDX.Direct3D11.StandardMultisampleQualityLevels.CenterMultisamplePattern"/></strong>. The app can call <strong><see cref="M:SharpDX.Direct3D11.Device.CheckFormatSupport(SharpDX.DXGI.Format)"/></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 <see cref="F:SharpDX.Direct3D11.StandardMultisampleQualityLevels.StandardMultisamplePattern"/>.</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_STANDARD_MULTISAMPLE_QUALITY_LEVELS']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_STANDARD_MULTISAMPLE_PATTERN']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CENTER_MULTISAMPLE_PATTERN']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_STENCIL_OP']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_STENCIL_OP_KEEP']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_STENCIL_OP_ZERO']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetDepthStencilState(SharpDX.Direct3D11.DepthStencilState,System.Int32)"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_STENCIL_OP_REPLACE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_STENCIL_OP_INCR_SAT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_STENCIL_OP_DECR_SAT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_STENCIL_OP_INVERT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_STENCIL_OP_INCR']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_STENCIL_OP_DECR']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE_ADDRESS_MODE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE_ADDRESS_WRAP']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE_ADDRESS_MIRROR']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE_ADDRESS_CLAMP']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE_ADDRESS_BORDER']/*"/>	
            <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 <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Mirror"/> and <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE_ADDRESS_MIRROR_ONCE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURECUBE_FACE']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURECUBE_FACE_POSITIVE_X']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURECUBE_FACE_NEGATIVE_X']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURECUBE_FACE_POSITIVE_Y']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURECUBE_FACE_NEGATIVE_Y']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURECUBE_FACE_POSITIVE_Z']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURECUBE_FACE_NEGATIVE_Z']/*"/>	
            <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.UnorderedAccessViewBufferFlags">
            <summary>	
            <p>Identifies unordered-access view options for a buffer resource.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_UAV_FLAG']/*"/>	
            <msdn-id>ff476096</msdn-id>	
            <unmanaged>D3D11_BUFFER_UAV_FLAG</unmanaged>	
            <unmanaged-short>D3D11_BUFFER_UAV_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.Raw">
            <summary>	
            <dd> <p>Resource contains raw, unstructured data.  Requires the UAV format to be <see cref="F:SharpDX.DXGI.Format.R32_Typeless"/>. For more info about raw viewing of buffers, see Raw Views of Buffers.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_UAV_FLAG_RAW']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.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 <see cref="F:SharpDX.DXGI.Format.Unknown"/>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_UAV_FLAG_APPEND']/*"/>	
            <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><see cref="F:SharpDX.Direct3D11.UnorderedAccessViewBufferFlags.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 <see cref="F:SharpDX.DXGI.Format.Unknown"/>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_UAV_FLAG_COUNTER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UAV_DIMENSION']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UAV_DIMENSION_UNKNOWN']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UAV_DIMENSION_BUFFER']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UAV_DIMENSION_TEXTURE1D']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UAV_DIMENSION_TEXTURE1DARRAY']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UAV_DIMENSION_TEXTURE2D']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UAV_DIMENSION_TEXTURE2DARRAY']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UAV_DIMENSION_TEXTURE3D']/*"/>	
            <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.D3D11">
            <summary>	
            Functions	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.Direct3D11.D3D11']/*"/>	
        </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> <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.</p> </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><see cref="F:SharpDX.Direct3D.DriverType.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> { <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"/>,}; </pre>  <p><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.</p> </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.</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. Otherwise, returns 0.</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.</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 <see cref="F:SharpDX.Direct3D.DriverType.Hardware"/> value.</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>ID3D11Device1</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>ID3D11Device1</strong> interface.	
            </p><p>To create a Direct3D 11.2 device (<strong>ID3D11Device2</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>ID3D11Device2</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 pFeatureLevel 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><see cref="M:SharpDX.Direct3D11.D3D11.CreateDeviceAndSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,System.IntPtr,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D11.Device@,SharpDX.Direct3D.FeatureLevel@,SharpDX.Direct3D11.DeviceContext@)"/></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 <see cref="F:SharpDX.Direct3D.DriverType.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 <see cref="F:SharpDX.Direct3D.DriverType.Hardware"/> value, <strong><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@)"/></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 <see cref="F:SharpDX.Direct3D.DriverType.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 <see cref="F:SharpDX.Direct3D.DriverType.Unknown"/>; it can be set to either:</p> <ul> <li>If <em>DriverType</em> == <see cref="F:SharpDX.Direct3D.DriverType.Software"/>,  <em>Software</em> cannot be <strong><c>null</c></strong>.</li> <li>If <em>DriverType</em> == <see cref="F:SharpDX.Direct3D.DriverType.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><strong>Windows?Phone?8:</strong> This API is supported.</p><p><strong>Windows Phone 8.1:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11CreateDevice']/*"/>	
            <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.D3D11.CreateDeviceAndSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,System.IntPtr,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D11.Device@,SharpDX.Direct3D.FeatureLevel@,SharpDX.Direct3D11.DeviceContext@)">
            <summary>	
            <p>Creates a device that represents the display adapter and a swap chain used for rendering.</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 enumerated  by <strong>IDXGIFactory1::EnumAdapters</strong>. </p> <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.</p> </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><see cref="F:SharpDX.Direct3D.DriverType.Software"/></em>, <em>Software</em> must not be <strong><c>null</c></strong>. Get the handle by  calling LoadLibrary,  LoadLibraryEx ,  or GetModuleHandle. The value should be non-<strong><c>null</c></strong> when <strong><see cref="T:SharpDX.Direct3D.DriverType"/></strong> is <strong><see cref="F:SharpDX.Direct3D.DriverType.Software"/></strong> and <strong><c>null</c></strong> otherwise.</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> { <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"/>,}; </pre>  <p><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.</p> </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="swapChainDescRef"><dd>  <p>A reference to a swap chain description (see <strong><see cref="T:SharpDX.DXGI.SwapChainDescription"/></strong>) that contains initialization parameters for the swap chain.</p> </dd></param>	
            <param name="swapChainOut"><dd>  <p>Returns the address of a reference to the <strong><see cref="T:SharpDX.DXGI.SwapChain"/></strong> object that represents the swap chain used for rendering.</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. Supply <strong><c>null</c></strong> as an input to  return the highest supported feature level in <em>pFeatureLevel</em>.</p> </dd></param>	
            <param name="featureLevelRef"><dd>  <p>Returns a reference to a <strong><see cref="T:SharpDX.Direct3D.FeatureLevel"/></strong>, which represents the first element in an array of feature levels supported  by the device.</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.</p> </dd></param>	
            <returns><p>This method can return one of the Direct3D 11 Return Codes.</p><p>This method returns <strong><see cref="F:SharpDX.DXGI.ResultCode.NotCurrentlyAvailable"/></strong> if you call it in a Session 0 process.</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 <see cref="F:SharpDX.Direct3D.DriverType.Hardware"/> value.</p></returns>	
            <remarks>	
            <p><strong>Note</strong>??If you call this method in a Session 0 process, it returns <strong><see cref="F:SharpDX.DXGI.ResultCode.NotCurrentlyAvailable"/></strong>.</p><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>ID3D11Device1</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>ID3D11Device1</strong> interface.	
            </p><p>To create a Direct3D 11.2 device (<strong>ID3D11Device2</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>ID3D11Device2</strong> interface.	
            </p><p>Also, see the remarks section in <strong><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@)"/></strong> for details about input parameter dependencies. To create a device without  creating a swap chain, use the <strong><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@)"/></strong> function. </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 <see cref="F:SharpDX.Direct3D.DriverType.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 <see cref="F:SharpDX.Direct3D.DriverType.Hardware"/> value, <strong><see cref="M:SharpDX.Direct3D11.D3D11.CreateDeviceAndSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D.DriverType,System.IntPtr,SharpDX.Direct3D11.DeviceCreationFlags,SharpDX.Direct3D.FeatureLevel[],System.Int32,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D11.Device@,SharpDX.Direct3D.FeatureLevel@,SharpDX.Direct3D11.DeviceContext@)"/></strong> returns an <strong><see cref="T:SharpDX.Result"/></strong> of E_INVALIDARG.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11CreateDeviceAndSwapChain']/*"/>	
            <msdn-id>ff476083</msdn-id>	
            <unmanaged>HRESULT D3D11CreateDeviceAndSwapChain([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,[In] const DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,[Out, Optional] IDXGISwapChain** ppSwapChain,[Out, Optional] ID3D11Device** ppDevice,[Out, Optional] D3D_FEATURE_LEVEL* pFeatureLevel,[Out, Optional] ID3D11DeviceContext** ppImmediateContext)</unmanaged>	
            <unmanaged-short>D3D11CreateDeviceAndSwapChain</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.D3DCSX">
            <summary>	
            Functions	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.Direct3D11.D3DCSX']/*"/>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DCSX.CreateFFT2DComplex(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.FastFourierTransformBufferRequirements@,SharpDX.Direct3D11.FastFourierTransform@)">
            <summary>	
            <p>Creates an <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransform"/></strong> COM interface object.</p>	
            </summary>	
            <param name="deviceContextRef">No documentation.</param>	
            <param name="x">No documentation.</param>	
            <param name="y">No documentation.</param>	
            <param name="flags">No documentation.</param>	
            <param name="bufferInfoRef">No documentation.</param>	
            <param name="fFTOut">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateFFT2DComplex']/*"/>	
            <msdn-id>ff476277</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateFFT2DComplex([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int X,[In] unsigned int Y,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>	
            <unmanaged-short>D3DX11CreateFFT2DComplex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DCSX.CreateFFT1DReal(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32,SharpDX.Direct3D11.FastFourierTransformBufferRequirements@,SharpDX.Direct3D11.FastFourierTransform@)">
            <summary>	
            <p>Creates an <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransform"/></strong> COM interface object.</p>	
            </summary>	
            <param name="deviceContextRef">No documentation.</param>	
            <param name="x">No documentation.</param>	
            <param name="flags">No documentation.</param>	
            <param name="bufferInfoRef">No documentation.</param>	
            <param name="fFTOut">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateFFT1DReal']/*"/>	
            <msdn-id>ff476276</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateFFT1DReal([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int X,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>	
            <unmanaged-short>D3DX11CreateFFT1DReal</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DCSX.CreateFFT(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.FastFourierTransformDescription@,System.Int32,SharpDX.Direct3D11.FastFourierTransformBufferRequirements@,SharpDX.Direct3D11.FastFourierTransform)">
            <summary>	
            <p>Creates an <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransform"/></strong> COM interface object.</p>	
            </summary>	
            <param name="deviceContextRef">No documentation.</param>	
            <param name="descRef">No documentation.</param>	
            <param name="flags">No documentation.</param>	
            <param name="bufferInfoRef">No documentation.</param>	
            <param name="fFTOut">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateFFT']/*"/>	
            <msdn-id>ff476274</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateFFT([In] ID3D11DeviceContext* pDeviceContext,[In] const D3DX11_FFT_DESC* pDesc,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out, Fast] ID3DX11FFT** ppFFT)</unmanaged>	
            <unmanaged-short>D3DX11CreateFFT</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DCSX.CreateFFT2DReal(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.FastFourierTransformBufferRequirements@,SharpDX.Direct3D11.FastFourierTransform@)">
            <summary>	
            <p>Creates an <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransform"/></strong> COM interface object.</p>	
            </summary>	
            <param name="deviceContextRef">No documentation.</param>	
            <param name="x">No documentation.</param>	
            <param name="y">No documentation.</param>	
            <param name="flags">No documentation.</param>	
            <param name="bufferInfoRef">No documentation.</param>	
            <param name="fFTOut">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateFFT2DReal']/*"/>	
            <msdn-id>ff476278</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateFFT2DReal([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int X,[In] unsigned int Y,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>	
            <unmanaged-short>D3DX11CreateFFT2DReal</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DCSX.CreateScan(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32,SharpDX.Direct3D11.Scan)">
            <summary>	
            <p>Creates a scan context.</p>	
            </summary>	
            <param name="deviceContextRef"><dd>  <p>The <strong><see cref="T:SharpDX.Direct3D11.DeviceContext"/></strong> the scan is associated with.</p> </dd></param>	
            <param name="maxElementScanSize"><dd>  <p>Maximum single scan size, in elements (FLOAT, UINT, or INT)</p> </dd></param>	
            <param name="maxScanCount"><dd>  <p>Maximum number of scans in multiscan.</p> </dd></param>	
            <param name="scanOut"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.Direct3D11.Scan"/> Interface</strong> reference that will be set to the created interface object.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateScan']/*"/>	
            <msdn-id>ff476281</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateScan([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int MaxElementScanSize,[In] unsigned int MaxScanCount,[Out, Fast] ID3DX11Scan** ppScan)</unmanaged>	
            <unmanaged-short>D3DX11CreateScan</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DCSX.CreateFFT3DComplex(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.FastFourierTransformBufferRequirements@,SharpDX.Direct3D11.FastFourierTransform@)">
            <summary>	
            <p>Creates an <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransform"/></strong> COM interface object.</p>	
            </summary>	
            <param name="deviceContextRef">No documentation.</param>	
            <param name="x">No documentation.</param>	
            <param name="y">No documentation.</param>	
            <param name="z">No documentation.</param>	
            <param name="flags">No documentation.</param>	
            <param name="bufferInfoRef">No documentation.</param>	
            <param name="fFTOut">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateFFT3DComplex']/*"/>	
            <msdn-id>ff476279</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateFFT3DComplex([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int X,[In] unsigned int Y,[In] unsigned int Z,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>	
            <unmanaged-short>D3DX11CreateFFT3DComplex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DCSX.CreateFFT1DComplex(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32,SharpDX.Direct3D11.FastFourierTransformBufferRequirements@,SharpDX.Direct3D11.FastFourierTransform@)">
            <summary>	
            <p>Creates an <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransform"/></strong> COM interface object.</p>	
            </summary>	
            <param name="deviceContextRef">No documentation.</param>	
            <param name="x">No documentation.</param>	
            <param name="flags">No documentation.</param>	
            <param name="bufferInfoRef">No documentation.</param>	
            <param name="fFTOut">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateFFT1DComplex']/*"/>	
            <msdn-id>ff476275</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateFFT1DComplex([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int X,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>	
            <unmanaged-short>D3DX11CreateFFT1DComplex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DCSX.CreateSegmentedScan(SharpDX.Direct3D11.DeviceContext,System.Int32,SharpDX.Direct3D11.SegmentedScan)">
            <summary>	
            <p>Creates a segmented scan context.</p>	
            </summary>	
            <param name="deviceContextRef"><dd>  <p>Pointer to an <strong><see cref="T:SharpDX.Direct3D11.DeviceContext"/></strong> interface.</p> </dd></param>	
            <param name="maxElementScanSize"><dd>  <p>Maximum single scan size, in elements (FLOAT, UINT, or INT).</p> </dd></param>	
            <param name="scanOut"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.Direct3D11.SegmentedScan"/> Interface</strong> reference that will be set to the created interface object.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateSegmentedScan']/*"/>	
            <msdn-id>ff476282</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateSegmentedScan([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int MaxElementScanSize,[Out, Fast] ID3DX11SegmentedScan** ppScan)</unmanaged>	
            <unmanaged-short>D3DX11CreateSegmentedScan</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DCSX.CreateFFT3DReal(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.FastFourierTransformBufferRequirements@,SharpDX.Direct3D11.FastFourierTransform@)">
            <summary>	
            <p>Creates an <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransform"/></strong> COM interface object.</p>	
            </summary>	
            <param name="deviceContextRef">No documentation.</param>	
            <param name="x">No documentation.</param>	
            <param name="y">No documentation.</param>	
            <param name="z">No documentation.</param>	
            <param name="flags">No documentation.</param>	
            <param name="bufferInfoRef">No documentation.</param>	
            <param name="fFTOut">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateFFT3DReal']/*"/>	
            <msdn-id>ff476280</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateFFT3DReal([In] ID3D11DeviceContext* pDeviceContext,[In] unsigned int X,[In] unsigned int Y,[In] unsigned int Z,[In] unsigned int Flags,[Out] D3DX11_FFT_BUFFER_INFO* pBufferInfo,[Out] ID3DX11FFT** ppFFT)</unmanaged>	
            <unmanaged-short>D3DX11CreateFFT3DReal</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.D3DX11">
            <summary>	
            Functions	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.Direct3D11.D3DX11']/*"/>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.CheckVersion(System.Int32,System.Int32)">
            <summary>	
            No documentation.	
            </summary>	
            <param name="d3DSdkVersion">No documentation.</param>	
            <param name="d3DX11SdkVersion">No documentation.</param>	
            <returns>No documentation.</returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CheckVersion']/*"/>	
            <unmanaged>HRESULT D3DX11CheckVersion([In] unsigned int D3DSdkVersion,[In] unsigned int D3DX11SdkVersion)</unmanaged>	
            <unmanaged-short>D3DX11CheckVersion</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.CreateShaderResourceViewFromMemory(SharpDX.Direct3D11.Device,System.IntPtr,SharpDX.PointerSize,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,SharpDX.Direct3D11.ShaderResourceView@,SharpDX.Result@)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use these: </p><ul> <li>DirectXTK library (runtime), <strong>CreateXXXTextureFromMemory</strong> (where XXX is DDS or WIC)</li> <li>DirectXTex library (tools), 	
            <strong>LoadFromXXXMemory</strong> (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games) then  <strong>CreateShaderResourceView</strong></li> </ul><p>Create a shader-resource view from a file in memory.</p>	
            </summary>	
            <param name="deviceRef">No documentation.</param>	
            <param name="srcDataRef">No documentation.</param>	
            <param name="srcDataSize">No documentation.</param>	
            <param name="loadInfoRef">No documentation.</param>	
            <param name="pumpRef">No documentation.</param>	
            <param name="shaderResourceViewOut">No documentation.</param>	
            <param name="hResultRef">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateShaderResourceViewFromMemory']/*"/>	
            <msdn-id>ff476284</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateShaderResourceViewFromMemory([In] ID3D11Device* pDevice,[In] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX11ThreadPump* pPump,[In] ID3D11ShaderResourceView** ppShaderResourceView,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX11CreateShaderResourceViewFromMemory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.SHProjectCubeMap(SharpDX.Direct3D11.DeviceContext,System.Int32,SharpDX.Direct3D11.Texture2D,System.Single[],System.Single[],System.Single[])">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use the Spherical Harmonics Math library, <strong>SHProjectCubeMap</strong>. </p><p>Projects a function represented in a cube map into spherical harmonics.</p>	
            </summary>	
            <param name="contextRef">No documentation.</param>	
            <param name="order">No documentation.</param>	
            <param name="cubeMapRef">No documentation.</param>	
            <param name="rOutRef">No documentation.</param>	
            <param name="gOutRef">No documentation.</param>	
            <param name="bOutRef">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11SHProjectCubeMap']/*"/>	
            <msdn-id>ff476300</msdn-id>	
            <unmanaged>HRESULT D3DX11SHProjectCubeMap([In] ID3D11DeviceContext* pContext,[In] unsigned int Order,[In] ID3D11Texture2D* pCubeMap,[Out, Buffer] float* pROut,[Out, Buffer, Optional] float* pGOut,[Out, Buffer, Optional] float* pBOut)</unmanaged>	
            <unmanaged-short>D3DX11SHProjectCubeMap</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.CreateTextureFromResource(SharpDX.Direct3D11.Device,System.IntPtr,System.String,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,System.IntPtr@,SharpDX.Result@)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use resource functions, then these: </p><ul> <li>DirectXTK library (runtime), <strong>CreateXXXTextureFromMemory</strong> (where XXX is DDS or WIC)</li> <li>DirectXTex library (tools), 	
            <strong>LoadFromXXXMemory</strong> (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games) then  <strong>CreateTexture</strong></li> </ul><p>Create a texture from another resource.</p>	
            </summary>	
            <param name="deviceRef">No documentation.</param>	
            <param name="hSrcModule">No documentation.</param>	
            <param name="srcResourceRef">No documentation.</param>	
            <param name="loadInfoRef">No documentation.</param>	
            <param name="pumpRef">No documentation.</param>	
            <param name="textureOut">No documentation.</param>	
            <param name="hResultRef">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateTextureFromResourceW']/*"/>	
            <msdn-id>ff476288</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateTextureFromResourceW([In] ID3D11Device* pDevice,[In] HINSTANCE hSrcModule,[In] const wchar_t* pSrcResource,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX11ThreadPump* pPump,[Out] void** ppTexture,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX11CreateTextureFromResourceW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.SaveTextureToMemory(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.ImageFileFormat,SharpDX.Direct3D.Blob@,System.Int32)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use the DirectXTex library, <strong>CaptureTexture </strong> then <strong>SaveToXXXMemory</strong> (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games). </p><p>Save a texture to memory.</p>	
            </summary>	
            <param name="contextRef">No documentation.</param>	
            <param name="srcTextureRef">No documentation.</param>	
            <param name="destFormat">No documentation.</param>	
            <param name="destBufOut">No documentation.</param>	
            <param name="flags">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11SaveTextureToMemory']/*"/>	
            <msdn-id>ff476299</msdn-id>	
            <unmanaged>HRESULT D3DX11SaveTextureToMemory([In] ID3D11DeviceContext* pContext,[In] ID3D11Resource* pSrcTexture,[In] D3DX11_IMAGE_FILE_FORMAT DestFormat,[Out] ID3D10Blob** ppDestBuf,[In] unsigned int Flags)</unmanaged>	
            <unmanaged-short>D3DX11SaveTextureToMemory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.GetImageInfoFromResource(System.IntPtr,System.String,System.IntPtr,SharpDX.Direct3D11.ImageInformation@,SharpDX.Result@)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use resource functions, then use  DirectXTex library (tools), 	
            <strong>LoadFromXXXMemory</strong> (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games).</p><p>Retrieves information about a given image in a resource.</p>	
            </summary>	
            <param name="hSrcModule">No documentation.</param>	
            <param name="srcResourceRef">No documentation.</param>	
            <param name="pumpRef">No documentation.</param>	
            <param name="srcInfoRef">No documentation.</param>	
            <param name="hResultRef">No documentation.</param>	
            <returns><p>If the function succeeds, the return value is <see cref="!:SharpDX.Direct3D9.ResultCode.Success"/>. If the function fails, the return value can be the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/></p></returns>	
            <remarks>	
            <p>The compiler setting also determines the function version. If Unicode is defined, the function call resolves to <strong><see cref="M:SharpDX.Direct3D11.D3DX11.GetImageInfoFromResource(System.IntPtr,System.String,System.IntPtr,SharpDX.Direct3D11.ImageInformation@,SharpDX.Result@)"/></strong>. Otherwise, the function call resolves to <strong>D3DX11GetImageInfoFromResourceA</strong> because ANSI strings are being used.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11GetImageInfoFromResourceW']/*"/>	
            <msdn-id>ff476293</msdn-id>	
            <unmanaged>HRESULT D3DX11GetImageInfoFromResourceW([In] HINSTANCE hSrcModule,[In] const wchar_t* pSrcResource,[In] ID3DX11ThreadPump* pPump,[In] D3DX11_IMAGE_INFO* pSrcInfo,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX11GetImageInfoFromResourceW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.CreateShaderResourceViewFromFile(SharpDX.Direct3D11.Device,System.String,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,SharpDX.Direct3D11.ShaderResourceView@,SharpDX.Result@)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use these: </p><ul> <li>DirectXTK library (runtime), <strong>CreateXXXTextureFromFile</strong> (where XXX is DDS or WIC)</li> <li>DirectXTex library (tools), 	
            <strong>LoadFromXXXFile</strong> (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games) then  <strong>CreateShaderResourceView</strong></li> </ul><p>Create a shader-resource view from a file.</p>	
            </summary>	
            <param name="deviceRef">No documentation.</param>	
            <param name="srcFileRef">No documentation.</param>	
            <param name="loadInfoRef">No documentation.</param>	
            <param name="pumpRef">No documentation.</param>	
            <param name="shaderResourceViewOut">No documentation.</param>	
            <param name="hResultRef">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <remarks>	
            <p>For a list of supported image formats, see <strong><see cref="T:SharpDX.Direct3D11.ImageFileFormat"/></strong>. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateShaderResourceViewFromFileW']/*"/>	
            <msdn-id>ff476283</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateShaderResourceViewFromFileW([In] ID3D11Device* pDevice,[In] const wchar_t* pSrcFile,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX11ThreadPump* pPump,[In] ID3D11ShaderResourceView** ppShaderResourceView,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX11CreateShaderResourceViewFromFileW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.CreateTextureFromFile(SharpDX.Direct3D11.Device,System.String,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,System.IntPtr@,SharpDX.Result@)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use these: </p><ul> <li>DirectXTK library (runtime), <strong>CreateXXXTextureFromFile</strong> (where XXX is DDS or WIC)</li> <li>DirectXTex library (tools), 	
            <strong>LoadFromXXXFile</strong> (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games) then  <strong>CreateTexture</strong></li> </ul><p>Create a texture resource from a file.</p>	
            </summary>	
            <param name="deviceRef">No documentation.</param>	
            <param name="srcFileRef">No documentation.</param>	
            <param name="loadInfoRef">No documentation.</param>	
            <param name="pumpRef">No documentation.</param>	
            <param name="textureOut">No documentation.</param>	
            <param name="hResultRef">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateTextureFromFileW']/*"/>	
            <msdn-id>ff476286</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateTextureFromFileW([In] ID3D11Device* pDevice,[In] const wchar_t* pSrcFile,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX11ThreadPump* pPump,[Out] void** ppTexture,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX11CreateTextureFromFileW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.FilterTexture(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.Resource,System.Int32,System.Int32)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use the DirectXTex library, <strong>GenerateMipMaps</strong> and <strong>GenerateMipMaps3D</strong>. </p><p>Generates mipmap chain using a particular texture filter.</p>	
            </summary>	
            <param name="contextRef">No documentation.</param>	
            <param name="textureRef">No documentation.</param>	
            <param name="srcLevel">No documentation.</param>	
            <param name="mipFilter">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11FilterTexture']/*"/>	
            <msdn-id>ff476290</msdn-id>	
            <unmanaged>HRESULT D3DX11FilterTexture([In] ID3D11DeviceContext* pContext,[In] ID3D11Resource* pTexture,[In] unsigned int SrcLevel,[In] unsigned int MipFilter)</unmanaged>	
            <unmanaged-short>D3DX11FilterTexture</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.GetImageInfoFromFile(System.String,System.IntPtr,SharpDX.Direct3D11.ImageInformation@,SharpDX.Result@)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use the DirectXTex library, <strong>GetMetadataFromXXXFile</strong> (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games).</p><p>Retrieves information about a given image file.</p>	
            </summary>	
            <param name="srcFileRef">No documentation.</param>	
            <param name="pumpRef">No documentation.</param>	
            <param name="srcInfoRef">No documentation.</param>	
            <param name="hResultRef">No documentation.</param>	
            <returns><p>If the function succeeds, the return value is <see cref="!:SharpDX.Direct3D9.ResultCode.Success"/>. If the function fails, the return value can be the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/></p></returns>	
            <remarks>	
            <p>This function supports both Unicode and ANSI strings.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11GetImageInfoFromFileW']/*"/>	
            <msdn-id>ff476291</msdn-id>	
            <unmanaged>HRESULT D3DX11GetImageInfoFromFileW([In] const wchar_t* pSrcFile,[In] ID3DX11ThreadPump* pPump,[In] D3DX11_IMAGE_INFO* pSrcInfo,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX11GetImageInfoFromFileW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.CreateShaderResourceViewFromResource(SharpDX.Direct3D11.Device,System.IntPtr,System.String,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,SharpDX.Direct3D11.ShaderResourceView@,SharpDX.Result@)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use resource functions, then these: </p><ul> <li>DirectXTK library (runtime), <strong>CreateXXXTextureFromMemory</strong> (where XXX is DDS or WIC)</li> <li>DirectXTex library (tools), 	
            <strong>LoadFromXXXMemory</strong> (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games) then  <strong>CreateShaderResourceView</strong></li> </ul><p>Create a shader-resource view from a resource.</p>	
            </summary>	
            <param name="deviceRef">No documentation.</param>	
            <param name="hSrcModule">No documentation.</param>	
            <param name="srcResourceRef">No documentation.</param>	
            <param name="loadInfoRef">No documentation.</param>	
            <param name="pumpRef">No documentation.</param>	
            <param name="shaderResourceViewOut">No documentation.</param>	
            <param name="hResultRef">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateShaderResourceViewFromResourceW']/*"/>	
            <msdn-id>ff476285</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateShaderResourceViewFromResourceW([In] ID3D11Device* pDevice,[In] HINSTANCE hSrcModule,[In] const wchar_t* pSrcResource,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX11ThreadPump* pPump,[In] ID3D11ShaderResourceView** ppShaderResourceView,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX11CreateShaderResourceViewFromResourceW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.LoadTextureFromTexture(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.TextureLoadInformation,SharpDX.Direct3D11.Resource)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use the DirectXTex library, <strong>Resize</strong>, <strong>Convert</strong>, <strong>Compress</strong>, <strong>Decompress</strong>, and/or <strong>CopyRectangle</strong>. </p><p>Load a texture from a texture.</p>	
            </summary>	
            <param name="contextRef">No documentation.</param>	
            <param name="srcTextureRef">No documentation.</param>	
            <param name="loadInfoRef">No documentation.</param>	
            <param name="dstTextureRef">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11LoadTextureFromTexture']/*"/>	
            <msdn-id>ff476294</msdn-id>	
            <unmanaged>HRESULT D3DX11LoadTextureFromTexture([In] ID3D11DeviceContext* pContext,[In] ID3D11Resource* pSrcTexture,[In] D3DX11_TEXTURE_LOAD_INFO* pLoadInfo,[In] ID3D11Resource* pDstTexture)</unmanaged>	
            <unmanaged-short>D3DX11LoadTextureFromTexture</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.GetImageInfoFromMemory(System.IntPtr,SharpDX.PointerSize,System.IntPtr,SharpDX.Direct3D11.ImageInformation@,SharpDX.Result@)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use the DirectXTex library, <strong>GetMetadataFromXXXMemory</strong> (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games). </p><p>Get information about an image already loaded into memory.</p>	
            </summary>	
            <param name="srcDataRef">No documentation.</param>	
            <param name="srcDataSize">No documentation.</param>	
            <param name="pumpRef">No documentation.</param>	
            <param name="srcInfoRef">No documentation.</param>	
            <param name="hResultRef">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11GetImageInfoFromMemory']/*"/>	
            <msdn-id>ff476292</msdn-id>	
            <unmanaged>HRESULT D3DX11GetImageInfoFromMemory([In] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] ID3DX11ThreadPump* pPump,[In] D3DX11_IMAGE_INFO* pSrcInfo,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX11GetImageInfoFromMemory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.CreateTextureFromMemory(SharpDX.Direct3D11.Device,System.IntPtr,SharpDX.PointerSize,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,System.IntPtr@,SharpDX.Result@)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use these: </p><ul> <li>DirectXTK library (runtime), <strong>CreateXXXTextureFromMemory</strong> (where XXX is DDS or WIC)</li> <li>DirectXTex library (tools), 	
            <strong>LoadFromXXXMemory</strong> (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games) then  <strong>CreateTexture</strong></li> </ul><p>Create a texture resource from a file residing in system memory.</p>	
            </summary>	
            <param name="deviceRef">No documentation.</param>	
            <param name="srcDataRef">No documentation.</param>	
            <param name="srcDataSize">No documentation.</param>	
            <param name="loadInfoRef">No documentation.</param>	
            <param name="pumpRef">No documentation.</param>	
            <param name="textureOut">No documentation.</param>	
            <param name="hResultRef">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11CreateTextureFromMemory']/*"/>	
            <msdn-id>ff476287</msdn-id>	
            <unmanaged>HRESULT D3DX11CreateTextureFromMemory([In] ID3D11Device* pDevice,[In] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX11ThreadPump* pPump,[Out] void** ppTexture,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX11CreateTextureFromMemory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.ComputeNormalMap(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.Texture2D,SharpDX.Direct3D11.NormalMapFlags,SharpDX.Direct3D11.Channel,System.Single,SharpDX.Direct3D11.Texture2D)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use the DirectXTex library, <strong>ComputeNormalMap</strong>. </p><p>Converts a height map into a normal map. The (x,y,z) components of each normal are mapped to the (r,g,b) channels of the output texture.</p>	
            </summary>	
            <param name="contextRef">No documentation.</param>	
            <param name="srcTextureRef">No documentation.</param>	
            <param name="flags">No documentation.</param>	
            <param name="channel">No documentation.</param>	
            <param name="amplitude">No documentation.</param>	
            <param name="destTextureRef">No documentation.</param>	
            <returns><p>If the function succeeds, the return value is <see cref="!:SharpDX.Direct3D9.ResultCode.Success"/>. If the function fails, the return value can be the following value: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>.</p></returns>	
            <remarks>	
            <p>This method computes the normal by using the central difference with a kernel size of 3x3. RGB channels in the destination contain biased (x,y,z) components of the normal. The central differencing denominator is hardcoded to 2.0.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11ComputeNormalMap']/*"/>	
            <msdn-id>ff476264</msdn-id>	
            <unmanaged>HRESULT D3DX11ComputeNormalMap([In] ID3D11DeviceContext* pContext,[In] ID3D11Texture2D* pSrcTexture,[In] D3DX11_NORMALMAP_FLAG Flags,[In] D3DX11_CHANNEL_FLAG Channel,[In] float Amplitude,[In] ID3D11Texture2D* pDestTexture)</unmanaged>	
            <unmanaged-short>D3DX11ComputeNormalMap</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.D3DX11.SaveTextureToFile(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.ImageFileFormat,System.String)">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p><strong>Note</strong>??Instead of using this function, we recommend that you use the DirectXTex library, <strong>CaptureTexture </strong> then <strong>SaveToXXXFile</strong> (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games). For the simplified scenario of creating a screen shot from a render target texture, we recommend that you use the DirectXTK library, <strong>SaveDDSTextureToFile</strong> or <strong>SaveWICTextureToFile</strong>. </p><p>Save a texture to a file.</p>	
            </summary>	
            <param name="contextRef">No documentation.</param>	
            <param name="srcTextureRef">No documentation.</param>	
            <param name="destFormat">No documentation.</param>	
            <param name="destFileRef">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 11 Return Codes; use the return value to see if the <em>DestFormat</em> is supported.</p></returns>	
            <remarks>	
            <p><strong><see cref="M:SharpDX.Direct3D11.D3DX11.SaveTextureToFile(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.ImageFileFormat,System.String)"/></strong> writes out the extra <strong>DDS_HEADER_DXT10</strong> structure for the input texture only if necessary (for example, because the input texture is in standard RGB (sRGB) format). If <strong><see cref="M:SharpDX.Direct3D11.D3DX11.SaveTextureToFile(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.ImageFileFormat,System.String)"/></strong> writes out the <strong>DDS_HEADER_DXT10</strong> structure, it sets the <strong>dwFourCC</strong> member of the <strong>DDS_PIXELFORMAT</strong> structure for the texture to <strong>DX10</strong> to indicate the prescense of the <strong>DDS_HEADER_DXT10</strong> extended header.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11SaveTextureToFileW']/*"/>	
            <msdn-id>ff476298</msdn-id>	
            <unmanaged>HRESULT D3DX11SaveTextureToFileW([In] ID3D11DeviceContext* pContext,[In] ID3D11Resource* pSrcTexture,[In] D3DX11_IMAGE_FILE_FORMAT DestFormat,[In] const wchar_t* pDestFile)</unmanaged>	
            <unmanaged-short>D3DX11SaveTextureToFileW</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.ResultCode">
            <summary>	
            Functions	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.Direct3D11.ResultCode']/*"/>	
        </member>
        <member name="F:SharpDX.Direct3D11.ResultCode.TooManyUniqueViewObjects">
            <summary>Constant TooManyUniqueViewObjects.</summary>
            <unmanaged>D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ResultCode.DeferredContextMapWithoutInitialDiscard">
            <summary>Constant DeferredContextMapWithoutInitialDiscard.</summary>
            <unmanaged>D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ResultCode.TooManyUniqueStateObjects">
            <summary>Constant TooManyUniqueStateObjects.</summary>
            <unmanaged>D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ResultCode.FileNotFound">
            <summary>Constant FileNotFound.</summary>
            <unmanaged>D3D11_ERROR_FILE_NOT_FOUND</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ResultCode.CannotModifyIndexBuffer">
            <summary>Constant CannotModifyIndexBuffer.</summary>
            <unmanaged>D3DX11_ERR_CANNOT_MODIFY_INDEX_BUFFER</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ResultCode.CannotAttrSort">
            <summary>Constant CannotAttrSort.</summary>
            <unmanaged>D3DX11_ERR_CANNOT_ATTR_SORT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ResultCode.SkinningNotSupported">
            <summary>Constant SkinningNotSupported.</summary>
            <unmanaged>D3DX11_ERR_SKINNING_NOT_SUPPORTED</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ResultCode.LoadedMeshHasNoData">
            <summary>Constant LoadedMeshHasNoData.</summary>
            <unmanaged>D3DX11_ERR_LOADED_MESH_HAS_NO_DATA</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ResultCode.CannotRemoveLastItem">
            <summary>Constant CannotRemoveLastItem.</summary>
            <unmanaged>D3DX11_ERR_CANNOT_REMOVE_LAST_ITEM</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ResultCode.DuplicateNamedFragment">
            <summary>Constant DuplicateNamedFragment.</summary>
            <unmanaged>D3DX11_ERR_DUPLICATE_NAMED_FRAGMENT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ResultCode.InvalidMesh">
            <summary>Constant InvalidMesh.</summary>
            <unmanaged>D3DX11_ERR_INVALID_MESH</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ResultCode.InvalidData">
            <summary>Constant InvalidData.</summary>
            <unmanaged>D3DX11_ERR_INVALID_DATA</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.ResultCode.TooManyInfluences">
            <summary>Constant TooManyInfluences.</summary>
            <unmanaged>D3DX11_ERR_TOO_MANY_INFLUENCES</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.CommandList">
            <summary>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.CommandList"/></strong> interface encapsulates a list of graphics commands for play back.</p>	
            </summary>	
            <remarks>	
            <p>There is no explicit creation method, simply declare an <strong><see cref="T:SharpDX.Direct3D11.CommandList"/></strong> interface, then call <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.FinishCommandListInternal(SharpDX.Bool,SharpDX.Direct3D11.CommandList@)"/></strong> to record commands or <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.ExecuteCommandList(SharpDX.Direct3D11.CommandList,SharpDX.Bool)"/></strong> to play back commands.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11CommandList']/*"/>	
            <msdn-id>ff476361</msdn-id>	
            <unmanaged>ID3D11CommandList</unmanaged>	
            <unmanaged-short>ID3D11CommandList</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.CommandList.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.CommandList"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.CommandList.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.CommandList">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.CommandList"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.CommandList.GetContextFlags">
            <summary>	
            <p>Gets the initialization flags associated with the deferred context that created the command list.</p>	
            </summary>	
            <returns><p>The context flag is reserved for future use and is always 0.</p></returns>	
            <remarks>	
            <p>The GetContextFlags method gets the flags that were supplied to the <em>ContextFlags</em> parameter of <strong><see cref="M:SharpDX.Direct3D11.Device.CreateDeferredContext(System.Int32,SharpDX.Direct3D11.DeviceContext)"/></strong>; however, the context flag is reserved for future use.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11CommandList::GetContextFlags']/*"/>	
            <msdn-id>ff476362</msdn-id>	
            <unmanaged>unsigned int ID3D11CommandList::GetContextFlags()</unmanaged>	
            <unmanaged-short>ID3D11CommandList::GetContextFlags</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.CommandList.ContextFlags">
            <summary>	
            <p>Gets the initialization flags associated with the deferred context that created the command list.</p>	
            </summary>	
            <remarks>	
            <p>The GetContextFlags method gets the flags that were supplied to the <em>ContextFlags</em> parameter of <strong><see cref="M:SharpDX.Direct3D11.Device.CreateDeferredContext(System.Int32,SharpDX.Direct3D11.DeviceContext)"/></strong>; however, the context flag is reserved for future use.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11CommandList::GetContextFlags']/*"/>	
            <msdn-id>ff476362</msdn-id>	
            <unmanaged>GetContextFlags</unmanaged>	
            <unmanaged-short>GetContextFlags</unmanaged-short>	
            <unmanaged>unsigned int ID3D11CommandList::GetContextFlags()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.DomainShaderStage">
            <summary>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.DeviceContext"/></strong> interface represents a device context which generates rendering commands.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext']/*"/>	
            <msdn-id>ff476385</msdn-id>	
            <unmanaged>ID3D11DeviceContext</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShaderStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.DomainShaderStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.DomainShaderStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.DomainShaderStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.DomainShaderStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DSSetShaderResources']/*"/>	
            <msdn-id>ff476421</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::DSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const void** 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DSSetShader']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DSSetShader']/*"/>	
            <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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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 = <see cref="F:SharpDX.Direct3D11.Filter.MinMagMipLinear"/>;	
            SamplerDesc.AddressU = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressV = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressW = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = <see cref="F:SharpDX.Direct3D11.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DSSetSamplers']/*"/>	
            <msdn-id>ff476419</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::DSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const void** 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="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferApiSlotCount"/></strong> - 1).</p> </dd></param>	
            <param name="numBuffers"><dd>  <p>Number of buffers to set (ranges from 0 to <strong><see cref="F:SharpDX.Direct3D11.CommonShaderStage.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DSSetConstantBuffers']/*"/>	
            <msdn-id>ff476418</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::DSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void** 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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DSGetShaderResources']/*"/>	
            <msdn-id>ff476417</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::DSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DSGetShader']/*"/>	
            <msdn-id>ff476416</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::DSGetShader([Out] 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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DSGetSamplers']/*"/>	
            <msdn-id>ff476415</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::DSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] 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="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>	
            <param name="numBuffers"><dd>  <p>Number of buffers to retrieve (ranges from 0 to <see cref="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::DSGetConstantBuffers']/*"/>	
            <msdn-id>ff476414</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::DSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D11Buffer** ppConstantBuffers)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::DSGetConstantBuffers</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.GeometryShader">
            <summary>	
            <p>A geometry-shader interface manages an executable program (a geometry shader) that controls the geometry-shader stage.</p>	
            </summary>	
            <remarks>	
            <p>The geometry-shader interface has no methods; use HLSL to implement your shader functionality. All shaders are implemented from a common set of features referred to as the common-shader core..</p><p>To create a geometry shader interface, call either <strong><see cref="M:SharpDX.Direct3D11.Device.CreateGeometryShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.GeometryShader)"/></strong> or <strong><see cref="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)"/></strong>. Before using a geometry shader you must bind it to the device by calling <strong><see cref="M:SharpDX.Direct3D11.GeometryShaderStage.SetShader(SharpDX.Direct3D11.GeometryShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)"/></strong>.</p><p>This interface is defined in D3D11.h.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11GeometryShader']/*"/>	
            <msdn-id>ff476536</msdn-id>	
            <unmanaged>ID3D11GeometryShader</unmanaged>	
            <unmanaged-short>ID3D11GeometryShader</unmanaged-short>	
        </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.GeometryShader.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.GeometryShader"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShader.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.GeometryShader">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.GeometryShader"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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="T:SharpDX.Direct3D11.GeometryShaderStage">
            <summary>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.DeviceContext"/></strong> interface represents a device context which generates rendering commands.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext']/*"/>	
            <msdn-id>ff476385</msdn-id>	
            <unmanaged>ID3D11DeviceContext</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShaderStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.GeometryShaderStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.GeometryShaderStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.GeometryShaderStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.GeometryShaderStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferApiSlotCount"/></strong> - 1).</p> </dd></param>	
            <param name="numBuffers"><dd>  <p>Number of buffers to set (ranges from 0 to <strong><see cref="F:SharpDX.Direct3D11.CommonShaderStage.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><see cref="!:SharpDX.D3DCompiler.ShaderReflection.GetConstantBuffer"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GSSetConstantBuffers']/*"/>	
            <msdn-id>ff476436</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::GSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void** 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GSSetShader']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GSSetShader']/*"/>	
            <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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GSSetShaderResources']/*"/>	
            <msdn-id>ff476439</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::GSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const void** 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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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 = <see cref="F:SharpDX.Direct3D11.Filter.MinMagMipLinear"/>;	
            SamplerDesc.AddressU = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressV = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressW = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = <see cref="F:SharpDX.Direct3D11.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GSSetSamplers']/*"/>	
            <msdn-id>ff476437</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::GSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const void** 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="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>	
            <param name="numBuffers"><dd>  <p>Number of buffers to retrieve (ranges from 0 to <see cref="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GSGetConstantBuffers']/*"/>	
            <msdn-id>ff476432</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::GSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GSGetShader']/*"/>	
            <msdn-id>ff476434</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::GSGetShader([Out] 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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GSGetShaderResources']/*"/>	
            <msdn-id>ff476435</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::GSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] 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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::GSGetSamplers']/*"/>	
            <msdn-id>ff476433</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::GSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D11SamplerState** ppSamplers)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::GSGetSamplers</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.HullShader">
            <summary>	
            <p>A hull-shader interface manages an executable program (a hull shader) that controls the hull-shader stage.</p>	
            </summary>	
            <remarks>	
            <p>The hull-shader interface has no methods; use HLSL to implement your shader functionality. All shaders are implemented from a common set of features referred to as the common-shader core..</p><p>To create a hull-shader interface, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateHullShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.HullShader)"/></strong>. Before using a hull shader you must bind it to the device by calling <strong><see cref="M:SharpDX.Direct3D11.HullShaderStage.SetShader(SharpDX.Direct3D11.HullShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)"/></strong>.</p><p>This interface is defined in D3D11.h.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11HullShader']/*"/>	
            <msdn-id>ff476537</msdn-id>	
            <unmanaged>ID3D11HullShader</unmanaged>	
            <unmanaged-short>ID3D11HullShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.HullShader.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.HullShader"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.HullShader.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.HullShader">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.HullShader"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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="T:SharpDX.Direct3D11.HullShaderStage">
            <summary>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.DeviceContext"/></strong> interface represents a device context which generates rendering commands.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext']/*"/>	
            <msdn-id>ff476385</msdn-id>	
            <unmanaged>ID3D11DeviceContext</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.HullShaderStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.HullShaderStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.HullShaderStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.HullShaderStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.HullShaderStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::HSSetShaderResources']/*"/>	
            <msdn-id>ff476448</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::HSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const void** 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::HSSetShader']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::HSSetShader']/*"/>	
            <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 = <see cref="F:SharpDX.Direct3D11.Filter.MinMagMipLinear"/>;	
            SamplerDesc.AddressU = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressV = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressW = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = <see cref="F:SharpDX.Direct3D11.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::HSSetSamplers']/*"/>	
            <msdn-id>ff476446</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::HSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const void** 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::HSSetConstantBuffers']/*"/>	
            <msdn-id>ff476445</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::HSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void** 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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::HSGetShaderResources']/*"/>	
            <msdn-id>ff476443</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::HSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::HSGetShader']/*"/>	
            <msdn-id>ff476442</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::HSGetShader([Out] 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::HSGetSamplers']/*"/>	
            <msdn-id>ff476441</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::HSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::HSGetConstantBuffers']/*"/>	
            <msdn-id>ff476440</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::HSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D11Buffer** ppConstantBuffers)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::HSGetConstantBuffers</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.InfoQueue">
            <summary>	
            <p>An information-queue interface stores, retrieves, and filters debug messages. The queue consists of a message queue, an optional storage filter stack, and a optional retrieval filter stack.</p>	
            </summary>	
            <remarks>	
            <p>To get this interface, turn on debug layer and use <strong>IUnknown::QueryInterface</strong> from the <strong><see cref="T:SharpDX.Direct3D11.Device"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue']/*"/>	
            <msdn-id>ff476538</msdn-id>	
            <unmanaged>ID3D11InfoQueue</unmanaged>	
            <unmanaged-short>ID3D11InfoQueue</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.InfoQueue"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.InfoQueue.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.InfoQueue">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.InfoQueue"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::SetMessageCountLimit']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::ClearStoredMessages']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.InfoQueue.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetMessageW']/*"/>	
            <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.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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetNumMessagesAllowedByStorageFilter']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetNumMessagesDeniedByStorageFilter']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetNumStoredMessages']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.InfoQueue.GetMessageCountLimit"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.InfoQueue.SetMessageCountLimit(System.Int64)"/></strong>, respectively.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetNumMessagesDiscardedByMessageCountLimit']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetMessageCountLimit']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::AddStorageFilterEntries']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetStorageFilter']/*"/>	
            <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.ClearStorageFilter">
            <summary>	
            <p>Remove a storage filter from the top of the storage-filter stack.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::ClearStorageFilter']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::PushEmptyStorageFilter']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::PushCopyOfStorageFilter']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::PushStorageFilter']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::PopStorageFilter']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetStorageFilterStackSize']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.InfoQueue.AddRetrievalFilterEntries(SharpDX.Direct3D11.InfoQueueFilter)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::AddRetrievalFilterEntries']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetRetrievalFilter']/*"/>	
            <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="M:SharpDX.Direct3D11.InfoQueue.ClearRetrievalFilter">
            <summary>	
            <p>Remove a retrieval filter from the top of the retrieval-filter stack.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::ClearRetrievalFilter']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::PushEmptyRetrievalFilter']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::PushCopyOfRetrievalFilter']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::PushRetrievalFilter']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::PopRetrievalFilter']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetRetrievalFilterStackSize']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.InfoQueue.AddApplicationMessage(SharpDX.Direct3D11.MessageSeverity,System.String)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::AddMessage']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::AddApplicationMessage']/*"/>	
            <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.Bool)">
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::SetBreakOnCategory']/*"/>	
            <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.Bool)">
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::SetBreakOnSeverity']/*"/>	
            <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.Bool)">
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::SetBreakOnID']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetBreakOnCategory']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetBreakOnSeverity']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetBreakOnID']/*"/>	
            <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.Bool)">
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::SetMuteDebugOutput']/*"/>	
            <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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetMuteDebugOutput']/*"/>	
            <msdn-id>ff476551</msdn-id>	
            <unmanaged>BOOL ID3D11InfoQueue::GetMuteDebugOutput()</unmanaged>	
            <unmanaged-short>ID3D11InfoQueue::GetMuteDebugOutput</unmanaged-short>	
        </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.MessageCountLimit">
            <summary>	
            <p>Get or sets 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetMessageCountLimit']/*"/>	
            <msdn-id>ff476550</msdn-id>	
            <unmanaged>GetMessageCountLimit / SetMessageCountLimit</unmanaged>	
            <unmanaged-short>GetMessageCountLimit</unmanaged-short>	
            <unmanaged>unsigned longlong ID3D11InfoQueue::GetMessageCountLimit()</unmanaged>
        </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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetNumMessagesAllowedByStorageFilter']/*"/>	
            <msdn-id>ff476552</msdn-id>	
            <unmanaged>GetNumMessagesAllowedByStorageFilter</unmanaged>	
            <unmanaged-short>GetNumMessagesAllowedByStorageFilter</unmanaged-short>	
            <unmanaged>unsigned longlong ID3D11InfoQueue::GetNumMessagesAllowedByStorageFilter()</unmanaged>
        </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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetNumMessagesDeniedByStorageFilter']/*"/>	
            <msdn-id>ff476553</msdn-id>	
            <unmanaged>GetNumMessagesDeniedByStorageFilter</unmanaged>	
            <unmanaged-short>GetNumMessagesDeniedByStorageFilter</unmanaged-short>	
            <unmanaged>unsigned longlong ID3D11InfoQueue::GetNumMessagesDeniedByStorageFilter()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueue.NumStoredMessages">
            <summary>	
            <p>Get the number of messages currently stored in the message queue.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetNumStoredMessages']/*"/>	
            <msdn-id>ff476556</msdn-id>	
            <unmanaged>GetNumStoredMessages</unmanaged>	
            <unmanaged-short>GetNumStoredMessages</unmanaged-short>	
            <unmanaged>unsigned longlong ID3D11InfoQueue::GetNumStoredMessages()</unmanaged>
        </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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter']/*"/>	
            <msdn-id>ff476557</msdn-id>	
            <unmanaged>GetNumStoredMessagesAllowedByRetrievalFilter</unmanaged>	
            <unmanaged-short>GetNumStoredMessagesAllowedByRetrievalFilter</unmanaged-short>	
            <unmanaged>unsigned longlong ID3D11InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter()</unmanaged>
        </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><see cref="M:SharpDX.Direct3D11.InfoQueue.GetMessageCountLimit"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.InfoQueue.SetMessageCountLimit(System.Int64)"/></strong>, respectively.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetNumMessagesDiscardedByMessageCountLimit']/*"/>	
            <msdn-id>ff476554</msdn-id>	
            <unmanaged>GetNumMessagesDiscardedByMessageCountLimit</unmanaged>	
            <unmanaged-short>GetNumMessagesDiscardedByMessageCountLimit</unmanaged-short>	
            <unmanaged>unsigned longlong ID3D11InfoQueue::GetNumMessagesDiscardedByMessageCountLimit()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueue.StorageFilterStackSize">
            <summary>	
            <p>Get the size of the storage-filter stack in bytes.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetStorageFilterStackSize']/*"/>	
            <msdn-id>ff476561</msdn-id>	
            <unmanaged>GetStorageFilterStackSize</unmanaged>	
            <unmanaged-short>GetStorageFilterStackSize</unmanaged-short>	
            <unmanaged>unsigned int ID3D11InfoQueue::GetStorageFilterStackSize()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.InfoQueue.RetrievalFilterStackSize">
            <summary>	
            <p>Get the size of the retrieval-filter stack in bytes.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetRetrievalFilterStackSize']/*"/>	
            <msdn-id>ff476559</msdn-id>	
            <unmanaged>GetRetrievalFilterStackSize</unmanaged>	
            <unmanaged-short>GetRetrievalFilterStackSize</unmanaged-short>	
            <unmanaged>unsigned int ID3D11InfoQueue::GetRetrievalFilterStackSize()</unmanaged>
        </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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InfoQueue::GetMuteDebugOutput']/*"/>	
            <msdn-id>ff476551</msdn-id>	
            <unmanaged>GetMuteDebugOutput / SetMuteDebugOutput</unmanaged>	
            <unmanaged-short>GetMuteDebugOutput</unmanaged-short>	
            <unmanaged>BOOL ID3D11InfoQueue::GetMuteDebugOutput()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.InputLayout">
            <summary>	
            <p>An input-layout interface holds a definition of how to feed vertex data that is laid out in memory into the input-assembler stage of the graphics pipeline.</p>	
            </summary>	
            <remarks>	
            <p>To create an input-layout object, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateInputLayout(SharpDX.Direct3D11.InputElement[],System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.InputLayout)"/></strong>. To bind the input-layout object to the input-assembler stage, call <strong><see cref="M:SharpDX.Direct3D11.InputAssemblerStage.SetInputLayout(SharpDX.Direct3D11.InputLayout)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11InputLayout']/*"/>	
            <msdn-id>ff476575</msdn-id>	
            <unmanaged>ID3D11InputLayout</unmanaged>	
            <unmanaged-short>ID3D11InputLayout</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.InputLayout.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.InputLayout"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.InputLayout.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.InputLayout">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.InputLayout"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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.PixelShader">
            <summary>	
            <p>A pixel-shader interface manages an executable program (a pixel shader) that controls the pixel-shader stage.</p>	
            </summary>	
            <remarks>	
            <p>The pixel-shader interface has no methods; use HLSL to implement your shader functionality. All shaders in are implemented from a common set of features referred to as the common-shader core..</p><p>To create a pixel shader interface, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreatePixelShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.PixelShader)"/></strong>. Before using a pixel shader you must bind it to the device by calling <strong><see cref="M:SharpDX.Direct3D11.PixelShaderStage.SetShader(SharpDX.Direct3D11.PixelShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)"/></strong>.</p><p>This interface is defined in D3D11.h.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11PixelShader']/*"/>	
            <msdn-id>ff476576</msdn-id>	
            <unmanaged>ID3D11PixelShader</unmanaged>	
            <unmanaged-short>ID3D11PixelShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShader.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.PixelShader"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShader.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.PixelShader">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.PixelShader"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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="T:SharpDX.Direct3D11.PixelShaderStage">
            <summary>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.DeviceContext"/></strong> interface represents a device context which generates rendering commands.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext']/*"/>	
            <msdn-id>ff476385</msdn-id>	
            <unmanaged>ID3D11DeviceContext</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext</unmanaged-short>	
        </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.OutputRegisterComponentBitCount">
            <summary>Constant OutputRegisterComponentBitCount.</summary>
            <unmanaged>D3D11_PS_OUTPUT_REGISTER_COMPONENT_BIT_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="F:SharpDX.Direct3D11.PixelShaderStage.OutputRegisterComponents">
            <summary>Constant OutputRegisterComponents.</summary>
            <unmanaged>D3D11_PS_OUTPUT_REGISTER_COMPONENTS</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.InputRegisterComponents">
            <summary>Constant InputRegisterComponents.</summary>
            <unmanaged>D3D11_PS_INPUT_REGISTER_COMPONENTS</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.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.FrontfacingTrueValue">
            <summary>Constant FrontfacingTrueValue.</summary>
            <unmanaged>D3D11_PS_FRONTFACING_TRUE_VALUE</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.OutputDepthRegisterComponents">
            <summary>Constant OutputDepthRegisterComponents.</summary>
            <unmanaged>D3D11_PS_OUTPUT_DEPTH_REGISTER_COMPONENTS</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.OutputRegisterCount">
            <summary>Constant OutputRegisterCount.</summary>
            <unmanaged>D3D11_PS_OUTPUT_REGISTER_COUNT</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.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.InputRegisterCount">
            <summary>Constant InputRegisterCount.</summary>
            <unmanaged>D3D11_PS_INPUT_REGISTER_COUNT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.PixelShaderStage.InputRegisterReadPorts">
            <summary>Constant InputRegisterReadPorts.</summary>
            <unmanaged>D3D11_PS_INPUT_REGISTER_READ_PORTS</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShaderStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.PixelShaderStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.PixelShaderStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.PixelShaderStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.PixelShaderStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::PSSetShaderResources']/*"/>	
            <msdn-id>ff476473</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::PSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const void** 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::PSSetShader']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::PSSetShader']/*"/>	
            <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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><see cref="F:SharpDX.Direct3D11.Filter.MinMagMipLinear"/></td></tr> <tr><td>AddressU</td><td><see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/></td></tr> <tr><td>AddressV</td><td><see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/></td></tr> <tr><td>AddressW</td><td><see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/></td></tr> <tr><td>MipLODBias</td><td>0</td></tr> <tr><td>MaxAnisotropy</td><td>1</td></tr> <tr><td>ComparisonFunc</td><td><see cref="F:SharpDX.Direct3D11.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::PSSetSamplers']/*"/>	
            <msdn-id>ff476471</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::PSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const void** 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="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferApiSlotCount"/></strong> - 1).</p> </dd></param>	
            <param name="numBuffers"><dd>  <p>Number of buffers to set (ranges from 0 to <strong><see cref="F:SharpDX.Direct3D11.CommonShaderStage.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>If the application wants the shader to access other parts of the buffer, it must call the <strong>PSSetConstantBuffers1</strong> method instead. </p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::PSSetConstantBuffers']/*"/>	
            <msdn-id>ff476470</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::PSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void** 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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::PSGetShaderResources']/*"/>	
            <msdn-id>ff476473</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::PSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::PSGetShader']/*"/>	
            <msdn-id>ff476468</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::PSGetShader([Out] 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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::PSGetSamplers']/*"/>	
            <msdn-id>ff476467</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::PSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] 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="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferApiSlotCount"/> - 1).</p> </dd></param>	
            <param name="numBuffers"><dd>  <p>Number of buffers to retrieve (ranges from 0 to <see cref="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::PSGetConstantBuffers']/*"/>	
            <msdn-id>ff476466</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::PSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D11Buffer** ppConstantBuffers)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::PSGetConstantBuffers</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.Predicate">
            <summary>	
            <p>A predicate interface determines whether geometry should be processed depending on the results of a previous draw call.</p>	
            </summary>	
            <remarks>	
            <p>To create a predicate object, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreatePredicate(SharpDX.Direct3D11.QueryDescription,SharpDX.Direct3D11.Predicate)"/></strong>. To set the predicate object, call <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.SetPredication(SharpDX.Direct3D11.Predicate,SharpDX.Bool)"/></strong>.</p><p>There are two types of predicates: stream-output-overflow predicates and occlusion predicates. Stream-output-overflow predicates cause any geometry residing in stream-output buffers that were overflowed to not be processed. Occlusion predicates cause any geometry that did not have a single sample pass the depth/stencil tests to not be processed.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Predicate']/*"/>	
            <msdn-id>ff476577</msdn-id>	
            <unmanaged>ID3D11Predicate</unmanaged>	
            <unmanaged-short>ID3D11Predicate</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.Query">
            <summary>	
            <p>A query interface queries information from the GPU.</p>	
            </summary>	
            <remarks>	
            <p>A query can be created with <strong><see cref="M:SharpDX.Direct3D11.Device.CreateQuery(SharpDX.Direct3D11.QueryDescription,SharpDX.Direct3D11.Query)"/></strong>.</p><p>Query data is typically gathered by issuing an <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> command, issuing some graphics commands, issuing an <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong> command, and then calling <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> to get data about what happened in between the Begin and End calls. The data returned by <strong>GetData</strong> will be different depending on the type of query.</p><p>There are, however, some queries that do not require calls to <strong>Begin</strong>. For a list of possible queries see <strong><see cref="T:SharpDX.Direct3D11.QueryType"/></strong>.</p><p>A query is typically executed as shown in the following code:</p><pre> <see cref="T:SharpDX.Direct3D11.QueryDescription"/> queryDesc;	
            ... // Fill out queryDesc structure	
            <see cref="T:SharpDX.Direct3D11.Query"/> * pQuery;	
            pDevice-&gt;CreateQuery(&amp;queryDesc, &amp;pQuery);	
            pDeviceContext-&gt;Begin(pQuery); ... // Issue graphics commands pDeviceContext-&gt;End(pQuery);	
            UINT64 queryData; // This data type is different depending on the query type while( <see cref="F:SharpDX.Result.Ok"/> != pDeviceContext-&gt;GetData(pQuery, &amp;queryData, sizeof(UINT64), 0) )	
            {	
            }	
            </pre><p>When using a query that does not require a call to <strong>Begin</strong>, it still requires a call to <strong>End</strong>. The call to <strong>End</strong> causes the data returned by <strong>GetData</strong> to be accurate up until the last call to <strong>End</strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Query']/*"/>	
            <msdn-id>ff476578</msdn-id>	
            <unmanaged>ID3D11Query</unmanaged>	
            <unmanaged-short>ID3D11Query</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Query.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Query"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.Query.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.Query">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.Query"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Query::GetDesc']/*"/>	
            <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.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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Query::GetDesc']/*"/>	
            <msdn-id>ff476579</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11Query::GetDesc([Out] D3D11_QUERY_DESC* pDesc)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.Predicate.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Predicate"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.Predicate.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.Predicate">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.Predicate"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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="T:SharpDX.Direct3D11.RasterizerState">
            <summary>	
            <p>The rasterizer-state interface holds a description for rasterizer state that you can bind to the rasterizer stage.</p>	
            </summary>	
            <remarks>	
            <p>To create a rasterizer-state object, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateRasterizerState(SharpDX.Direct3D11.RasterizerStateDescription@,SharpDX.Direct3D11.RasterizerState)"/></strong>. To bind the rasterizer-state object to the rasterizer stage, call <strong><see cref="M:SharpDX.Direct3D11.RasterizerStage.SetState(SharpDX.Direct3D11.RasterizerState)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11RasterizerState']/*"/>	
            <msdn-id>ff476580</msdn-id>	
            <unmanaged>ID3D11RasterizerState</unmanaged>	
            <unmanaged-short>ID3D11RasterizerState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerState.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.RasterizerState"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.RasterizerState.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.RasterizerState">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.RasterizerState"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><see cref="M:SharpDX.Direct3D11.Device.CreateRasterizerState(SharpDX.Direct3D11.RasterizerStateDescription@,SharpDX.Direct3D11.RasterizerState)"/></strong> method to create the rasterizer-state object.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11RasterizerState::GetDesc']/*"/>	
            <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.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><see cref="M:SharpDX.Direct3D11.Device.CreateRasterizerState(SharpDX.Direct3D11.RasterizerStateDescription@,SharpDX.Direct3D11.RasterizerState)"/></strong> method to create the rasterizer-state object.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11RasterizerState::GetDesc']/*"/>	
            <msdn-id>ff476581</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11RasterizerState::GetDesc([Out] D3D11_RASTERIZER_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.RenderTargetView">
            <summary>	
            <p>A render-target-view interface identifies the render-target subresources that can be accessed during rendering.</p>	
            </summary>	
            <remarks>	
            <p>To create a render-target view, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateRenderTargetView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.RenderTargetViewDescription},SharpDX.Direct3D11.RenderTargetView)"/></strong>. To bind a render-target view to the pipeline, call <strong><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargets(SharpDX.Direct3D11.DepthStencilView,SharpDX.Direct3D11.RenderTargetView)"/></strong>.</p><p>A rendertarget is a resource that can be written by the output-merger stage at the end of a render pass. Each render-target should also have a corresponding depth-stencil view.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11RenderTargetView']/*"/>	
            <msdn-id>ff476582</msdn-id>	
            <unmanaged>ID3D11RenderTargetView</unmanaged>	
            <unmanaged-short>ID3D11RenderTargetView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.RenderTargetView.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.RenderTargetView"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.RenderTargetView.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.RenderTargetView">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.RenderTargetView"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11RenderTargetView::GetDesc']/*"/>	
            <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.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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11RenderTargetView::GetDesc']/*"/>	
            <msdn-id>ff476583</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11RenderTargetView::GetDesc([Out] D3D11_RENDER_TARGET_VIEW_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.SamplerState">
            <summary>	
            <p>The sampler-state interface holds a description for sampler state that you can bind to any shader stage of the pipeline for reference by texture sample operations.</p>	
            </summary>	
            <remarks>	
            <p>To create a sampler-state object, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateSamplerState(SharpDX.Direct3D11.SamplerStateDescription@,SharpDX.Direct3D11.SamplerState)"/></strong>.</p><p>To bind a sampler-state object to any pipeline shader stage, call the following methods:</p><ul> <li> <strong><see cref="M:SharpDX.Direct3D11.VertexShaderStage.SetSamplers(System.Int32,System.Int32,System.IntPtr)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.HullShaderStage.SetSamplers(System.Int32,System.Int32,System.IntPtr)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.DomainShaderStage.SetSamplers(System.Int32,System.Int32,System.IntPtr)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.GeometryShaderStage.SetSamplers(System.Int32,System.Int32,System.IntPtr)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.PixelShaderStage.SetSamplers(System.Int32,System.Int32,System.IntPtr)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D11.ComputeShaderStage.SetSamplers(System.Int32,System.Int32,System.IntPtr)"/></strong> </li> </ul><p>You can bind the same sampler-state object to multiple shader stages simultaneously.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11SamplerState']/*"/>	
            <msdn-id>ff476588</msdn-id>	
            <unmanaged>ID3D11SamplerState</unmanaged>	
            <unmanaged-short>ID3D11SamplerState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.SamplerState.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.SamplerState"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.SamplerState.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.SamplerState">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.SamplerState"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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><see cref="M:SharpDX.Direct3D11.Device.CreateSamplerState(SharpDX.Direct3D11.SamplerStateDescription@,SharpDX.Direct3D11.SamplerState)"/></strong> method to create the sampler-state object.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11SamplerState::GetDesc']/*"/>	
            <msdn-id>ff476589</msdn-id>	
            <unmanaged>void ID3D11SamplerState::GetDesc([Out] D3D11_SAMPLER_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D11SamplerState::GetDesc</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><see cref="M:SharpDX.Direct3D11.Device.CreateSamplerState(SharpDX.Direct3D11.SamplerStateDescription@,SharpDX.Direct3D11.SamplerState)"/></strong> method to create the sampler-state object.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11SamplerState::GetDesc']/*"/>	
            <msdn-id>ff476589</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11SamplerState::GetDesc([Out] D3D11_SAMPLER_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.Scan">
            <summary>	
            <p>Sets which direction to perform scans in.</p>	
            </summary>	
            <remarks>	
            <p><strong>SetScanDirection</strong> sets the direction <strong><see cref="M:SharpDX.Direct3D11.Scan.PerformScan(SharpDX.Direct3D11.ScanDataType,SharpDX.Direct3D11.ScanOperationCode,System.Int32,SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Direct3D11.UnorderedAccessView)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.Scan.PerformMultiscan(SharpDX.Direct3D11.ScanDataType,SharpDX.Direct3D11.ScanOperationCode,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Direct3D11.UnorderedAccessView)"/></strong> will performed scans in.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11Scan']/*"/>	
            <msdn-id>ff476857</msdn-id>	
            <unmanaged>ID3DX11Scan</unmanaged>	
            <unmanaged-short>ID3DX11Scan</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Scan.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Scan"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.Scan.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.Scan">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.Scan"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Scan.SetScanDirection(SharpDX.Direct3D11.ScanDirection)">
            <summary>	
            <p>Sets which direction to perform scans in.</p>	
            </summary>	
            <param name="direction"><dd>  <p>Direction to perform scans in.  See <strong><see cref="T:SharpDX.Direct3D11.ScanDirection"/></strong>.</p> </dd></param>	
            <returns><p>Returns one of the return codes described in the topic Direct3D 11 Return Codes.</p></returns>	
            <remarks>	
            <p><strong>SetScanDirection</strong> sets the direction <strong><see cref="M:SharpDX.Direct3D11.Scan.PerformScan(SharpDX.Direct3D11.ScanDataType,SharpDX.Direct3D11.ScanOperationCode,System.Int32,SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Direct3D11.UnorderedAccessView)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.Scan.PerformMultiscan(SharpDX.Direct3D11.ScanDataType,SharpDX.Direct3D11.ScanOperationCode,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Direct3D11.UnorderedAccessView)"/></strong> will performed scans in.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11Scan::SetScanDirection']/*"/>	
            <msdn-id>ff476857</msdn-id>	
            <unmanaged>HRESULT ID3DX11Scan::SetScanDirection([In] D3DX11_SCAN_DIRECTION Direction)</unmanaged>	
            <unmanaged-short>ID3DX11Scan::SetScanDirection</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Scan.PerformScan(SharpDX.Direct3D11.ScanDataType,SharpDX.Direct3D11.ScanOperationCode,System.Int32,SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Direct3D11.UnorderedAccessView)">
            <summary>	
            <p>Performs an unsegmented scan of a sequence.</p>	
            </summary>	
            <param name="elementType"><dd>  <p>The type of element in the sequence.  See <strong><see cref="T:SharpDX.Direct3D11.ScanDataType"/></strong> for more information.</p> </dd></param>	
            <param name="opCode"><dd>  <p>The binary operation to perform.  See <strong><see cref="T:SharpDX.Direct3D11.ScanOperationCode"/></strong> for more information.</p> </dd></param>	
            <param name="elementScanSize"><dd>  <p>Size of scan in elements.</p> </dd></param>	
            <param name="srcRef"><dd>  <p>Input sequence on the device.  Set <em>pSrc</em> and <em>pDst</em> to the same value for in-place scans. </p> </dd></param>	
            <param name="dstRef"><dd>  <p>Output sequence on the device.</p> </dd></param>	
            <returns><p>Returns one of the return codes described in the topic Direct3D 11 Return Codes.</p></returns>	
            <remarks>	
            <p>You must point the parameters <em>pSrc</em> and <em>pDst</em> to typed buffers (and not to raw or structured buffers). For information about buffer types, see Types of Resources. The format of these typed buffers must be <strong><see cref="F:SharpDX.DXGI.Format.R32_Float"/></strong>, <strong><see cref="F:SharpDX.DXGI.Format.R32_UInt"/></strong>, or <strong>DXGI_FORMAT_R32_INT</strong>. In addition, the format of these typed buffers must match the scan data type that you specify in the <em>ElementType</em> parameter. For example, if the scan data type is <strong><see cref="F:SharpDX.Direct3D11.ScanDataType.UInt"/></strong>, the buffer formats must be <strong><see cref="F:SharpDX.DXGI.Format.R32_UInt"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11Scan::Scan']/*"/>	
            <msdn-id>ff476856</msdn-id>	
            <unmanaged>HRESULT ID3DX11Scan::Scan([In] D3DX11_SCAN_DATA_TYPE ElementType,[In] D3DX11_SCAN_OPCODE OpCode,[In] unsigned int ElementScanSize,[In] ID3D11UnorderedAccessView* pSrc,[In] ID3D11UnorderedAccessView* pDst)</unmanaged>	
            <unmanaged-short>ID3DX11Scan::Scan</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Scan.PerformMultiscan(SharpDX.Direct3D11.ScanDataType,SharpDX.Direct3D11.ScanOperationCode,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Direct3D11.UnorderedAccessView)">
            <summary>	
            <p>Performs a multiscan of a sequence.</p>	
            </summary>	
            <param name="elementType"><dd>  <p>The type of element in the sequence.  See <strong><see cref="T:SharpDX.Direct3D11.ScanDataType"/></strong> for more information.</p> </dd></param>	
            <param name="opCode"><dd>  <p>The binary operation to perform.  See <strong><see cref="T:SharpDX.Direct3D11.ScanOperationCode"/></strong> for more information.</p> </dd></param>	
            <param name="elementScanSize"><dd>  <p>Size of scan in elements.</p> </dd></param>	
            <param name="elementScanPitch"><dd>  <p>Pitch of the next scan in elements.</p> </dd></param>	
            <param name="scanCount"><dd>  <p>Number of scans in the multiscan.</p> </dd></param>	
            <param name="srcRef"><dd>  <p>Input sequence on the device.  Set <em>pSrc</em> and <em>pDst</em> to the same value for in-place scans. </p> </dd></param>	
            <param name="dstRef"><dd>  <p>Output sequence on the device.</p> </dd></param>	
            <returns><p>Returns one of the return codes described in the topic Direct3D 11 Return Codes.</p></returns>	
            <remarks>	
            <p>You must point the parameters <em>pSrc</em> and <em>pDst</em> to typed buffers (and not to raw or structured buffers). For information about buffer types, see Types of Resources. The format of these typed buffers must be <strong><see cref="F:SharpDX.DXGI.Format.R32_Float"/></strong>, <strong><see cref="F:SharpDX.DXGI.Format.R32_UInt"/></strong>, or <strong>DXGI_FORMAT_R32_INT</strong>. In addition, the format of these typed buffers must match the scan data type that you specify in the <em>ElementType</em> parameter. For example, if the scan data type is <strong><see cref="F:SharpDX.Direct3D11.ScanDataType.UInt"/></strong>, the buffer formats must be <strong><see cref="F:SharpDX.DXGI.Format.R32_UInt"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11Scan::Multiscan']/*"/>	
            <msdn-id>ff476855</msdn-id>	
            <unmanaged>HRESULT ID3DX11Scan::Multiscan([In] D3DX11_SCAN_DATA_TYPE ElementType,[In] D3DX11_SCAN_OPCODE OpCode,[In] unsigned int ElementScanSize,[In] unsigned int ElementScanPitch,[In] unsigned int ScanCount,[In] ID3D11UnorderedAccessView* pSrc,[In] ID3D11UnorderedAccessView* pDst)</unmanaged>	
            <unmanaged-short>ID3DX11Scan::Multiscan</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Scan.#ctor(SharpDX.Direct3D11.DeviceContext,System.Int32,System.Int32)">
            <summary>	
            Creates a scan context.	
            </summary>	
            <param name="deviceContext">The <see cref="T:SharpDX.Direct3D11.DeviceContext"/> the scan is associated with. </param>
            <param name="maxElementScanSize">Maximum single scan size, in elements (FLOAT, UINT, or INT) </param>
            <param name="maxScanCount">Maximum number of scans in multiscan. </param>
            <unmanaged>HRESULT D3DX11CreateScan([In] ID3D11DeviceContext* pDeviceContext,[None] int MaxElementScanSize,[None] int MaxScanCount,[Out] ID3DX11Scan** ppScan)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.SegmentedScan">
            <summary>	
            <p>Performs a segmented scan of a sequence.</p>	
            </summary>	
            <remarks>	
            <p>You must point the parameters <em>pSrc</em> and <em>pDst</em> to typed buffers (and not to raw or structured buffers). For information about buffer types, see Types of Resources. The format of these typed buffers must be <strong><see cref="F:SharpDX.DXGI.Format.R32_Float"/></strong>, <strong><see cref="F:SharpDX.DXGI.Format.R32_UInt"/></strong>, or <strong>DXGI_FORMAT_R32_INT</strong>. In addition, the format of these typed buffers must match the scan data type that you specify in the <em>ElementType</em> parameter. For example, if the scan data type is <strong><see cref="F:SharpDX.Direct3D11.ScanDataType.UInt"/></strong>, the buffer formats must be <strong><see cref="F:SharpDX.DXGI.Format.R32_UInt"/></strong>.</p><p>The format of the resource view to which the <em>pSrcElementFlags</em> parameter points must be <strong><see cref="F:SharpDX.DXGI.Format.R32_UInt"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11SegmentedScan']/*"/>	
            <msdn-id>ff476859</msdn-id>	
            <unmanaged>ID3DX11SegmentedScan</unmanaged>	
            <unmanaged-short>ID3DX11SegmentedScan</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.SegmentedScan.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.SegmentedScan"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.SegmentedScan.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.SegmentedScan">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.SegmentedScan"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.SegmentedScan.SetScanDirection(SharpDX.Direct3D11.ScanDirection)">
            <summary>	
            <p>Sets which direction to perform scans in.</p>	
            </summary>	
            <param name="direction"><dd>  <p>Direction to perform scans in.  See <strong><see cref="T:SharpDX.Direct3D11.ScanDirection"/></strong>.</p> </dd></param>	
            <returns><p>Returns one of the return codes described in the topic Direct3D 11 Return Codes.</p></returns>	
            <remarks>	
            <p><strong>SetScanDirection</strong> sets the direction <strong><see cref="M:SharpDX.Direct3D11.SegmentedScan.PerformSegmentedScan(SharpDX.Direct3D11.ScanDataType,SharpDX.Direct3D11.ScanOperationCode,System.Int32,SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Direct3D11.UnorderedAccessView)"/></strong> will performed scans in.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11SegmentedScan::SetScanDirection']/*"/>	
            <msdn-id>ff476860</msdn-id>	
            <unmanaged>HRESULT ID3DX11SegmentedScan::SetScanDirection([In] D3DX11_SCAN_DIRECTION Direction)</unmanaged>	
            <unmanaged-short>ID3DX11SegmentedScan::SetScanDirection</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.SegmentedScan.PerformSegmentedScan(SharpDX.Direct3D11.ScanDataType,SharpDX.Direct3D11.ScanOperationCode,System.Int32,SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Direct3D11.UnorderedAccessView,SharpDX.Direct3D11.UnorderedAccessView)">
            <summary>	
            <p>Performs a segmented scan of a sequence.</p>	
            </summary>	
            <param name="elementType"><dd>  <p>The type of element in the sequence.  See <strong><see cref="T:SharpDX.Direct3D11.ScanDataType"/></strong> for more information.</p> </dd></param>	
            <param name="opCode"><dd>  <p>The binary operation to perform.  See <strong><see cref="T:SharpDX.Direct3D11.ScanOperationCode"/></strong> for more information.</p> </dd></param>	
            <param name="elementScanSize"><dd>  <p>Size of scan in elements.</p> </dd></param>	
            <param name="srcRef"><dd>  <p>Input sequence on the device.  Set <em>pSrc</em> and <em>pDst</em> to the same value for in-place scans. </p> </dd></param>	
            <param name="srcElementFlagsRef"><dd>  <p>Compact array of bits with one bit per element of <em>pSrc</em>.  A set value indicates the start of a new segment.</p> </dd></param>	
            <param name="dstRef"><dd>  <p>Output sequence on the device.</p> </dd></param>	
            <returns><p>Returns one of the return codes described in the topic Direct3D 11 Return Codes.</p></returns>	
            <remarks>	
            <p>You must point the parameters <em>pSrc</em> and <em>pDst</em> to typed buffers (and not to raw or structured buffers). For information about buffer types, see Types of Resources. The format of these typed buffers must be <strong><see cref="F:SharpDX.DXGI.Format.R32_Float"/></strong>, <strong><see cref="F:SharpDX.DXGI.Format.R32_UInt"/></strong>, or <strong>DXGI_FORMAT_R32_INT</strong>. In addition, the format of these typed buffers must match the scan data type that you specify in the <em>ElementType</em> parameter. For example, if the scan data type is <strong><see cref="F:SharpDX.Direct3D11.ScanDataType.UInt"/></strong>, the buffer formats must be <strong><see cref="F:SharpDX.DXGI.Format.R32_UInt"/></strong>.</p><p>The format of the resource view to which the <em>pSrcElementFlags</em> parameter points must be <strong><see cref="F:SharpDX.DXGI.Format.R32_UInt"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX11SegmentedScan::SegScan']/*"/>	
            <msdn-id>ff476859</msdn-id>	
            <unmanaged>HRESULT ID3DX11SegmentedScan::SegScan([In] D3DX11_SCAN_DATA_TYPE ElementType,[In] D3DX11_SCAN_OPCODE OpCode,[In] unsigned int ElementScanSize,[In, Optional] ID3D11UnorderedAccessView* pSrc,[In] ID3D11UnorderedAccessView* pSrcElementFlags,[In] ID3D11UnorderedAccessView* pDst)</unmanaged>	
            <unmanaged-short>ID3DX11SegmentedScan::SegScan</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.SegmentedScan.#ctor(SharpDX.Direct3D11.DeviceContext,System.Int32)">
            <summary>	
            Creates a segmented scan context.	
            </summary>	
            <param name="deviceContext">Pointer to an <see cref="T:SharpDX.Direct3D11.DeviceContext"/> interface. </param>
            <param name="maxElementScanSize">Maximum single scan size, in elements (FLOAT, UINT, or INT). </param>
            <unmanaged>HRESULT D3DX11CreateSegmentedScan([In] ID3D11DeviceContext* pDeviceContext,[None] int MaxElementScanSize,[Out] ID3DX11SegmentedScan** ppScan)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.ShaderResourceView">
            <summary>	
            <p>A shader-resource-view interface specifies the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, and a texture.</p>	
            </summary>	
            <remarks>	
            <p>To create a shader-resource view, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong>.</p><p>A shader-resource view is required when binding a resource to a shader stage; the binding occurs by calling <strong><see cref="M:SharpDX.Direct3D11.GeometryShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)"/></strong>, <strong><see cref="M:SharpDX.Direct3D11.VertexShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)"/></strong> or <strong><see cref="M:SharpDX.Direct3D11.PixelShaderStage.SetShaderResources(System.Int32,System.Int32,System.IntPtr)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ShaderResourceView']/*"/>	
            <msdn-id>ff476628</msdn-id>	
            <unmanaged>ID3D11ShaderResourceView</unmanaged>	
            <unmanaged-short>ID3D11ShaderResourceView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.ShaderResourceView.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.ShaderResourceView"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.ShaderResourceView.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.ShaderResourceView">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.ShaderResourceView"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ShaderResourceView::GetDesc']/*"/>	
            <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.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="M:SharpDX.Direct3D11.ShaderResourceView.FromFile(SharpDX.Direct3D11.Device,System.String)">
            <summary>	
            Create a shader-resource view from a file. Read the characteristics of a texture when the texture is loaded.
            </summary>	
            <param name="device">A reference to the device (see <see cref="T:SharpDX.Direct3D11.Device"/>) that will use the resource. </param>
            <param name="fileName">Name of the file that contains the shader-resource view.</param>
            <returns>Returns a reference to the shader-resource view (see <see cref="T:SharpDX.Direct3D11.ShaderResourceView"/>). </returns>
            <unmanaged>HRESULT D3DX11CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.ShaderResourceView.FromFile(SharpDX.Direct3D11.Device,System.String,SharpDX.Direct3D11.ImageLoadInformation)">
            <summary>	
            Create a shader-resource view from a file.	
            </summary>	
            <param name="device">A reference to the device (see <see cref="T:SharpDX.Direct3D11.Device"/>) that will use the resource. </param>
            <param name="fileName">Name of the file that contains the shader-resource view.</param>
            <param name="loadInformation">Identifies the characteristics of a texture (see <see cref="T:SharpDX.Direct3D11.ImageLoadInformation"/>) when the data processor is created. </param>
            <returns>Returns a reference to the shader-resource view (see <see cref="T:SharpDX.Direct3D11.ShaderResourceView"/>). </returns>
            <unmanaged>HRESULT D3DX11CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.ShaderResourceView.FromMemory(SharpDX.Direct3D11.Device,System.Byte[])">
            <summary>	
            Create a shader-resource view from a file in memory.	
            </summary>	
            <param name="device">A reference to the device (see <see cref="T:SharpDX.Direct3D11.Device"/>) that will use the resource. </param>
            <param name="memory">Pointer to a memory location that contains the shader-resource view. </param>
            <returns>Returns a reference to the shader-resource view (see <see cref="T:SharpDX.Direct3D11.ShaderResourceView"/>). </returns>
            <unmanaged>HRESULT D3DX11CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.ShaderResourceView.FromMemory(SharpDX.Direct3D11.Device,System.Byte[],SharpDX.Direct3D11.ImageLoadInformation)">
            <summary>	
            Create a shader-resource view from a file in memory.	
            </summary>	
            <param name="device">A reference to the device (see <see cref="T:SharpDX.Direct3D11.Device"/>) that will use the resource. </param>
            <param name="memory">Pointer to a memory location that contains the shader-resource view. </param>
            <param name="loadInformation">Identifies the characteristics of a texture (see <see cref="T:SharpDX.Direct3D11.ImageLoadInformation"/>) when the data processor is created. </param>
            <returns>Returns a reference to the shader-resource view (see <see cref="T:SharpDX.Direct3D11.ShaderResourceView"/>). </returns>
            <unmanaged>HRESULT D3DX11CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.ShaderResourceView.FromStream(SharpDX.Direct3D11.Device,System.IO.Stream,System.Int32)">
            <summary>	
            Create a shader-resource view from a file in a stream..	
            </summary>	
            <param name="device">A reference to the device (see <see cref="T:SharpDX.Direct3D11.Device"/>) that will use the resource. </param>
            <param name="stream">Pointer to the file in memory that contains the shader-resource view. </param>
            <param name="sizeInBytes">Size of the file to read from the stream</param>
            <returns>Returns a reference to the shader-resource view (see <see cref="T:SharpDX.Direct3D11.ShaderResourceView"/>). </returns>
            <unmanaged>HRESULT D3DX11CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.ShaderResourceView.FromStream(SharpDX.Direct3D11.Device,System.IO.Stream,System.Int32,SharpDX.Direct3D11.ImageLoadInformation)">
            <summary>	
            Create a shader-resource view from a file in a stream..	
            </summary>	
            <param name="device">A reference to the device (see <see cref="T:SharpDX.Direct3D11.Device"/>) that will use the resource. </param>
            <param name="stream">Pointer to the file in memory that contains the shader-resource view. </param>
            <param name="sizeInBytes">Size of the file to read from the stream</param>
            <param name="loadInformation">Identifies the characteristics of a texture (see <see cref="T:SharpDX.Direct3D11.ImageLoadInformation"/>) when the data processor is created. </param>
            <returns>Returns a reference to the shader-resource view (see <see cref="T:SharpDX.Direct3D11.ShaderResourceView"/>). </returns>
            <unmanaged>HRESULT D3DX11CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX11_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX11ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D11.ShaderResourceView.Description">
            <summary>	
            <p>Get the shader resource view's description.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11ShaderResourceView::GetDesc']/*"/>	
            <msdn-id>ff476629</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11ShaderResourceView::GetDesc([Out] D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.SwitchToRef">
            <summary>	
            <p><strong>Note</strong>??The <strong><see cref="T:SharpDX.Direct3D11.SwitchToRef"/></strong> interface and its methods are not supported in Direct3D 11.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11SwitchToRef']/*"/>	
            <msdn-id>ff476630</msdn-id>	
            <unmanaged>ID3D11SwitchToRef</unmanaged>	
            <unmanaged-short>ID3D11SwitchToRef</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.SwitchToRef.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.SwitchToRef"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.SwitchToRef.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.SwitchToRef">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.SwitchToRef"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D11.SwitchToRef.SetUseRef(SharpDX.Bool)">
            <summary>	
            <p><strong>Note</strong>??The <strong><see cref="T:SharpDX.Direct3D11.SwitchToRef"/></strong> interface and its methods are not supported in Direct3D 11.</p>	
            </summary>	
            <param name="useRef">No documentation.</param>	
            <returns><p>Reserved.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11SwitchToRef::SetUseRef']/*"/>	
            <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>	
            <p><strong>Note</strong>??The <strong><see cref="T:SharpDX.Direct3D11.SwitchToRef"/></strong> interface and its methods are not supported in Direct3D 11.</p>	
            </summary>	
            <returns><p>Reserved.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11SwitchToRef::GetUseRef']/*"/>	
            <msdn-id>ff476631</msdn-id>	
            <unmanaged>BOOL ID3D11SwitchToRef::GetUseRef()</unmanaged>	
            <unmanaged-short>ID3D11SwitchToRef::GetUseRef</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.SwitchToRef.UseRef">
            <summary>	
            <p><strong>Note</strong>??The <strong><see cref="T:SharpDX.Direct3D11.SwitchToRef"/></strong> interface and its methods are not supported in Direct3D 11.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11SwitchToRef::GetUseRef']/*"/>	
            <msdn-id>ff476631</msdn-id>	
            <unmanaged>GetUseRef</unmanaged>	
            <unmanaged-short>GetUseRef</unmanaged-short>	
            <unmanaged>BOOL ID3D11SwitchToRef::GetUseRef()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.Texture1D">
            <summary>	
            <p>A 1D texture interface accesses texel data, which is structured memory.</p>	
            </summary>	
            <remarks>	
            <p>To create an empty 1D texture, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateTexture1D(SharpDX.Direct3D11.Texture1DDescription@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture1D)"/></strong>. For info about how to create a 2D texture, which is similar to creating a 1D texture, see How to: Create a Texture. </p><p>Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateRenderTargetView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.RenderTargetViewDescription},SharpDX.Direct3D11.RenderTargetView)"/></strong>, and <strong><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.DepthStencilViewDescription},SharpDX.Direct3D11.DepthStencilView)"/></strong>, respectively. To use the texture as an input to a shader, create a  by calling <strong><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Texture1D']/*"/>	
            <msdn-id>ff476633</msdn-id>	
            <unmanaged>ID3D11Texture1D</unmanaged>	
            <unmanaged-short>ID3D11Texture1D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture1D.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Texture1D"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture1D.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.Texture1D">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.Texture1D"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Texture1D::GetDesc']/*"/>	
            <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.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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Texture1D::GetDesc']/*"/>	
            <msdn-id>ff476634</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11Texture1D::GetDesc([Out] D3D11_TEXTURE1D_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.Texture2D">
            <summary>	
            <p>A 2D texture interface manages texel data, which is structured memory.</p>	
            </summary>	
            <remarks>	
            <p>To create an empty Texture2D resource, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateTexture2D(SharpDX.Direct3D11.Texture2DDescription@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture2D)"/></strong>. For info about how to create a 2D texture, see How to: Create a Texture. </p><p>Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateRenderTargetView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.RenderTargetViewDescription},SharpDX.Direct3D11.RenderTargetView)"/></strong>, and <strong><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.DepthStencilViewDescription},SharpDX.Direct3D11.DepthStencilView)"/></strong>, respectively. To use the texture as an input to a shader, create a  by calling <strong><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Texture2D']/*"/>	
            <msdn-id>ff476635</msdn-id>	
            <unmanaged>ID3D11Texture2D</unmanaged>	
            <unmanaged-short>ID3D11Texture2D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture2D.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Texture2D"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture2D.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.Texture2D">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.Texture2D"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Texture2D::GetDesc']/*"/>	
            <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.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="M:SharpDX.Direct3D11.Texture2D.ComputeNormalMap(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.Texture2D,SharpDX.Direct3D11.Texture2D,SharpDX.Direct3D11.NormalMapFlags,SharpDX.Direct3D11.Channel,System.Single)">
            <summary>
              Converts a height map into a normal map. The (x,y,z) components of each normal are mapped to the (r,g,b) channels of the output texture.
            </summary>
            <param name = "context">The device used to create the normal map.</param>
            <param name = "source">The source height map texture.</param>
            <param name = "destination">The destination texture.</param>
            <param name = "flags">One or more flags that control generation of normal maps.</param>
            <param name = "channel">One or more flag specifying the source of height information.</param>
            <param name = "amplitude">Constant value multiplier that increases (or decreases) the values in the normal map. Higher values usually make bumps more visible, lower values usually make bumps less visible.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D11.Texture2D.SHProjectCubeMap(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.Texture2D,System.Int32)">
            <summary>	
            Projects a function represented in a cube map into spherical harmonics.	
            </summary>	
            <param name="context"><para>A reference to an <see cref="T:SharpDX.Direct3D11.DeviceContext"/> object.</para></param>	
            <param name="cubeMap"><para>A reference to an <see cref="T:SharpDX.Direct3D11.Texture2D"/> that represents a cubemap that is going to be projected into spherical harmonics.</para></param>	
            <param name="order"><para>Order of the SH evaluation, generates Order^2 coefficients whose degree is Order-1. Valid range is between 2 and 6.</para></param>	
            <returns>An array of SH Vector for red, green and blue components with a length Order^2.</returns>	
            <unmanaged>HRESULT D3DX11SHProjectCubeMap([In] ID3D11DeviceContext* pContext,[In] unsigned int Order,[In] ID3D11Texture2D* pCubeMap,[Out, Buffer] float* pROut,[Out, Buffer, Optional] float* pGOut,[Out, Buffer, Optional] float* pBOut)</unmanaged>	
        </member>
        <member name="P:SharpDX.Direct3D11.Texture2D.Description">
            <summary>	
            <p>Get the properties of the texture resource.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Texture2D::GetDesc']/*"/>	
            <msdn-id>ff476636</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11Texture2D::GetDesc([Out] D3D11_TEXTURE2D_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.Texture3D">
            <summary>	
            <p>A 3D texture interface accesses texel data, which is structured memory.</p>	
            </summary>	
            <remarks>	
            <p>To create an empty Texture3D resource, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateTexture3D(SharpDX.Direct3D11.Texture3DDescription@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture3D)"/></strong>. For info about how to create a 2D texture, which is similar to creating a 3D texture, see How to: Create a Texture. </p><p>Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateRenderTargetView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.RenderTargetViewDescription},SharpDX.Direct3D11.RenderTargetView)"/></strong>, and <strong><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.DepthStencilViewDescription},SharpDX.Direct3D11.DepthStencilView)"/></strong>, respectively. To use the texture as an input to a shader, create a  by calling <strong><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong>.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Texture3D']/*"/>	
            <msdn-id>ff476637</msdn-id>	
            <unmanaged>ID3D11Texture3D</unmanaged>	
            <unmanaged-short>ID3D11Texture3D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture3D.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.Texture3D"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.Texture3D.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.Texture3D">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.Texture3D"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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.Texture2DDescription"/></strong>).</p> </dd></param>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Texture3D::GetDesc']/*"/>	
            <msdn-id>ff476636</msdn-id>	
            <unmanaged>void ID3D11Texture3D::GetDesc([Out] D3D11_TEXTURE3D_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D11Texture3D::GetDesc</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>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11Texture3D::GetDesc']/*"/>	
            <msdn-id>ff476636</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11Texture3D::GetDesc([Out] D3D11_TEXTURE3D_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.UnorderedAccessView">
            <summary>	
            <p>A view interface specifies the parts of a resource the pipeline can access during rendering.</p>	
            </summary>	
            <remarks>	
            <p>To create a view for an unordered access resource, call  <strong><see cref="M:SharpDX.Direct3D11.Device.CreateUnorderedAccessView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.UnorderedAccessViewDescription},SharpDX.Direct3D11.UnorderedAccessView)"/></strong>.</p><p>All resources must be bound to the pipeline before they can be accessed. Call <strong><see cref="M:SharpDX.Direct3D11.ComputeShaderStage.SetUnorderedAccessViews(System.Int32,SharpDX.Direct3D11.UnorderedAccessView[])"/></strong> to bind an unordered access view to a compute shader; call <strong><see cref="M:SharpDX.Direct3D11.OutputMergerStage.SetRenderTargetsAndUnorderedAccessViews(System.Int32,SharpDX.Direct3D11.RenderTargetView[],SharpDX.Direct3D11.DepthStencilView,System.Int32,System.Int32,SharpDX.Direct3D11.UnorderedAccessView[],System.Int32[])"/></strong> to bind an unordered access view to a pixel shader.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11UnorderedAccessView']/*"/>	
            <msdn-id>ff476639</msdn-id>	
            <unmanaged>ID3D11UnorderedAccessView</unmanaged>	
            <unmanaged-short>ID3D11UnorderedAccessView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.UnorderedAccessView.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.UnorderedAccessView.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.UnorderedAccessView">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.UnorderedAccessView"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11UnorderedAccessView::GetDesc']/*"/>	
            <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.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11UnorderedAccessView::GetDesc']/*"/>	
            <msdn-id>ff476640</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D11UnorderedAccessView::GetDesc([Out] D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.VertexShader">
            <summary>	
            <p>A vertex-shader interface manages an executable program (a vertex shader) that controls the vertex-shader stage.</p>	
            </summary>	
            <remarks>	
            <p>The vertex-shader interface has no methods; use HLSL to implement your shader functionality. All shaders are implemented from a common set of features referred to as the common-shader core..</p><p>To create a vertex shader interface, call <strong><see cref="M:SharpDX.Direct3D11.Device.CreateVertexShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D11.ClassLinkage,SharpDX.Direct3D11.VertexShader)"/></strong>. Before using a vertex shader you must bind it to the device by calling <strong><see cref="M:SharpDX.Direct3D11.VertexShaderStage.SetShader(SharpDX.Direct3D11.VertexShader,SharpDX.Direct3D11.ClassInstance[],System.Int32)"/></strong>.</p><p>This interface is defined in D3D11.h.</p><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11VertexShader']/*"/>	
            <msdn-id>ff476641</msdn-id>	
            <unmanaged>ID3D11VertexShader</unmanaged>	
            <unmanaged-short>ID3D11VertexShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShader.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.VertexShader"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShader.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.VertexShader">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.VertexShader"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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.VertexShaderStage">
            <summary>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.DeviceContext"/></strong> interface represents a device context which generates rendering commands.</p>	
            </summary>	
            <remarks>	
            <p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext']/*"/>	
            <msdn-id>ff476385</msdn-id>	
            <unmanaged>ID3D11DeviceContext</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShaderStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D11.VertexShaderStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D11.VertexShaderStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D11.VertexShaderStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D11.VertexShaderStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </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="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferApiSlotCount"/></strong> - 1).</p> </dd></param>	
            <param name="numBuffers"><dd>  <p>Number of buffers to set (ranges from 0 to <strong><see cref="F:SharpDX.Direct3D11.CommonShaderStage.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::VSSetConstantBuffers']/*"/>	
            <msdn-id>ff476491</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::VSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const void** 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::VSSetShader']/*"/>	
            <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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::VSSetShader']/*"/>	
            <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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::VSSetShaderResources']/*"/>	
            <msdn-id>ff476494</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::VSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const void** 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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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 = <see cref="F:SharpDX.Direct3D11.Filter.MinMagMipLinear"/>;	
            SamplerDesc.AddressU = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressV = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressW = <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/>;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = <see cref="F:SharpDX.Direct3D11.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::VSSetSamplers']/*"/>	
            <msdn-id>ff476492</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::VSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const void** 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>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="F:SharpDX.Direct3D11.CommonShaderStage.ConstantBufferApiSlotCount"/></strong> - 1).</p> </dd></param>	
            <param name="numBuffers"><dd>  <p>Number of buffers to set (ranges from 0 to <strong><see cref="F:SharpDX.Direct3D11.CommonShaderStage.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::VSGetConstantBuffers']/*"/>	
            <msdn-id>ff476491</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::VSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] 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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::VSGetShader']/*"/>	
            <msdn-id>ff476489</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::VSGetShader([Out] 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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::VSGetShaderResources']/*"/>	
            <msdn-id>ff476490</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::VSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] 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="F:SharpDX.Direct3D11.CommonShaderStage.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="F:SharpDX.Direct3D11.CommonShaderStage.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><p><strong>Windows?Phone?8:</strong> This API is supported.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D11DeviceContext::VSGetSamplers']/*"/>	
            <msdn-id>ff476488</msdn-id>	
            <unmanaged>void ID3D11DeviceContext::VSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D11SamplerState** ppSamplers)</unmanaged>	
            <unmanaged-short>ID3D11DeviceContext::VSGetSamplers</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><see cref="M:SharpDX.Direct3D11.ClassInstance.GetDescription(SharpDX.Direct3D11.ClassInstanceDescription@)"/></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><see cref="M:SharpDX.Direct3D11.ClassLinkage.CreateClassInstance(System.String,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D11.ClassInstance)"/></strong>.  The <strong>InstanceIndex</strong> member is only valid when the class instance is aquired using <strong><see cref="M:SharpDX.Direct3D11.ClassLinkage.GetClassInstance(System.String,System.Int32)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CLASS_INSTANCE_DESC']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CLASS_INSTANCE_DESC::InstanceId']/*"/>	
            <msdn-id>ff476098</msdn-id>	
            <unmanaged>unsigned int InstanceId</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CLASS_INSTANCE_DESC::InstanceIndex']/*"/>	
            <msdn-id>ff476098</msdn-id>	
            <unmanaged>unsigned int InstanceIndex</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CLASS_INSTANCE_DESC::TypeId']/*"/>	
            <msdn-id>ff476098</msdn-id>	
            <unmanaged>unsigned int TypeId</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CLASS_INSTANCE_DESC::ConstantBuffer']/*"/>	
            <msdn-id>ff476098</msdn-id>	
            <unmanaged>unsigned int ConstantBuffer</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CLASS_INSTANCE_DESC::BaseConstantBufferOffset']/*"/>	
            <msdn-id>ff476098</msdn-id>	
            <unmanaged>unsigned int BaseConstantBufferOffset</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CLASS_INSTANCE_DESC::BaseTexture']/*"/>	
            <msdn-id>ff476098</msdn-id>	
            <unmanaged>unsigned int BaseTexture</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CLASS_INSTANCE_DESC::BaseSampler']/*"/>	
            <msdn-id>ff476098</msdn-id>	
            <unmanaged>unsigned int BaseSampler</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_CLASS_INSTANCE_DESC::Created']/*"/>	
            <msdn-id>ff476098</msdn-id>	
            <unmanaged>BOOL Created</unmanaged>	
            <unmanaged-short>BOOL 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><see cref="M:SharpDX.Direct3D11.Device.GetCounterCapabilities"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER_INFO']/*"/>	
            <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 <see cref="F:SharpDX.Direct3D11.CounterKind.DeviceDependent0"/>. See <strong><see cref="T:SharpDX.Direct3D11.CounterKind"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER_INFO::LastDeviceDependentCounter']/*"/>	
            <msdn-id>ff476104</msdn-id>	
            <unmanaged>D3D11_COUNTER LastDeviceDependentCounter</unmanaged>	
            <unmanaged-short>D3D11_COUNTER 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER_INFO::NumSimultaneousCounters']/*"/>	
            <msdn-id>ff476104</msdn-id>	
            <unmanaged>unsigned int NumSimultaneousCounters</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER_INFO::NumDetectableParallelUnits']/*"/>	
            <msdn-id>ff476104</msdn-id>	
            <unmanaged>unsigned char NumDetectableParallelUnits</unmanaged>	
            <unmanaged-short>unsigned char 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><see cref="M:SharpDX.Direct3D11.Counter.GetDescription(SharpDX.Direct3D11.CounterDescription@)"/></strong>, <strong><see cref="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)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.Device.CreateCounter(SharpDX.Direct3D11.CounterDescription,SharpDX.Direct3D11.Counter)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER_DESC']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER_DESC::Counter']/*"/>	
            <msdn-id>ff476103</msdn-id>	
            <unmanaged>D3D11_COUNTER Counter</unmanaged>	
            <unmanaged-short>D3D11_COUNTER Counter</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.CounterDescription.MiscFlags">
            <summary>	
            <dd> <p>Reserved.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_COUNTER_DESC::MiscFlags']/*"/>	
            <msdn-id>ff476103</msdn-id>	
            <unmanaged>unsigned int MiscFlags</unmanaged>	
            <unmanaged-short>unsigned int MiscFlags</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCILOP_DESC']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCILOP_DESC::StencilFailOp']/*"/>	
            <msdn-id>ff476109</msdn-id>	
            <unmanaged>D3D11_STENCIL_OP StencilFailOp</unmanaged>	
            <unmanaged-short>D3D11_STENCIL_OP 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCILOP_DESC::StencilDepthFailOp']/*"/>	
            <msdn-id>ff476109</msdn-id>	
            <unmanaged>D3D11_STENCIL_OP StencilDepthFailOp</unmanaged>	
            <unmanaged-short>D3D11_STENCIL_OP 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCILOP_DESC::StencilPassOp']/*"/>	
            <msdn-id>ff476109</msdn-id>	
            <unmanaged>D3D11_STENCIL_OP StencilPassOp</unmanaged>	
            <unmanaged-short>D3D11_STENCIL_OP 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCILOP_DESC::StencilFunc']/*"/>	
            <msdn-id>ff476109</msdn-id>	
            <unmanaged>D3D11_COMPARISON_FUNC StencilFunc</unmanaged>	
            <unmanaged-short>D3D11_COMPARISON_FUNC 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><see cref="F:SharpDX.DXGI.Format.D16_UNorm"/></li> <li><see cref="F:SharpDX.DXGI.Format.D24_UNorm_S8_UInt"/></li> <li><see cref="F:SharpDX.DXGI.Format.D32_Float"/></li> <li><see cref="F:SharpDX.DXGI.Format.D32_Float_S8X24_UInt"/></li> <li><see cref="F:SharpDX.DXGI.Format.Unknown"/></li> </ul><p>A depth-stencil view cannot use a typeless format.  If the format chosen is <see cref="F:SharpDX.DXGI.Format.Unknown"/>, then the format of the parent resource is used.</p><p>A depth-stencil-view description is needed when calling <strong><see cref="M:SharpDX.Direct3D11.Device.CreateDepthStencilView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.DepthStencilViewDescription},SharpDX.Direct3D11.DepthStencilView)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_VIEW_DESC']/*"/>	
            <msdn-id>ff476112</msdn-id>	
            <unmanaged>D3D11_DEPTH_STENCIL_VIEW_DESC</unmanaged>	
            <unmanaged-short>D3D11_DEPTH_STENCIL_VIEW_DESC</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_VIEW_DESC::Format']/*"/>	
            <msdn-id>ff476112</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_VIEW_DESC::ViewDimension']/*"/>	
            <msdn-id>ff476112</msdn-id>	
            <unmanaged>D3D11_DSV_DIMENSION ViewDimension</unmanaged>	
            <unmanaged-short>D3D11_DSV_DIMENSION 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_VIEW_DESC::Flags']/*"/>	
            <msdn-id>ff476112</msdn-id>	
            <unmanaged>D3D11_DSV_FLAG Flags</unmanaged>	
            <unmanaged-short>D3D11_DSV_FLAG Flags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture1D">
            <summary>	
            <dd> <p>Specifies a 1D texture subresource (see <strong><see cref="T:SharpDX.Direct3D11.DepthStencilViewDescription.Texture1DResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_VIEW_DESC::Texture1D']/*"/>	
            <msdn-id>ff476112</msdn-id>	
            <unmanaged>D3D11_TEX1D_DSV Texture1D</unmanaged>	
            <unmanaged-short>D3D11_TEX1D_DSV 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="T:SharpDX.Direct3D11.DepthStencilViewDescription.Texture1DArrayResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_VIEW_DESC::Texture1DArray']/*"/>	
            <msdn-id>ff476112</msdn-id>	
            <unmanaged>D3D11_TEX1D_ARRAY_DSV Texture1DArray</unmanaged>	
            <unmanaged-short>D3D11_TEX1D_ARRAY_DSV Texture1DArray</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2D">
            <summary>	
            <dd> <p>Specifies a 2D texture subresource (see <strong><see cref="T:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_VIEW_DESC::Texture2D']/*"/>	
            <msdn-id>ff476112</msdn-id>	
            <unmanaged>D3D11_TEX2D_DSV Texture2D</unmanaged>	
            <unmanaged-short>D3D11_TEX2D_DSV 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="T:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DArrayResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_VIEW_DESC::Texture2DArray']/*"/>	
            <msdn-id>ff476112</msdn-id>	
            <unmanaged>D3D11_TEX2D_ARRAY_DSV Texture2DArray</unmanaged>	
            <unmanaged-short>D3D11_TEX2D_ARRAY_DSV Texture2DArray</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DMS">
            <summary>	
            <dd> <p>Specifies a multisampled 2D texture (see <strong><see cref="T:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DMultisampledResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_VIEW_DESC::Texture2DMS']/*"/>	
            <msdn-id>ff476112</msdn-id>	
            <unmanaged>D3D11_TEX2DMS_DSV Texture2DMS</unmanaged>	
            <unmanaged-short>D3D11_TEX2DMS_DSV 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="T:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DMultisampledArrayResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_DEPTH_STENCIL_VIEW_DESC::Texture2DMSArray']/*"/>	
            <msdn-id>ff476112</msdn-id>	
            <unmanaged>D3D11_TEX2DMS_ARRAY_DSV Texture2DMSArray</unmanaged>	
            <unmanaged-short>D3D11_TEX2DMS_ARRAY_DSV Texture2DMSArray</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_DSV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_DSV::MipSlice']/*"/>	
            <msdn-id>ff476243</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_DSV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_DSV::MipSlice']/*"/>	
            <msdn-id>ff476225</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_DSV::FirstArraySlice']/*"/>	
            <msdn-id>ff476225</msdn-id>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture1DArrayResource.ArraySize">
            <summary>	
            <dd> <p>Number of textures to use.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_DSV::ArraySize']/*"/>	
            <msdn-id>ff476225</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_DSV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_DSV::MipSlice']/*"/>	
            <msdn-id>ff476229</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_DSV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_DSV::MipSlice']/*"/>	
            <msdn-id>ff476239</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_DSV::FirstArraySlice']/*"/>	
            <msdn-id>ff476239</msdn-id>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DArrayResource.ArraySize">
            <summary>	
            <dd> <p>Number of textures to use.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_DSV::ArraySize']/*"/>	
            <msdn-id>ff476239</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_DSV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_DSV::UnusedField_NothingToDefine']/*"/>	
            <msdn-id>ff476236</msdn-id>	
            <unmanaged>unsigned int UnusedField_NothingToDefine</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_ARRAY_DSV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_ARRAY_DSV::FirstArraySlice']/*"/>	
            <msdn-id>ff476233</msdn-id>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.DepthStencilViewDescription.Texture2DMultisampledArrayResource.ArraySize">
            <summary>	
            <dd> <p>Number of textures to use.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_ARRAY_DSV::ArraySize']/*"/>	
            <msdn-id>ff476233</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.FastFourierTransformBufferRequirements">
            <summary>	
            <p>Describes buffer requirements for an FFT.</p>	
            </summary>	
            <remarks>	
            <p>The <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransformBufferRequirements"/></strong> structure is initialized by a call to one of the create-FFT functions  (for example, <strong><see cref="M:SharpDX.Direct3D11.D3DCSX.CreateFFT(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.FastFourierTransformDescription@,System.Int32,SharpDX.Direct3D11.FastFourierTransformBufferRequirements@,SharpDX.Direct3D11.FastFourierTransform)"/></strong>). For more create-FFT functions, see D3DCSX 11 Functions.</p><p>Use the info in <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransformBufferRequirements"/></strong> to allocate raw buffers of the specified (or larger) sizes and then call the <strong><see cref="M:SharpDX.Direct3D11.FastFourierTransform.AttachBuffersAndPrecompute(SharpDX.Direct3D11.UnorderedAccessView[],SharpDX.Direct3D11.UnorderedAccessView[])"/></strong> method to register the buffers with the FFT object. </p><p>Some FFT algorithms benefit from precomputing sin and cos. The FFT object might store precomputed data  in the user-supplied buffers.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_BUFFER_INFO']/*"/>	
            <msdn-id>ff476308</msdn-id>	
            <unmanaged>D3DX11_FFT_BUFFER_INFO</unmanaged>	
            <unmanaged-short>D3DX11_FFT_BUFFER_INFO</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FastFourierTransformBufferRequirements.TemporaryBufferCount">
            <summary>	
            <dd> <p>Number of temporary buffers needed. Allowed range is 0 to <strong>D3DX11_FFT_MAX_TEMP_BUFFERS</strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_BUFFER_INFO::NumTempBufferSizes']/*"/>	
            <msdn-id>ff476308</msdn-id>	
            <unmanaged>unsigned int NumTempBufferSizes</unmanaged>	
            <unmanaged-short>unsigned int NumTempBufferSizes</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FastFourierTransformBufferRequirements.PrecomputeBufferCount">
            <summary>	
            <dd> <p>Number of precompute buffers required.  Allowed range is 0 to <strong>D3DX11_FFT_MAX_PRECOMPUTE_BUFFERS</strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_BUFFER_INFO::NumPrecomputeBufferSizes']/*"/>	
            <msdn-id>ff476308</msdn-id>	
            <unmanaged>unsigned int NumPrecomputeBufferSizes</unmanaged>	
            <unmanaged-short>unsigned int NumPrecomputeBufferSizes</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.FastFourierTransformBufferRequirements.TemporaryBufferSizes">
            <summary>	
            <dd> <p>Minimum sizes (in FLOATs) of temporary buffers.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_BUFFER_INFO::TempBufferFloatSizes']/*"/>	
            <msdn-id>ff476308</msdn-id>	
            <unmanaged>unsigned int TempBufferFloatSizes[4]</unmanaged>	
            <unmanaged-short>unsigned int TempBufferFloatSizes</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.FastFourierTransformBufferRequirements.PrecomputeBufferSizes">
            <summary>	
            <dd> <p>Minimum sizes (in FLOATs) for precompute buffers.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_BUFFER_INFO::PrecomputeBufferFloatSizes']/*"/>	
            <msdn-id>ff476308</msdn-id>	
            <unmanaged>unsigned int PrecomputeBufferFloatSizes[4]</unmanaged>	
            <unmanaged-short>unsigned int PrecomputeBufferFloatSizes</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.FastFourierTransformDescription">
            <summary>	
            <p>Describes an FFT.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_DESC']/*"/>	
            <msdn-id>ff476311</msdn-id>	
            <unmanaged>D3DX11_FFT_DESC</unmanaged>	
            <unmanaged-short>D3DX11_FFT_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FastFourierTransformDescription.DimensionCount">
            <summary>	
            <dd> <p>Number of dimension in the FFT.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_DESC::NumDimensions']/*"/>	
            <msdn-id>ff476311</msdn-id>	
            <unmanaged>unsigned int NumDimensions</unmanaged>	
            <unmanaged-short>unsigned int NumDimensions</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FastFourierTransformDescription.Dimensions">
            <summary>	
            <dd> <p>Combination of <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransformDimensions"/></strong> flags indicating the  dimensions to transform.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_DESC::DimensionMask']/*"/>	
            <msdn-id>ff476311</msdn-id>	
            <unmanaged>D3DX11_FFT_DIM_MASK DimensionMask</unmanaged>	
            <unmanaged-short>D3DX11_FFT_DIM_MASK DimensionMask</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.FastFourierTransformDescription.DataType">
            <summary>	
            <dd> <p> <strong><see cref="T:SharpDX.Direct3D11.FastFourierTransformDataType"/></strong> flag indicating the type of data being transformed.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_DESC::Type']/*"/>	
            <msdn-id>ff476311</msdn-id>	
            <unmanaged>D3DX11_FFT_DATA_TYPE Type</unmanaged>	
            <unmanaged-short>D3DX11_FFT_DATA_TYPE Type</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D11.FastFourierTransformDescription.ElementLengths">
            <summary>	
            <dd> <p>Length of each dimension in the FFT.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_FFT_DESC::ElementLengths']/*"/>	
            <msdn-id>ff476311</msdn-id>	
            <unmanaged>unsigned int ElementLengths[32]</unmanaged>	
            <unmanaged-short>unsigned int ElementLengths</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 (<see cref="F:SharpDX.Direct3D.FeatureLevel.Level_11_0"/>) are required to support Compute Shader model 5.0.  Direct3D 10.x devices (<see cref="F:SharpDX.Direct3D.FeatureLevel.Level_10_0"/>, <see cref="F:SharpDX.Direct3D.FeatureLevel.Level_10_1"/>) can optionally support Compute Shader model 4.0 or 4.1.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS::ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x']/*"/>	
            <msdn-id>ff476126</msdn-id>	
            <unmanaged>BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x</unmanaged>	
            <unmanaged-short>BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x</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><p><strong>Note</strong>??If <strong>DoublePrecisionFloatShaderOps</strong> is <strong>TRUE</strong>, the hardware and driver do not necessarily support double-precision division.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DATA_DOUBLES']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DATA_DOUBLES::DoublePrecisionFloatShaderOps']/*"/>	
            <msdn-id>ff476127</msdn-id>	
            <unmanaged>BOOL DoublePrecisionFloatShaderOps</unmanaged>	
            <unmanaged-short>BOOL 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DATA_FORMAT_SUPPORT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DATA_FORMAT_SUPPORT::InFormat']/*"/>	
            <msdn-id>ff476128</msdn-id>	
            <unmanaged>DXGI_FORMAT InFormat</unmanaged>	
            <unmanaged-short>DXGI_FORMAT 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DATA_FORMAT_SUPPORT::OutFormatSupport']/*"/>	
            <msdn-id>ff476128</msdn-id>	
            <unmanaged>D3D11_FORMAT_SUPPORT OutFormatSupport</unmanaged>	
            <unmanaged-short>D3D11_FORMAT_SUPPORT 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DATA_FORMAT_SUPPORT2']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DATA_FORMAT_SUPPORT2::InFormat']/*"/>	
            <msdn-id>ff476129</msdn-id>	
            <unmanaged>DXGI_FORMAT InFormat</unmanaged>	
            <unmanaged-short>DXGI_FORMAT 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DATA_FORMAT_SUPPORT2::OutFormatSupport2']/*"/>	
            <msdn-id>ff476129</msdn-id>	
            <unmanaged>D3D11_FORMAT_SUPPORT2 OutFormatSupport2</unmanaged>	
            <unmanaged-short>D3D11_FORMAT_SUPPORT2 OutFormatSupport2</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><see cref="M:SharpDX.Direct3D11.Device.CheckFeatureSupport(SharpDX.Direct3D11.Feature)"/></strong> method to determine multi-threading support.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DATA_THREADING']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DATA_THREADING::DriverConcurrentCreates']/*"/>	
            <msdn-id>ff476130</msdn-id>	
            <unmanaged>BOOL DriverConcurrentCreates</unmanaged>	
            <unmanaged-short>BOOL 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_FEATURE_DATA_THREADING::DriverCommandLists']/*"/>	
            <msdn-id>ff476130</msdn-id>	
            <unmanaged>BOOL DriverCommandLists</unmanaged>	
            <unmanaged-short>BOOL DriverCommandLists</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.ImageInformation">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p>Optionally provide information to texture loader APIs to control how textures get loaded. A value of D3DX11_DEFAULT for any of these parameters will cause D3DX to automatically use the value from the source file.</p>	
            </summary>	
            <remarks>	
            <p>When initializing the structure, you may set any member to D3DX11_DEFAULT and D3DX will initialize it with a default value from the source texture when the texture is loaded.</p><p>This structure can be used by APIs that:</p><ul> <li>Create resources, such as <strong><see cref="M:SharpDX.Direct3D11.D3DX11.CreateTextureFromFile(SharpDX.Direct3D11.Device,System.String,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,System.IntPtr@,SharpDX.Result@)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.D3DX11.CreateShaderResourceViewFromFile(SharpDX.Direct3D11.Device,System.String,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,SharpDX.Direct3D11.ShaderResourceView@,SharpDX.Result@)"/></strong>.</li> <li>Create data processors, such as <strong>D3DX11CreateAsyncTextureInfoProcessor</strong> or	
            <strong>D3DX11CreateAsyncShaderResourceViewProcessor</strong>.</li> </ul><p>The default values are:</p><pre> Width = D3DX11_DEFAULT; Height = D3DX11_DEFAULT; Depth = D3DX11_DEFAULT; FirstMipLevel = D3DX11_DEFAULT; MipLevels = D3DX11_DEFAULT; Usage = (<see cref="T:SharpDX.Direct3D11.ResourceUsage"/>) D3DX11_DEFAULT; BindFlags = D3DX11_DEFAULT; CpuAccessFlags = D3DX11_DEFAULT; MiscFlags = D3DX11_DEFAULT; Format = DXGI_FORMAT_FROM_FILE; Filter = D3DX11_DEFAULT; MipFilter = D3DX11_DEFAULT; pSrcInfo = <c>null</c>;	
            </pre><p>Here is a brief example that uses this structure to supply the pixel format when loading a texture. For the complete code, see HDRFormats10.cpp in HDRToneMappingCS11 Sample.</p><pre> <see cref="T:SharpDX.Direct3D11.ShaderResourceView"/>* pCubeRV = <c>null</c>;	
            WCHAR strPath[MAX_PATH];	
            <see cref="T:SharpDX.Direct3D11.ImageLoadInformation"/> LoadInfo; DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH,  L"Light Probes\\uffizi_cross.dds" ); LoadInfo.Format = <see cref="F:SharpDX.DXGI.Format.R16G16B16A16_Float"/>; hr = <see cref="M:SharpDX.Direct3D11.D3DX11.CreateShaderResourceViewFromFile(SharpDX.Direct3D11.Device,System.String,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,SharpDX.Direct3D11.ShaderResourceView@,SharpDX.Result@)"/>( pd3dDevice, strPath,  &amp;LoadInfo, <c>null</c>, &amp;pCubeRV, <c>null</c> );	
            </pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_INFO']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>D3DX11_IMAGE_INFO</unmanaged>	
            <unmanaged-short>D3DX11_IMAGE_INFO</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageInformation.Width">
            <summary>	
            <dd> <p>The target width of the texture. If the actual width of the texture is larger or smaller than this value then the texture will be scaled up or down to fit this target width.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_INFO::Width']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>unsigned int Width</unmanaged>	
            <unmanaged-short>unsigned int Width</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageInformation.Height">
            <summary>	
            <dd> <p>The target height of the texture. If the actual height of the texture is larger or smaller than this value then the texture will be scaled up or down to fit this target height.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_INFO::Height']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>unsigned int Height</unmanaged>	
            <unmanaged-short>unsigned int Height</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageInformation.Depth">
            <summary>	
            <dd> <p>The depth of the texture. This only applies to volume textures.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_INFO::Depth']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>unsigned int Depth</unmanaged>	
            <unmanaged-short>unsigned int Depth</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageInformation.ArraySize">
            <summary>	
            <dd> <p>The highest resolution mipmap level of the texture. If this is greater than 0, then after the texture is loaded FirstMipLevel will be mapped to mipmap level 0.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_INFO::ArraySize']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageInformation.MipLevels">
            <summary>	
            <dd> <p>The maximum number of mipmap levels in the texture. See the remarks in <strong><see cref="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DResource"/></strong>. Using 0 or D3DX11_DEFAULT will cause a full mipmap chain to be created.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_INFO::MipLevels']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageInformation.OptionFlags">
            <summary>	
            <dd> <p>Miscellaneous resource properties (see <strong><see cref="T:SharpDX.Direct3D11.ResourceOptionFlags"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_INFO::MiscFlags']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>D3D11_RESOURCE_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D11_RESOURCE_MISC_FLAG MiscFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageInformation.Format">
            <summary>	
            <dd> <p>A <strong><see cref="T:SharpDX.DXGI.Format"/></strong> enumeration indicating the format the texture will be in after it is loaded.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_INFO::Format']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT Format</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageInformation.ResourceDimension">
            <summary>	
            <dd> <p>The access permissions the cpu will have for the texture resource. See <strong><see cref="T:SharpDX.Direct3D11.CpuAccessFlags"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_INFO::ResourceDimension']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>D3D11_RESOURCE_DIMENSION ResourceDimension</unmanaged>	
            <unmanaged-short>D3D11_RESOURCE_DIMENSION ResourceDimension</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageInformation.ImageFileFormat">
            <summary>	
            <dd> <p>Miscellaneous resource properties (see <strong><see cref="T:SharpDX.Direct3D11.ResourceOptionFlags"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_INFO::ImageFileFormat']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>D3DX11_IMAGE_FILE_FORMAT ImageFileFormat</unmanaged>	
            <unmanaged-short>D3DX11_IMAGE_FILE_FORMAT ImageFileFormat</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D11.ImageInformation.FromFile(System.String)">
            <summary>	
            Retrieves information about a given image file.	
            </summary>	
            <param name="fileName">File name of image to retrieve information about.</param>
            <returns>If the function succeeds, returns a <see cref="T:SharpDX.Direct3D11.ImageInformation"/> filled with the description of the data in the source file. else returns null </returns>
            <unmanaged>HRESULT D3DX11GetImageInfoFromFileW([None] const wchar_t* pSrcFile,[None] ID3DX11ThreadPump* pPump,[None] D3DX11_IMAGE_INFO* pSrcInfo,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D11.ImageInformation.FromMemory(System.Byte[])">
            <summary>	
            Retrieves information about a given image file from a memory location.
            </summary>	
            <param name="memory">an array to the image in memory</param>
            <returns>If the function succeeds, returns a <see cref="T:SharpDX.Direct3D11.ImageInformation"/> filled with the description of the data from the image memory. else returns null </returns>
            <unmanaged>HRESULT D3DX11GetImageInfoFromFileW([None] const wchar_t* pSrcFile,[None] ID3DX11ThreadPump* pPump,[None] D3DX11_IMAGE_INFO* pSrcInfo,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D11.ImageLoadInformation">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p>Optionally provide information to texture loader APIs to control how textures get loaded. A value of D3DX11_DEFAULT for any of these parameters will cause D3DX to automatically use the value from the source file.</p>	
            </summary>	
            <remarks>	
            <p>When initializing the structure, you may set any member to D3DX11_DEFAULT and D3DX will initialize it with a default value from the source texture when the texture is loaded.</p><p>This structure can be used by APIs that:</p><ul> <li>Create resources, such as <strong><see cref="M:SharpDX.Direct3D11.D3DX11.CreateTextureFromFile(SharpDX.Direct3D11.Device,System.String,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,System.IntPtr@,SharpDX.Result@)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.D3DX11.CreateShaderResourceViewFromFile(SharpDX.Direct3D11.Device,System.String,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,SharpDX.Direct3D11.ShaderResourceView@,SharpDX.Result@)"/></strong>.</li> <li>Create data processors, such as <strong>D3DX11CreateAsyncTextureInfoProcessor</strong> or	
            <strong>D3DX11CreateAsyncShaderResourceViewProcessor</strong>.</li> </ul><p>The default values are:</p><pre> Width = D3DX11_DEFAULT; Height = D3DX11_DEFAULT; Depth = D3DX11_DEFAULT; FirstMipLevel = D3DX11_DEFAULT; MipLevels = D3DX11_DEFAULT; Usage = (<see cref="T:SharpDX.Direct3D11.ResourceUsage"/>) D3DX11_DEFAULT; BindFlags = D3DX11_DEFAULT; CpuAccessFlags = D3DX11_DEFAULT; MiscFlags = D3DX11_DEFAULT; Format = DXGI_FORMAT_FROM_FILE; Filter = D3DX11_DEFAULT; MipFilter = D3DX11_DEFAULT; pSrcInfo = <c>null</c>;	
            </pre><p>Here is a brief example that uses this structure to supply the pixel format when loading a texture. For the complete code, see HDRFormats10.cpp in HDRToneMappingCS11 Sample.</p><pre> <see cref="T:SharpDX.Direct3D11.ShaderResourceView"/>* pCubeRV = <c>null</c>;	
            WCHAR strPath[MAX_PATH];	
            <see cref="T:SharpDX.Direct3D11.ImageLoadInformation"/> LoadInfo; DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH,  L"Light Probes\\uffizi_cross.dds" ); LoadInfo.Format = <see cref="F:SharpDX.DXGI.Format.R16G16B16A16_Float"/>; hr = <see cref="M:SharpDX.Direct3D11.D3DX11.CreateShaderResourceViewFromFile(SharpDX.Direct3D11.Device,System.String,System.Nullable{SharpDX.Direct3D11.ImageLoadInformation},System.IntPtr,SharpDX.Direct3D11.ShaderResourceView@,SharpDX.Result@)"/>( pd3dDevice, strPath,  &amp;LoadInfo, <c>null</c>, &amp;pCubeRV, <c>null</c> );	
            </pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>D3DX11_IMAGE_LOAD_INFO</unmanaged>	
            <unmanaged-short>D3DX11_IMAGE_LOAD_INFO</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.FileDefaultValue">
            <summary>
            The default value for load options.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.Width">
            <summary>	
            <dd> <p>The target width of the texture. If the actual width of the texture is larger or smaller than this value then the texture will be scaled up or down to fit this target width.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO::Width']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>unsigned int Width</unmanaged>	
            <unmanaged-short>unsigned int Width</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.Height">
            <summary>	
            <dd> <p>The target height of the texture. If the actual height of the texture is larger or smaller than this value then the texture will be scaled up or down to fit this target height.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO::Height']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>unsigned int Height</unmanaged>	
            <unmanaged-short>unsigned int Height</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.Depth">
            <summary>	
            <dd> <p>The depth of the texture. This only applies to volume textures.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO::Depth']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>unsigned int Depth</unmanaged>	
            <unmanaged-short>unsigned int Depth</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.FirstMipLevel">
            <summary>	
            <dd> <p>The highest resolution mipmap level of the texture. If this is greater than 0, then after the texture is loaded FirstMipLevel will be mapped to mipmap level 0.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO::FirstMipLevel']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>unsigned int FirstMipLevel</unmanaged>	
            <unmanaged-short>unsigned int FirstMipLevel</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.MipLevels">
            <summary>	
            <dd> <p>The maximum number of mipmap levels in the texture. See the remarks in <strong><see cref="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DResource"/></strong>. Using 0 or D3DX11_DEFAULT will cause a full mipmap chain to be created.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO::MipLevels']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.Usage">
            <summary>	
            <dd> <p>The way the texture resource is intended to be used. See <strong><see cref="T:SharpDX.Direct3D11.ResourceUsage"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO::Usage']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>D3D11_USAGE Usage</unmanaged>	
            <unmanaged-short>D3D11_USAGE Usage</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.BindFlags">
            <summary>	
            <dd> <p>The pipeline stages that the texture will be allowed to bind to. See <strong><see cref="T:SharpDX.Direct3D11.BindFlags"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO::BindFlags']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>D3D11_BIND_FLAG BindFlags</unmanaged>	
            <unmanaged-short>D3D11_BIND_FLAG BindFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.CpuAccessFlags">
            <summary>	
            <dd> <p>The access permissions the cpu will have for the texture resource. See <strong><see cref="T:SharpDX.Direct3D11.CpuAccessFlags"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO::CpuAccessFlags']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>D3D11_CPU_ACCESS_FLAG CpuAccessFlags</unmanaged>	
            <unmanaged-short>D3D11_CPU_ACCESS_FLAG CpuAccessFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.OptionFlags">
            <summary>	
            <dd> <p>Miscellaneous resource properties (see <strong><see cref="T:SharpDX.Direct3D11.ResourceOptionFlags"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO::MiscFlags']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>D3D11_RESOURCE_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D11_RESOURCE_MISC_FLAG MiscFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.Format">
            <summary>	
            <dd> <p>A <strong><see cref="T:SharpDX.DXGI.Format"/></strong> enumeration indicating the format the texture will be in after it is loaded.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO::Format']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT Format</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.Filter">
            <summary>	
            <dd> <p>Filter the texture using the specified filter (only when resampling). See <strong><see cref="T:SharpDX.Direct3D11.FilterFlags"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO::Filter']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>D3DX11_FILTER_FLAG Filter</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_FLAG Filter</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.MipFilter">
            <summary>	
            <dd> <p>Filter the texture mip levels using the specified filter (only if generating mipmaps). Valid values are <see cref="F:SharpDX.Direct3D11.FilterFlags.None"/>, <see cref="F:SharpDX.Direct3D11.FilterFlags.Point"/>, <see cref="F:SharpDX.Direct3D11.FilterFlags.Linear"/>, or <see cref="F:SharpDX.Direct3D11.FilterFlags.Triangle"/>. See <strong><see cref="T:SharpDX.Direct3D11.FilterFlags"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO::MipFilter']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>D3DX11_FILTER_FLAG MipFilter</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_FLAG MipFilter</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.PSrcInfo">
            <summary>	
            <dd> <p>Information about the original image. See <strong><see cref="T:SharpDX.Direct3D11.ImageInformation"/></strong>. Can be obtained with <strong><see cref="M:SharpDX.Direct3D11.D3DX11.GetImageInfoFromFile(System.String,System.IntPtr,SharpDX.Direct3D11.ImageInformation@,SharpDX.Result@)"/></strong>, <strong><see cref="M:SharpDX.Direct3D11.D3DX11.GetImageInfoFromMemory(System.IntPtr,SharpDX.PointerSize,System.IntPtr,SharpDX.Direct3D11.ImageInformation@,SharpDX.Result@)"/></strong>, or <strong><see cref="M:SharpDX.Direct3D11.D3DX11.GetImageInfoFromResource(System.IntPtr,System.String,System.IntPtr,SharpDX.Direct3D11.ImageInformation@,SharpDX.Result@)"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_IMAGE_LOAD_INFO::pSrcInfo']/*"/>	
            <msdn-id>ff476317</msdn-id>	
            <unmanaged>D3DX11_IMAGE_INFO* pSrcInfo</unmanaged>	
            <unmanaged-short>D3DX11_IMAGE_INFO pSrcInfo</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ImageLoadInformation.Default">
            <summary>
            Gets an ImageLoadInformation that is setup with all default values (<see cref="F:SharpDX.Direct3D11.ImageLoadInformation.FileDefaultValue"/>).
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D11.InfoQueueFilter">
            <summary>	
            <p>Debug message filter; contains a lists of message types to allow or deny.</p>	
            </summary>	
            <remarks>	
            <p>For use with an <strong><see cref="T:SharpDX.Direct3D11.InfoQueue"/> Interface</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INFO_QUEUE_FILTER']/*"/>	
            <msdn-id>ff476177</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>Types of messages that you want to allow. See <strong><see cref="T:SharpDX.Direct3D11.InfoQueueFilterDescription"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INFO_QUEUE_FILTER::AllowList']/*"/>	
            <msdn-id>ff476177</msdn-id>	
            <unmanaged>D3D11_INFO_QUEUE_FILTER_DESC AllowList</unmanaged>	
            <unmanaged-short>D3D11_INFO_QUEUE_FILTER_DESC AllowList</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.InfoQueueFilter.DenyList">
            <summary>	
            <dd> <p>Types of messages that you want to deny.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INFO_QUEUE_FILTER::DenyList']/*"/>	
            <msdn-id>ff476177</msdn-id>	
            <unmanaged>D3D11_INFO_QUEUE_FILTER_DESC DenyList</unmanaged>	
            <unmanaged-short>D3D11_INFO_QUEUE_FILTER_DESC DenyList</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INFO_QUEUE_FILTER_DESC']/*"/>	
            <msdn-id>ff476178</msdn-id>	
            <unmanaged>D3D11_INFO_QUEUE_FILTER_DESC</unmanaged>	
            <unmanaged-short>D3D11_INFO_QUEUE_FILTER_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.InfoQueueFilterDescription.CategorieCount">
            <summary>	
            <dd> <p>Number of message categories to allow or deny.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INFO_QUEUE_FILTER_DESC::NumCategories']/*"/>	
            <msdn-id>ff476178</msdn-id>	
            <unmanaged>unsigned int NumCategories</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INFO_QUEUE_FILTER_DESC::pCategoryList']/*"/>	
            <msdn-id>ff476178</msdn-id>	
            <unmanaged>D3D11_MESSAGE_CATEGORY* pCategoryList</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_CATEGORY 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INFO_QUEUE_FILTER_DESC::NumSeverities']/*"/>	
            <msdn-id>ff476178</msdn-id>	
            <unmanaged>unsigned int NumSeverities</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INFO_QUEUE_FILTER_DESC::pSeverityList']/*"/>	
            <msdn-id>ff476178</msdn-id>	
            <unmanaged>D3D11_MESSAGE_SEVERITY* pSeverityList</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_SEVERITY 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INFO_QUEUE_FILTER_DESC::NumIDs']/*"/>	
            <msdn-id>ff476178</msdn-id>	
            <unmanaged>unsigned int NumIDs</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INFO_QUEUE_FILTER_DESC::pIDList']/*"/>	
            <msdn-id>ff476178</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID* pIDList</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID pIDList</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="T:SharpDX.Direct3D11.InputElement">
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INPUT_ELEMENT_DESC']/*"/>	
            <msdn-id>ff476179</msdn-id>	
            <unmanaged>D3D11_INPUT_ELEMENT_DESC</unmanaged>	
            <unmanaged-short>D3D11_INPUT_ELEMENT_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.SemanticName">
            <summary>	
            <dd> <p>Input data is per-vertex data.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INPUT_ELEMENT_DESC::SemanticName']/*"/>	
            <msdn-id>ff476179</msdn-id>	
            <unmanaged>const char* SemanticName</unmanaged>	
            <unmanaged-short>char SemanticName</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.SemanticIndex">
            <summary>	
            <dd> <p>Input data is per-instance data.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INPUT_ELEMENT_DESC::SemanticIndex']/*"/>	
            <msdn-id>ff476179</msdn-id>	
            <unmanaged>unsigned int SemanticIndex</unmanaged>	
            <unmanaged-short>unsigned int SemanticIndex</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.Format">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INPUT_ELEMENT_DESC::Format']/*"/>	
            <msdn-id>ff476179</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT Format</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.Slot">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INPUT_ELEMENT_DESC::InputSlot']/*"/>	
            <msdn-id>ff476179</msdn-id>	
            <unmanaged>unsigned int InputSlot</unmanaged>	
            <unmanaged-short>unsigned int InputSlot</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.AlignedByteOffset">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INPUT_ELEMENT_DESC::AlignedByteOffset']/*"/>	
            <msdn-id>ff476179</msdn-id>	
            <unmanaged>unsigned int AlignedByteOffset</unmanaged>	
            <unmanaged-short>unsigned int AlignedByteOffset</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.Classification">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INPUT_ELEMENT_DESC::InputSlotClass']/*"/>	
            <msdn-id>ff476179</msdn-id>	
            <unmanaged>D3D11_INPUT_CLASSIFICATION InputSlotClass</unmanaged>	
            <unmanaged-short>D3D11_INPUT_CLASSIFICATION InputSlotClass</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.InputElement.InstanceDataStepRate">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_INPUT_ELEMENT_DESC::InstanceDataStepRate']/*"/>	
            <msdn-id>ff476179</msdn-id>	
            <unmanaged>unsigned int InstanceDataStepRate</unmanaged>	
            <unmanaged-short>unsigned int InstanceDataStepRate</unmanaged-short>	
        </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="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="T:SharpDX.Direct3D11.Message">
            <summary>	
            <p>A debug message in the Information Queue.</p>	
            </summary>	
            <remarks>	
            <p>This structure is returned from <strong><see cref="M:SharpDX.Direct3D11.InfoQueue.GetMessage(System.Int64,System.IntPtr,SharpDX.PointerSize@)"/></strong> as part of the Information Queue feature (see <strong><see cref="T:SharpDX.Direct3D11.InfoQueue"/> Interface</strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE</unmanaged-short>	
        </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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE::Category']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_CATEGORY Category</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_CATEGORY 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE::Severity']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_SEVERITY Severity</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_SEVERITY 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE::ID']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>D3D11_MESSAGE_ID ID</unmanaged>	
            <unmanaged-short>D3D11_MESSAGE_ID ID</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.Message.Description">
            <summary>	
            <dd> <p>The message string.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE::pDescription']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>const char* pDescription</unmanaged>	
            <unmanaged-short>char pDescription</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.Message.DescriptionByteLength">
            <summary>	
            <dd> <p>The length of pDescription in bytes.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_MESSAGE::DescriptionByteLength']/*"/>	
            <msdn-id>ff476184</msdn-id>	
            <unmanaged>SIZE_T DescriptionByteLength</unmanaged>	
            <unmanaged-short>SIZE_T DescriptionByteLength</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.QueryDataPipelineStatistics">
            <summary>	
            <p>Query information about graphics-pipeline activity in between calls to <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_PIPELINE_STATISTICS']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_PIPELINE_STATISTICS::IAVertices']/*"/>	
            <msdn-id>ff476192</msdn-id>	
            <unmanaged>unsigned longlong IAVertices</unmanaged>	
            <unmanaged-short>unsigned longlong IAVertices</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.IAPrimitiveCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_PIPELINE_STATISTICS::IAPrimitives']/*"/>	
            <msdn-id>ff476192</msdn-id>	
            <unmanaged>unsigned longlong IAPrimitives</unmanaged>	
            <unmanaged-short>unsigned longlong IAPrimitives</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.VSInvocationCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_PIPELINE_STATISTICS::VSInvocations']/*"/>	
            <msdn-id>ff476192</msdn-id>	
            <unmanaged>unsigned longlong VSInvocations</unmanaged>	
            <unmanaged-short>unsigned longlong VSInvocations</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.GSInvocationCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_PIPELINE_STATISTICS::GSInvocations']/*"/>	
            <msdn-id>ff476192</msdn-id>	
            <unmanaged>unsigned longlong GSInvocations</unmanaged>	
            <unmanaged-short>unsigned longlong GSInvocations</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.GSPrimitiveCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_PIPELINE_STATISTICS::GSPrimitives']/*"/>	
            <msdn-id>ff476192</msdn-id>	
            <unmanaged>unsigned longlong GSPrimitives</unmanaged>	
            <unmanaged-short>unsigned longlong GSPrimitives</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.CInvocationCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_PIPELINE_STATISTICS::CInvocations']/*"/>	
            <msdn-id>ff476192</msdn-id>	
            <unmanaged>unsigned longlong CInvocations</unmanaged>	
            <unmanaged-short>unsigned longlong CInvocations</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.CPrimitiveCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_PIPELINE_STATISTICS::CPrimitives']/*"/>	
            <msdn-id>ff476192</msdn-id>	
            <unmanaged>unsigned longlong CPrimitives</unmanaged>	
            <unmanaged-short>unsigned longlong CPrimitives</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.PSInvocationCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_PIPELINE_STATISTICS::PSInvocations']/*"/>	
            <msdn-id>ff476192</msdn-id>	
            <unmanaged>unsigned longlong PSInvocations</unmanaged>	
            <unmanaged-short>unsigned longlong PSInvocations</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.HSInvocationCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_PIPELINE_STATISTICS::HSInvocations']/*"/>	
            <msdn-id>ff476192</msdn-id>	
            <unmanaged>unsigned longlong HSInvocations</unmanaged>	
            <unmanaged-short>unsigned longlong HSInvocations</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.DSInvocationCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_PIPELINE_STATISTICS::DSInvocations']/*"/>	
            <msdn-id>ff476192</msdn-id>	
            <unmanaged>unsigned longlong DSInvocations</unmanaged>	
            <unmanaged-short>unsigned longlong DSInvocations</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.QueryDataPipelineStatistics.CSInvocationCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_PIPELINE_STATISTICS::CSInvocations']/*"/>	
            <msdn-id>ff476192</msdn-id>	
            <unmanaged>unsigned longlong CSInvocations</unmanaged>	
            <unmanaged-short>unsigned longlong 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_TIMESTAMP_DISJOINT']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_TIMESTAMP_DISJOINT::Frequency']/*"/>	
            <msdn-id>ff476194</msdn-id>	
            <unmanaged>unsigned longlong Frequency</unmanaged>	
            <unmanaged-short>unsigned longlong 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><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></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><see cref="M:SharpDX.Direct3D11.DeviceContext.GetDataInternal(SharpDX.Direct3D11.Asynchronous,System.IntPtr,System.Int32,SharpDX.Direct3D11.AsynchronousFlags)"/></strong> for a timestamp query is only reliable if <strong>Disjoint</strong> is <strong><see cref="F:SharpDX.Result.False"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_TIMESTAMP_DISJOINT::Disjoint']/*"/>	
            <msdn-id>ff476194</msdn-id>	
            <unmanaged>BOOL Disjoint</unmanaged>	
            <unmanaged-short>BOOL Disjoint</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.QueryDescription">
            <summary>	
            <p>Describes a query.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DESC']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DESC::Query']/*"/>	
            <msdn-id>ff476195</msdn-id>	
            <unmanaged>D3D11_QUERY Query</unmanaged>	
            <unmanaged-short>D3D11_QUERY 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DESC::MiscFlags']/*"/>	
            <msdn-id>ff476195</msdn-id>	
            <unmanaged>D3D11_QUERY_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D11_QUERY_MISC_FLAG MiscFlags</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><see cref="F:SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>DestBlend</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>BlendOp</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>SrcBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>DestBlendAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>BlendOpAlpha</td><td><see cref="F:SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>RenderTargetWriteMask</td><td><see cref="F:SharpDX.Direct3D11.ColorWriteMaskFlags.All"/></td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_BLEND_DESC']/*"/>	
            <msdn-id>ff476200</msdn-id>	
            <unmanaged>D3D11_RENDER_TARGET_BLEND_DESC</unmanaged>	
            <unmanaged-short>D3D11_RENDER_TARGET_BLEND_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription.IsBlendEnabled">
            <summary>	
            <dd> <p>Enable (or disable) blending.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_BLEND_DESC::BlendEnable']/*"/>	
            <msdn-id>ff476200</msdn-id>	
            <unmanaged>BOOL BlendEnable</unmanaged>	
            <unmanaged-short>BOOL 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_BLEND_DESC::SrcBlend']/*"/>	
            <msdn-id>ff476200</msdn-id>	
            <unmanaged>D3D11_BLEND SrcBlend</unmanaged>	
            <unmanaged-short>D3D11_BLEND 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_BLEND_DESC::DestBlend']/*"/>	
            <msdn-id>ff476200</msdn-id>	
            <unmanaged>D3D11_BLEND DestBlend</unmanaged>	
            <unmanaged-short>D3D11_BLEND 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_BLEND_DESC::BlendOp']/*"/>	
            <msdn-id>ff476200</msdn-id>	
            <unmanaged>D3D11_BLEND_OP BlendOp</unmanaged>	
            <unmanaged-short>D3D11_BLEND_OP 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_BLEND_DESC::SrcBlendAlpha']/*"/>	
            <msdn-id>ff476200</msdn-id>	
            <unmanaged>D3D11_BLEND SrcBlendAlpha</unmanaged>	
            <unmanaged-short>D3D11_BLEND 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_BLEND_DESC::DestBlendAlpha']/*"/>	
            <msdn-id>ff476200</msdn-id>	
            <unmanaged>D3D11_BLEND DestBlendAlpha</unmanaged>	
            <unmanaged-short>D3D11_BLEND 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_BLEND_DESC::BlendOpAlpha']/*"/>	
            <msdn-id>ff476200</msdn-id>	
            <unmanaged>D3D11_BLEND_OP BlendOpAlpha</unmanaged>	
            <unmanaged-short>D3D11_BLEND_OP BlendOpAlpha</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetBlendDescription.RenderTargetWriteMask">
            <summary>	
            <dd> <p>A write mask.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_BLEND_DESC::RenderTargetWriteMask']/*"/>	
            <msdn-id>ff476200</msdn-id>	
            <unmanaged>D3D11_COLOR_WRITE_ENABLE RenderTargetWriteMask</unmanaged>	
            <unmanaged-short>D3D11_COLOR_WRITE_ENABLE RenderTargetWriteMask</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="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><see cref="M:SharpDX.Direct3D11.Device.CreateRenderTargetView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.RenderTargetViewDescription},SharpDX.Direct3D11.RenderTargetView)"/></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 <see cref="F:SharpDX.DXGI.Format.Unknown"/>, then the format of the resource that the view binds to the pipeline will be used.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_VIEW_DESC']/*"/>	
            <msdn-id>ff476201</msdn-id>	
            <unmanaged>D3D11_RENDER_TARGET_VIEW_DESC</unmanaged>	
            <unmanaged-short>D3D11_RENDER_TARGET_VIEW_DESC</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_VIEW_DESC::Format']/*"/>	
            <msdn-id>ff476201</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_VIEW_DESC::ViewDimension']/*"/>	
            <msdn-id>ff476201</msdn-id>	
            <unmanaged>D3D11_RTV_DIMENSION ViewDimension</unmanaged>	
            <unmanaged-short>D3D11_RTV_DIMENSION 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="T:SharpDX.Direct3D11.RenderTargetViewDescription.BufferResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_VIEW_DESC::Buffer']/*"/>	
            <msdn-id>ff476201</msdn-id>	
            <unmanaged>D3D11_BUFFER_RTV Buffer</unmanaged>	
            <unmanaged-short>D3D11_BUFFER_RTV 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="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture1DResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_VIEW_DESC::Texture1D']/*"/>	
            <msdn-id>ff476201</msdn-id>	
            <unmanaged>D3D11_TEX1D_RTV Texture1D</unmanaged>	
            <unmanaged-short>D3D11_TEX1D_RTV 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="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture1DArrayResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_VIEW_DESC::Texture1DArray']/*"/>	
            <msdn-id>ff476201</msdn-id>	
            <unmanaged>D3D11_TEX1D_ARRAY_RTV Texture1DArray</unmanaged>	
            <unmanaged-short>D3D11_TEX1D_ARRAY_RTV 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="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_VIEW_DESC::Texture2D']/*"/>	
            <msdn-id>ff476201</msdn-id>	
            <unmanaged>D3D11_TEX2D_RTV Texture2D</unmanaged>	
            <unmanaged-short>D3D11_TEX2D_RTV 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="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DArrayResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_VIEW_DESC::Texture2DArray']/*"/>	
            <msdn-id>ff476201</msdn-id>	
            <unmanaged>D3D11_TEX2D_ARRAY_RTV Texture2DArray</unmanaged>	
            <unmanaged-short>D3D11_TEX2D_ARRAY_RTV 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="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DMultisampledResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_VIEW_DESC::Texture2DMS']/*"/>	
            <msdn-id>ff476201</msdn-id>	
            <unmanaged>D3D11_TEX2DMS_RTV Texture2DMS</unmanaged>	
            <unmanaged-short>D3D11_TEX2DMS_RTV 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="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DMultisampledArrayResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_VIEW_DESC::Texture2DMSArray']/*"/>	
            <msdn-id>ff476201</msdn-id>	
            <unmanaged>D3D11_TEX2DMS_ARRAY_RTV Texture2DMSArray</unmanaged>	
            <unmanaged-short>D3D11_TEX2DMS_ARRAY_RTV 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="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture3DResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_RENDER_TARGET_VIEW_DESC::Texture3D']/*"/>	
            <msdn-id>ff476201</msdn-id>	
            <unmanaged>D3D11_TEX3D_RTV Texture3D</unmanaged>	
            <unmanaged-short>D3D11_TEX3D_RTV Texture3D</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="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DMultisampledResource"/>. Consequently, <strong>UnusedField_NothingToDefine</strong> is included so that this structure will compile in C.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_RTV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_RTV::UnusedField_NothingToDefine']/*"/>	
            <msdn-id>ff476237</msdn-id>	
            <unmanaged>unsigned int UnusedField_NothingToDefine</unmanaged>	
            <unmanaged-short>unsigned int UnusedField_NothingToDefine</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_ARRAY_RTV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_ARRAY_RTV::FirstArraySlice']/*"/>	
            <msdn-id>ff476234</msdn-id>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DMultisampledArrayResource.ArraySize">
            <summary>	
            <dd> <p>Number of textures to use.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_ARRAY_RTV::ArraySize']/*"/>	
            <msdn-id>ff476234</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_RTV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_RTV::MipSlice']/*"/>	
            <msdn-id>ff476230</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int MipSlice</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_RTV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_RTV::MipSlice']/*"/>	
            <msdn-id>ff476244</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_RTV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_RTV::MipSlice']/*"/>	
            <msdn-id>ff476226</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_RTV::FirstArraySlice']/*"/>	
            <msdn-id>ff476226</msdn-id>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture1DArrayResource.ArraySize">
            <summary>	
            <dd> <p>Number of textures to use.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_RTV::ArraySize']/*"/>	
            <msdn-id>ff476226</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</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><see cref="M:SharpDX.Direct3D11.Device.CreateRenderTargetView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.RenderTargetViewDescription},SharpDX.Direct3D11.RenderTargetView)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_RTV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_RTV::FirstElement']/*"/>	
            <msdn-id>ff476093</msdn-id>	
            <unmanaged>unsigned int FirstElement</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_RTV::ElementOffset']/*"/>	
            <msdn-id>ff476093</msdn-id>	
            <unmanaged>unsigned int ElementOffset</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_RTV::NumElements']/*"/>	
            <msdn-id>ff476093</msdn-id>	
            <unmanaged>unsigned int NumElements</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_RTV::ElementWidth']/*"/>	
            <msdn-id>ff476093</msdn-id>	
            <unmanaged>unsigned int ElementWidth</unmanaged>	
            <unmanaged-short>unsigned int ElementWidth</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX3D_RTV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX3D_RTV::MipSlice']/*"/>	
            <msdn-id>ff476247</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int MipSlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.RenderTargetViewDescription.Texture3DResource.FirstDepthSlice">
            <summary>	
            <dd> <p>First depth level to use.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX3D_RTV::FirstWSlice']/*"/>	
            <msdn-id>ff476247</msdn-id>	
            <unmanaged>unsigned int FirstWSlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX3D_RTV::WSize']/*"/>	
            <msdn-id>ff476247</msdn-id>	
            <unmanaged>unsigned int WSize</unmanaged>	
            <unmanaged-short>unsigned int WSize</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_RTV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_RTV::MipSlice']/*"/>	
            <msdn-id>ff476240</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_RTV::FirstArraySlice']/*"/>	
            <msdn-id>ff476240</msdn-id>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_RTV::ArraySize']/*"/>	
            <msdn-id>ff476240</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BOX']/*"/>	
            <msdn-id>ff476089</msdn-id>	
            <unmanaged>D3D11_BOX</unmanaged>	
            <unmanaged-short>D3D11_BOX</unmanaged-short>	
        </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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BOX::left']/*"/>	
            <msdn-id>ff476089</msdn-id>	
            <unmanaged>unsigned int left</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BOX::top']/*"/>	
            <msdn-id>ff476089</msdn-id>	
            <unmanaged>unsigned int top</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BOX::front']/*"/>	
            <msdn-id>ff476089</msdn-id>	
            <unmanaged>unsigned int front</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BOX::right']/*"/>	
            <msdn-id>ff476089</msdn-id>	
            <unmanaged>unsigned int right</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BOX::bottom']/*"/>	
            <msdn-id>ff476089</msdn-id>	
            <unmanaged>unsigned int bottom</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BOX::back']/*"/>	
            <msdn-id>ff476089</msdn-id>	
            <unmanaged>unsigned int back</unmanaged>	
            <unmanaged-short>unsigned int back</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="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><see cref="F:SharpDX.Direct3D11.Filter.MinMagMipLinear"/></td></tr> <tr><td>AddressU</td><td><see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/></td></tr> <tr><td>AddressV</td><td><see cref="F:SharpDX.Direct3D11.TextureAddressMode.Clamp"/></td></tr> <tr><td>AddressW</td><td><see cref="F:SharpDX.Direct3D11.TextureAddressMode.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><see cref="F:SharpDX.Direct3D11.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SAMPLER_DESC']/*"/>	
            <msdn-id>ff476207</msdn-id>	
            <unmanaged>D3D11_SAMPLER_DESC</unmanaged>	
            <unmanaged-short>D3D11_SAMPLER_DESC</unmanaged-short>	
        </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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SAMPLER_DESC::Filter']/*"/>	
            <msdn-id>ff476207</msdn-id>	
            <unmanaged>D3D11_FILTER Filter</unmanaged>	
            <unmanaged-short>D3D11_FILTER 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SAMPLER_DESC::AddressU']/*"/>	
            <msdn-id>ff476207</msdn-id>	
            <unmanaged>D3D11_TEXTURE_ADDRESS_MODE AddressU</unmanaged>	
            <unmanaged-short>D3D11_TEXTURE_ADDRESS_MODE 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SAMPLER_DESC::AddressV']/*"/>	
            <msdn-id>ff476207</msdn-id>	
            <unmanaged>D3D11_TEXTURE_ADDRESS_MODE AddressV</unmanaged>	
            <unmanaged-short>D3D11_TEXTURE_ADDRESS_MODE 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SAMPLER_DESC::AddressW']/*"/>	
            <msdn-id>ff476207</msdn-id>	
            <unmanaged>D3D11_TEXTURE_ADDRESS_MODE AddressW</unmanaged>	
            <unmanaged-short>D3D11_TEXTURE_ADDRESS_MODE 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SAMPLER_DESC::MipLODBias']/*"/>	
            <msdn-id>ff476207</msdn-id>	
            <unmanaged>float MipLODBias</unmanaged>	
            <unmanaged-short>float MipLODBias</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.SamplerStateDescription.MaximumAnisotropy">
            <summary>	
            <dd> <p>Clamping value used if <see cref="F:SharpDX.Direct3D11.Filter.Anisotropic"/> or <see cref="F:SharpDX.Direct3D11.Filter.ComparisonAnisotropic"/> is specified in Filter. Valid values are between 1 and 16.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SAMPLER_DESC::MaxAnisotropy']/*"/>	
            <msdn-id>ff476207</msdn-id>	
            <unmanaged>unsigned int MaxAnisotropy</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SAMPLER_DESC::ComparisonFunc']/*"/>	
            <msdn-id>ff476207</msdn-id>	
            <unmanaged>D3D11_COMPARISON_FUNC ComparisonFunc</unmanaged>	
            <unmanaged-short>D3D11_COMPARISON_FUNC ComparisonFunc</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.SamplerStateDescription.BorderColor">
            <summary>	
            <dd> <p>Border color to use if <see cref="F:SharpDX.Direct3D11.TextureAddressMode.Border"/> is specified for AddressU, AddressV, or AddressW. Range must be between 0.0 and 1.0 inclusive.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SAMPLER_DESC::BorderColor']/*"/>	
            <msdn-id>ff476207</msdn-id>	
            <unmanaged>SHARPDX_COLOR4 BorderColor</unmanaged>	
            <unmanaged-short>SHARPDX_COLOR4 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SAMPLER_DESC::MinLOD']/*"/>	
            <msdn-id>ff476207</msdn-id>	
            <unmanaged>float MinLOD</unmanaged>	
            <unmanaged-short>float 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SAMPLER_DESC::MaxLOD']/*"/>	
            <msdn-id>ff476207</msdn-id>	
            <unmanaged>float MaxLOD</unmanaged>	
            <unmanaged-short>float MaxLOD</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="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 <see cref="F:SharpDX.DXGI.Format.R32G32B32_Typeless"/> resource can be viewed with one of these typed formats: <see cref="F:SharpDX.DXGI.Format.R32G32B32_Float"/>, <see cref="F:SharpDX.DXGI.Format.R32G32B32_UInt"/>, and <see cref="F:SharpDX.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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong>. To view a shader-resource-view description, call <strong><see cref="M:SharpDX.Direct3D11.ShaderResourceView.GetDescription(SharpDX.Direct3D11.ShaderResourceViewDescription@)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>D3D11_SHADER_RESOURCE_VIEW_DESC</unmanaged>	
            <unmanaged-short>D3D11_SHADER_RESOURCE_VIEW_DESC</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC::Format']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC::ViewDimension']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>D3D_SRV_DIMENSION ViewDimension</unmanaged>	
            <unmanaged-short>D3D_SRV_DIMENSION 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.BufferResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC::Buffer']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>D3D11_BUFFER_SRV Buffer</unmanaged>	
            <unmanaged-short>D3D11_BUFFER_SRV 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC::Texture1D']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>D3D11_TEX1D_SRV Texture1D</unmanaged>	
            <unmanaged-short>D3D11_TEX1D_SRV 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DArrayResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC::Texture1DArray']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>D3D11_TEX1D_ARRAY_SRV Texture1DArray</unmanaged>	
            <unmanaged-short>D3D11_TEX1D_ARRAY_SRV 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC::Texture2D']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>D3D11_TEX2D_SRV Texture2D</unmanaged>	
            <unmanaged-short>D3D11_TEX2D_SRV 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DArrayResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC::Texture2DArray']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>D3D11_TEX2D_ARRAY_SRV Texture2DArray</unmanaged>	
            <unmanaged-short>D3D11_TEX2D_ARRAY_SRV 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DMultisampledResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC::Texture2DMS']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>D3D11_TEX2DMS_SRV Texture2DMS</unmanaged>	
            <unmanaged-short>D3D11_TEX2DMS_SRV 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DMultisampledArrayResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC::Texture2DMSArray']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>D3D11_TEX2DMS_ARRAY_SRV Texture2DMSArray</unmanaged>	
            <unmanaged-short>D3D11_TEX2DMS_ARRAY_SRV 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture3DResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC::Texture3D']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>D3D11_TEX3D_SRV Texture3D</unmanaged>	
            <unmanaged-short>D3D11_TEX3D_SRV 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.TextureCubeResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC::TextureCube']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>D3D11_TEXCUBE_SRV TextureCube</unmanaged>	
            <unmanaged-short>D3D11_TEXCUBE_SRV 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.TextureCubeArrayResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC::TextureCubeArray']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>D3D11_TEXCUBE_ARRAY_SRV TextureCubeArray</unmanaged>	
            <unmanaged-short>D3D11_TEXCUBE_ARRAY_SRV 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.ExtendedBufferResource"/></strong>). For more info about raw viewing of buffers, see Raw Views of Buffers.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SHADER_RESOURCE_VIEW_DESC::BufferEx']/*"/>	
            <msdn-id>ff476211</msdn-id>	
            <unmanaged>D3D11_BUFFEREX_SRV BufferEx</unmanaged>	
            <unmanaged-short>D3D11_BUFFEREX_SRV BufferEx</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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong> method.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_SRV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_SRV::FirstElement']/*"/>	
            <msdn-id>ff476094</msdn-id>	
            <unmanaged>unsigned int FirstElement</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_SRV::ElementOffset']/*"/>	
            <msdn-id>ff476094</msdn-id>	
            <unmanaged>unsigned int ElementOffset</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_SRV::NumElements']/*"/>	
            <msdn-id>ff476094</msdn-id>	
            <unmanaged>unsigned int NumElements</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_SRV::ElementWidth']/*"/>	
            <msdn-id>ff476094</msdn-id>	
            <unmanaged>unsigned int ElementWidth</unmanaged>	
            <unmanaged-short>unsigned int ElementWidth</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXCUBE_SRV']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong> creates a view) -1.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXCUBE_SRV::MostDetailedMip']/*"/>	
            <msdn-id>ff476251</msdn-id>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXCUBE_SRV::MipLevels']/*"/>	
            <msdn-id>ff476251</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_SRV']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong> creates a view) -1.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_SRV::MostDetailedMip']/*"/>	
            <msdn-id>ff476231</msdn-id>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_SRV::MipLevels']/*"/>	
            <msdn-id>ff476231</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</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="T:SharpDX.Direct3D11.RenderTargetViewDescription.Texture2DMultisampledResource"/>. Consequently, <strong>UnusedField_NothingToDefine</strong> is included so that this structure will compile in C.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_SRV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_SRV::UnusedField_NothingToDefine']/*"/>	
            <msdn-id>ff476238</msdn-id>	
            <unmanaged>unsigned int UnusedField_NothingToDefine</unmanaged>	
            <unmanaged-short>unsigned int UnusedField_NothingToDefine</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXCUBE_ARRAY_SRV']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong> creates a view) -1.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXCUBE_ARRAY_SRV::MostDetailedMip']/*"/>	
            <msdn-id>ff476250</msdn-id>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXCUBE_ARRAY_SRV::MipLevels']/*"/>	
            <msdn-id>ff476250</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXCUBE_ARRAY_SRV::First2DArrayFace']/*"/>	
            <msdn-id>ff476250</msdn-id>	
            <unmanaged>unsigned int First2DArrayFace</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXCUBE_ARRAY_SRV::NumCubes']/*"/>	
            <msdn-id>ff476250</msdn-id>	
            <unmanaged>unsigned int NumCubes</unmanaged>	
            <unmanaged-short>unsigned int NumCubes</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX3D_SRV']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong> creates a view) -1.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX3D_SRV::MostDetailedMip']/*"/>	
            <msdn-id>ff476248</msdn-id>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX3D_SRV::MipLevels']/*"/>	
            <msdn-id>ff476248</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_SRV']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong> creates a view) -1.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_SRV::MostDetailedMip']/*"/>	
            <msdn-id>ff476245</msdn-id>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_SRV::MipLevels']/*"/>	
            <msdn-id>ff476245</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_SRV']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong> creates a view) -1.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_SRV::MostDetailedMip']/*"/>	
            <msdn-id>ff476227</msdn-id>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_SRV::MipLevels']/*"/>	
            <msdn-id>ff476227</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_SRV::FirstArraySlice']/*"/>	
            <msdn-id>ff476227</msdn-id>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DArrayResource.ArraySize">
            <summary>	
            <dd> <p>Number of textures in the array.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_SRV::ArraySize']/*"/>	
            <msdn-id>ff476227</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_SRV']/*"/>	
            <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><see cref="M:SharpDX.Direct3D11.Device.CreateShaderResourceView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.ShaderResourceViewDescription},SharpDX.Direct3D11.ShaderResourceView)"/></strong> creates a view) -1.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_SRV::MostDetailedMip']/*"/>	
            <msdn-id>ff476241</msdn-id>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_SRV::MipLevels']/*"/>	
            <msdn-id>ff476241</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_SRV::FirstArraySlice']/*"/>	
            <msdn-id>ff476241</msdn-id>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DArrayResource.ArraySize">
            <summary>	
            <dd> <p>Number of textures in the array.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_SRV::ArraySize']/*"/>	
            <msdn-id>ff476241</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_ARRAY_SRV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_ARRAY_SRV::FirstArraySlice']/*"/>	
            <msdn-id>ff476235</msdn-id>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture2DMultisampledArrayResource.ArraySize">
            <summary>	
            <dd> <p>Number of textures to use.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2DMS_ARRAY_SRV::ArraySize']/*"/>	
            <msdn-id>ff476235</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFEREX_SRV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFEREX_SRV::FirstElement']/*"/>	
            <msdn-id>ff476090</msdn-id>	
            <unmanaged>unsigned int FirstElement</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFEREX_SRV::NumElements']/*"/>	
            <msdn-id>ff476090</msdn-id>	
            <unmanaged>unsigned int NumElements</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFEREX_SRV::Flags']/*"/>	
            <msdn-id>ff476090</msdn-id>	
            <unmanaged>D3D11_BUFFEREX_SRV_FLAG Flags</unmanaged>	
            <unmanaged-short>D3D11_BUFFEREX_SRV_FLAG Flags</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.StreamOutputElement">
            <summary>	
            <p>Description of a vertex element in a vertex buffer in an output slot.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SO_DECLARATION_ENTRY']/*"/>	
            <msdn-id>ff476216</msdn-id>	
            <unmanaged>D3D11_SO_DECLARATION_ENTRY</unmanaged>	
            <unmanaged-short>D3D11_SO_DECLARATION_ENTRY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.StreamOutputElement.Stream">
            <summary>	
            <dd> <p>Zero-based, stream number.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SO_DECLARATION_ENTRY::Stream']/*"/>	
            <msdn-id>ff476216</msdn-id>	
            <unmanaged>unsigned int Stream</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SO_DECLARATION_ENTRY::SemanticName']/*"/>	
            <msdn-id>ff476216</msdn-id>	
            <unmanaged>const char* SemanticName</unmanaged>	
            <unmanaged-short>char 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SO_DECLARATION_ENTRY::SemanticIndex']/*"/>	
            <msdn-id>ff476216</msdn-id>	
            <unmanaged>unsigned int SemanticIndex</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SO_DECLARATION_ENTRY::StartComponent']/*"/>	
            <msdn-id>ff476216</msdn-id>	
            <unmanaged>unsigned char StartComponent</unmanaged>	
            <unmanaged-short>unsigned char 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SO_DECLARATION_ENTRY::ComponentCount']/*"/>	
            <msdn-id>ff476216</msdn-id>	
            <unmanaged>unsigned char ComponentCount</unmanaged>	
            <unmanaged-short>unsigned char 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><see cref="M:SharpDX.Direct3D11.StreamOutputStage.SetTargets(System.Int32,SharpDX.Direct3D11.Buffer[],System.Int32[])"/></strong>).  The valid range for <em>OutputSlot</em> is 0 to 3.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_SO_DECLARATION_ENTRY::OutputSlot']/*"/>	
            <msdn-id>ff476216</msdn-id>	
            <unmanaged>unsigned char OutputSlot</unmanaged>	
            <unmanaged-short>unsigned char OutputSlot</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="T:SharpDX.Direct3D11.StreamOutputStatistics">
            <summary>	
            <p>Query information about the amount of data streamed out to the stream-output buffers in between <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.Begin(SharpDX.Direct3D11.Asynchronous)"/></strong> and <strong><see cref="M:SharpDX.Direct3D11.DeviceContext.End(SharpDX.Direct3D11.Asynchronous)"/></strong>.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_SO_STATISTICS']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_SO_STATISTICS::NumPrimitivesWritten']/*"/>	
            <msdn-id>ff476193</msdn-id>	
            <unmanaged>unsigned longlong NumPrimitivesWritten</unmanaged>	
            <unmanaged-short>unsigned longlong NumPrimitivesWritten</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.StreamOutputStatistics.PrimitivesStorageNeeded">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_QUERY_DATA_SO_STATISTICS::PrimitivesStorageNeeded']/*"/>	
            <msdn-id>ff476193</msdn-id>	
            <unmanaged>unsigned longlong PrimitivesStorageNeeded</unmanaged>	
            <unmanaged-short>unsigned longlong PrimitivesStorageNeeded</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><see cref="M:SharpDX.Direct3D11.Device.CreateTexture1D(SharpDX.Direct3D11.Texture1DDescription@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture1D)"/></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><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_10_0"/></strong>) and call <strong><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@)"/></strong> to create an <strong><see cref="T:SharpDX.Direct3D11.Device"/></strong>, you must constrain the maximum texture size to <see cref="!:SharpDX.Direct3D10.Resource.MaximumTexture1DSize"/> (8192) when you create your 1D texture.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE1D_DESC']/*"/>	
            <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="F:SharpDX.Direct3D11.Resource.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE1D_DESC::Width']/*"/>	
            <msdn-id>ff476252</msdn-id>	
            <unmanaged>unsigned int Width</unmanaged>	
            <unmanaged-short>unsigned int 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DResource"/></strong>. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE1D_DESC::MipLevels']/*"/>	
            <msdn-id>ff476252</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int 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="F:SharpDX.Direct3D11.Resource.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE1D_DESC::ArraySize']/*"/>	
            <msdn-id>ff476252</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE1D_DESC::Format']/*"/>	
            <msdn-id>ff476252</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT 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 <see cref="F:SharpDX.Direct3D11.ResourceUsage.Default"/>; see <strong><see cref="T:SharpDX.Direct3D11.ResourceUsage"/></strong> for all possible values.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE1D_DESC::Usage']/*"/>	
            <msdn-id>ff476252</msdn-id>	
            <unmanaged>D3D11_USAGE Usage</unmanaged>	
            <unmanaged-short>D3D11_USAGE 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: <see cref="F:SharpDX.Direct3D11.BindFlags.ShaderResource"/>, <see cref="F:SharpDX.Direct3D11.BindFlags.RenderTarget"/> and <see cref="F:SharpDX.Direct3D11.BindFlags.DepthStencil"/>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE1D_DESC::BindFlags']/*"/>	
            <msdn-id>ff476252</msdn-id>	
            <unmanaged>D3D11_BIND_FLAG BindFlags</unmanaged>	
            <unmanaged-short>D3D11_BIND_FLAG 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE1D_DESC::CPUAccessFlags']/*"/>	
            <msdn-id>ff476252</msdn-id>	
            <unmanaged>D3D11_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged>	
            <unmanaged-short>D3D11_CPU_ACCESS_FLAG 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE1D_DESC::MiscFlags']/*"/>	
            <msdn-id>ff476252</msdn-id>	
            <unmanaged>D3D11_RESOURCE_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D11_RESOURCE_MISC_FLAG MiscFlags</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><see cref="M:SharpDX.Direct3D11.Device.CreateTexture2D(SharpDX.Direct3D11.Texture2DDescription@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture2D)"/></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><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_10_0"/></strong>) and call <strong><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@)"/></strong> to create an <strong><see cref="T:SharpDX.Direct3D11.Device"/></strong>, you must constrain the maximum texture size to <see cref="!:SharpDX.Direct3D10.Resource.MaximumTexture2DSize"/> (8192) when you create your 2D texture.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE2D_DESC']/*"/>	
            <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="F:SharpDX.Direct3D11.Resource.MaximumTexture2DSize"/> (16384). For a texture cube-map, the  range is from 1 to <see cref="F:SharpDX.Direct3D11.Resource.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE2D_DESC::Width']/*"/>	
            <msdn-id>ff476253</msdn-id>	
            <unmanaged>unsigned int Width</unmanaged>	
            <unmanaged-short>unsigned int 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="F:SharpDX.Direct3D11.Resource.MaximumTexture2DSize"/> (16384). For a texture cube-map, the  range is from 1 to <see cref="F:SharpDX.Direct3D11.Resource.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE2D_DESC::Height']/*"/>	
            <msdn-id>ff476253</msdn-id>	
            <unmanaged>unsigned int Height</unmanaged>	
            <unmanaged-short>unsigned int 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DResource"/></strong>. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE2D_DESC::MipLevels']/*"/>	
            <msdn-id>ff476253</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int 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="F:SharpDX.Direct3D11.Resource.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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE2D_DESC::ArraySize']/*"/>	
            <msdn-id>ff476253</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE2D_DESC::Format']/*"/>	
            <msdn-id>ff476253</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE2D_DESC::SampleDesc']/*"/>	
            <msdn-id>ff476253</msdn-id>	
            <unmanaged>DXGI_SAMPLE_DESC SampleDesc</unmanaged>	
            <unmanaged-short>DXGI_SAMPLE_DESC 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 <see cref="F:SharpDX.Direct3D11.ResourceUsage.Default"/>; see <strong><see cref="T:SharpDX.Direct3D11.ResourceUsage"/></strong> for all possible values.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE2D_DESC::Usage']/*"/>	
            <msdn-id>ff476253</msdn-id>	
            <unmanaged>D3D11_USAGE Usage</unmanaged>	
            <unmanaged-short>D3D11_USAGE 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE2D_DESC::BindFlags']/*"/>	
            <msdn-id>ff476253</msdn-id>	
            <unmanaged>D3D11_BIND_FLAG BindFlags</unmanaged>	
            <unmanaged-short>D3D11_BIND_FLAG 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE2D_DESC::CPUAccessFlags']/*"/>	
            <msdn-id>ff476253</msdn-id>	
            <unmanaged>D3D11_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged>	
            <unmanaged-short>D3D11_CPU_ACCESS_FLAG 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><see cref="F:SharpDX.Direct3D11.ResourceOptionFlags.TextureCube"/></strong> flag. Cube-map arrays (that is, <strong>ArraySize</strong> &gt; 6) require feature level <strong><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_10_1"/></strong> or higher.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE2D_DESC::MiscFlags']/*"/>	
            <msdn-id>ff476253</msdn-id>	
            <unmanaged>D3D11_RESOURCE_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D11_RESOURCE_MISC_FLAG MiscFlags</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><see cref="M:SharpDX.Direct3D11.Device.CreateTexture3D(SharpDX.Direct3D11.Texture3DDescription@,SharpDX.DataBox[],SharpDX.Direct3D11.Texture3D)"/></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><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_10_0"/></strong>) and call <strong><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@)"/></strong> to create an <strong><see cref="T:SharpDX.Direct3D11.Device"/></strong>, you must constrain the maximum texture size to <see cref="!:SharpDX.Direct3D10.Resource.MaximumTexture3DSize"/> (2048) when you create your 3D texture.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE3D_DESC']/*"/>	
            <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="F:SharpDX.Direct3D11.Resource.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE3D_DESC::Width']/*"/>	
            <msdn-id>ff476254</msdn-id>	
            <unmanaged>unsigned int Width</unmanaged>	
            <unmanaged-short>unsigned int 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="F:SharpDX.Direct3D11.Resource.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE3D_DESC::Height']/*"/>	
            <msdn-id>ff476254</msdn-id>	
            <unmanaged>unsigned int Height</unmanaged>	
            <unmanaged-short>unsigned int 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="F:SharpDX.Direct3D11.Resource.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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE3D_DESC::Depth']/*"/>	
            <msdn-id>ff476254</msdn-id>	
            <unmanaged>unsigned int Depth</unmanaged>	
            <unmanaged-short>unsigned int 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="T:SharpDX.Direct3D11.ShaderResourceViewDescription.Texture1DResource"/></strong>. Use 1 for a multisampled texture; or 0 to generate a full set of subtextures.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE3D_DESC::MipLevels']/*"/>	
            <msdn-id>ff476254</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE3D_DESC::Format']/*"/>	
            <msdn-id>ff476254</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT 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 <see cref="F:SharpDX.Direct3D11.ResourceUsage.Default"/>; see <strong><see cref="T:SharpDX.Direct3D11.ResourceUsage"/></strong> for all possible values.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE3D_DESC::Usage']/*"/>	
            <msdn-id>ff476254</msdn-id>	
            <unmanaged>D3D11_USAGE Usage</unmanaged>	
            <unmanaged-short>D3D11_USAGE 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE3D_DESC::BindFlags']/*"/>	
            <msdn-id>ff476254</msdn-id>	
            <unmanaged>D3D11_BIND_FLAG BindFlags</unmanaged>	
            <unmanaged-short>D3D11_BIND_FLAG 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE3D_DESC::CPUAccessFlags']/*"/>	
            <msdn-id>ff476254</msdn-id>	
            <unmanaged>D3D11_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged>	
            <unmanaged-short>D3D11_CPU_ACCESS_FLAG 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEXTURE3D_DESC::MiscFlags']/*"/>	
            <msdn-id>ff476254</msdn-id>	
            <unmanaged>D3D11_RESOURCE_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D11_RESOURCE_MISC_FLAG MiscFlags</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D11.TextureLoadInformation">
            <summary>	
            <p><strong>Note</strong>??The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows?8 and is not supported for Windows Store apps.</p><p>Describes parameters used to load a texture from another texture.</p>	
            </summary>	
            <remarks>	
            <p>This structure is used in a call to <strong><see cref="M:SharpDX.Direct3D11.D3DX11.LoadTextureFromTexture(SharpDX.Direct3D11.DeviceContext,SharpDX.Direct3D11.Resource,SharpDX.Direct3D11.TextureLoadInformation,SharpDX.Direct3D11.Resource)"/></strong>.</p><p>The default values are:</p><pre> pSrcBox = <c>null</c>; pDstBox = <c>null</c>; SrcFirstMip = 0; DstFirstMip = 0; NumMips = D3DX11_DEFAULT; SrcFirstElement = 0; DstFirstElement = 0; NumElements = D3DX11_DEFAULT; Filter = D3DX11_DEFAULT; MipFilter = D3DX11_DEFAULT;	
            </pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_TEXTURE_LOAD_INFO']/*"/>	
            <msdn-id>ff476327</msdn-id>	
            <unmanaged>D3DX11_TEXTURE_LOAD_INFO</unmanaged>	
            <unmanaged-short>D3DX11_TEXTURE_LOAD_INFO</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLoadInformation.SourceRegionPointer">
            <summary>	
            <dd> <p>Source texture box (see <strong><see cref="T:SharpDX.Direct3D11.ResourceRegion"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_TEXTURE_LOAD_INFO::pSrcBox']/*"/>	
            <msdn-id>ff476327</msdn-id>	
            <unmanaged>D3D11_BOX* pSrcBox</unmanaged>	
            <unmanaged-short>D3D11_BOX pSrcBox</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLoadInformation.DestinationRegionPointer">
            <summary>	
            <dd> <p>Destination texture box (see <strong><see cref="T:SharpDX.Direct3D11.ResourceRegion"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_TEXTURE_LOAD_INFO::pDstBox']/*"/>	
            <msdn-id>ff476327</msdn-id>	
            <unmanaged>D3D11_BOX* pDstBox</unmanaged>	
            <unmanaged-short>D3D11_BOX pDstBox</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLoadInformation.FirstSourceMip">
            <summary>	
            <dd> <p>Source texture mipmap level, see <strong>D3D11CalcSubresource</strong> for more detail.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_TEXTURE_LOAD_INFO::SrcFirstMip']/*"/>	
            <msdn-id>ff476327</msdn-id>	
            <unmanaged>unsigned int SrcFirstMip</unmanaged>	
            <unmanaged-short>unsigned int SrcFirstMip</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLoadInformation.FirstDestinationMip">
            <summary>	
            <dd> <p>Destination texture mipmap level, see <strong>D3D11CalcSubresource</strong> for more detail.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_TEXTURE_LOAD_INFO::DstFirstMip']/*"/>	
            <msdn-id>ff476327</msdn-id>	
            <unmanaged>unsigned int DstFirstMip</unmanaged>	
            <unmanaged-short>unsigned int DstFirstMip</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLoadInformation.MipCount">
            <summary>	
            <dd> <p>Number of mipmap levels in the source texture.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_TEXTURE_LOAD_INFO::NumMips']/*"/>	
            <msdn-id>ff476327</msdn-id>	
            <unmanaged>unsigned int NumMips</unmanaged>	
            <unmanaged-short>unsigned int NumMips</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLoadInformation.FirstSourceElement">
            <summary>	
            <dd> <p>First element of the source texture.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_TEXTURE_LOAD_INFO::SrcFirstElement']/*"/>	
            <msdn-id>ff476327</msdn-id>	
            <unmanaged>unsigned int SrcFirstElement</unmanaged>	
            <unmanaged-short>unsigned int SrcFirstElement</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLoadInformation.FirstDestinationElement">
            <summary>	
            <dd> <p>First element of the destination texture.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_TEXTURE_LOAD_INFO::DstFirstElement']/*"/>	
            <msdn-id>ff476327</msdn-id>	
            <unmanaged>unsigned int DstFirstElement</unmanaged>	
            <unmanaged-short>unsigned int DstFirstElement</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLoadInformation.ElementCount">
            <summary>	
            <dd> <p>Number of elements to load.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_TEXTURE_LOAD_INFO::NumElements']/*"/>	
            <msdn-id>ff476327</msdn-id>	
            <unmanaged>unsigned int NumElements</unmanaged>	
            <unmanaged-short>unsigned int NumElements</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLoadInformation.Filter">
            <summary>	
            <dd> <p>Filtering options during resampling (see <strong><see cref="T:SharpDX.Direct3D11.FilterFlags"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_TEXTURE_LOAD_INFO::Filter']/*"/>	
            <msdn-id>ff476327</msdn-id>	
            <unmanaged>D3DX11_FILTER_FLAG Filter</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_FLAG Filter</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLoadInformation.MipFilter">
            <summary>	
            <dd> <p>Filtering options when generating mip levels (see <strong><see cref="T:SharpDX.Direct3D11.FilterFlags"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX11_TEXTURE_LOAD_INFO::MipFilter']/*"/>	
            <msdn-id>ff476327</msdn-id>	
            <unmanaged>D3DX11_FILTER_FLAG MipFilter</unmanaged>	
            <unmanaged-short>D3DX11_FILTER_FLAG MipFilter</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLoadInformation.SourceRegion">
            <summary>	
            Source texture box (see <see cref="T:SharpDX.Direct3D11.ResourceRegion"/>). 	
            </summary>	
            <unmanaged>D3D11_BOX* pSrcBox</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D11.TextureLoadInformation.DestinationRegion">
            <summary>	
            Destination texture box (see <see cref="T:SharpDX.Direct3D11.ResourceRegion"/>). 	
            </summary>	
            <unmanaged>D3D11_BOX* pDstBox</unmanaged>
        </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><see cref="M:SharpDX.Direct3D11.Device.CreateUnorderedAccessView(SharpDX.Direct3D11.Resource,System.Nullable{SharpDX.Direct3D11.UnorderedAccessViewDescription},SharpDX.Direct3D11.UnorderedAccessView)"/></strong> to create a view.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UNORDERED_ACCESS_VIEW_DESC']/*"/>	
            <msdn-id>ff476258</msdn-id>	
            <unmanaged>D3D11_UNORDERED_ACCESS_VIEW_DESC</unmanaged>	
            <unmanaged-short>D3D11_UNORDERED_ACCESS_VIEW_DESC</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UNORDERED_ACCESS_VIEW_DESC::Format']/*"/>	
            <msdn-id>ff476258</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UNORDERED_ACCESS_VIEW_DESC::ViewDimension']/*"/>	
            <msdn-id>ff476258</msdn-id>	
            <unmanaged>D3D11_UAV_DIMENSION ViewDimension</unmanaged>	
            <unmanaged-short>D3D11_UAV_DIMENSION 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="T:SharpDX.Direct3D11.UnorderedAccessViewDescription.BufferResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UNORDERED_ACCESS_VIEW_DESC::Buffer']/*"/>	
            <msdn-id>ff476258</msdn-id>	
            <unmanaged>D3D11_BUFFER_UAV Buffer</unmanaged>	
            <unmanaged-short>D3D11_BUFFER_UAV 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="T:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture1DResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UNORDERED_ACCESS_VIEW_DESC::Texture1D']/*"/>	
            <msdn-id>ff476258</msdn-id>	
            <unmanaged>D3D11_TEX1D_UAV Texture1D</unmanaged>	
            <unmanaged-short>D3D11_TEX1D_UAV 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="T:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture1DArrayResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UNORDERED_ACCESS_VIEW_DESC::Texture1DArray']/*"/>	
            <msdn-id>ff476258</msdn-id>	
            <unmanaged>D3D11_TEX1D_ARRAY_UAV Texture1DArray</unmanaged>	
            <unmanaged-short>D3D11_TEX1D_ARRAY_UAV 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="T:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture2DResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UNORDERED_ACCESS_VIEW_DESC::Texture2D']/*"/>	
            <msdn-id>ff476258</msdn-id>	
            <unmanaged>D3D11_TEX2D_UAV Texture2D</unmanaged>	
            <unmanaged-short>D3D11_TEX2D_UAV 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="T:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture2DArrayResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UNORDERED_ACCESS_VIEW_DESC::Texture2DArray']/*"/>	
            <msdn-id>ff476258</msdn-id>	
            <unmanaged>D3D11_TEX2D_ARRAY_UAV Texture2DArray</unmanaged>	
            <unmanaged-short>D3D11_TEX2D_ARRAY_UAV 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="T:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture3DResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_UNORDERED_ACCESS_VIEW_DESC::Texture3D']/*"/>	
            <msdn-id>ff476258</msdn-id>	
            <unmanaged>D3D11_TEX3D_UAV Texture3D</unmanaged>	
            <unmanaged-short>D3D11_TEX3D_UAV Texture3D</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_UAV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_UAV::MipSlice']/*"/>	
            <msdn-id>ff476228</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_UAV::FirstArraySlice']/*"/>	
            <msdn-id>ff476228</msdn-id>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_ARRAY_UAV::ArraySize']/*"/>	
            <msdn-id>ff476228</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_UAV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_UAV::FirstElement']/*"/>	
            <msdn-id>ff476095</msdn-id>	
            <unmanaged>unsigned int FirstElement</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_UAV::NumElements']/*"/>	
            <msdn-id>ff476095</msdn-id>	
            <unmanaged>unsigned int NumElements</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_BUFFER_UAV::Flags']/*"/>	
            <msdn-id>ff476095</msdn-id>	
            <unmanaged>D3D11_BUFFER_UAV_FLAG Flags</unmanaged>	
            <unmanaged-short>D3D11_BUFFER_UAV_FLAG Flags</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_UAV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_UAV::MipSlice']/*"/>	
            <msdn-id>ff476246</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int MipSlice</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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_UAV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX1D_UAV::MipSlice']/*"/>	
            <msdn-id>ff476232</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_UAV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_UAV::MipSlice']/*"/>	
            <msdn-id>ff476242</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_UAV::FirstArraySlice']/*"/>	
            <msdn-id>ff476242</msdn-id>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX2D_ARRAY_UAV::ArraySize']/*"/>	
            <msdn-id>ff476242</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX3D_UAV']/*"/>	
            <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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX3D_UAV::MipSlice']/*"/>	
            <msdn-id>ff476249</msdn-id>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int 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>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX3D_UAV::FirstWSlice']/*"/>	
            <msdn-id>ff476249</msdn-id>	
            <unmanaged>unsigned int FirstWSlice</unmanaged>	
            <unmanaged-short>unsigned int FirstWSlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D11.UnorderedAccessViewDescription.Texture3DResource.WSize">
            <summary>	
            <dd> <p>The number of depth slices.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D11_TEX3D_UAV::WSize']/*"/>	
            <msdn-id>ff476249</msdn-id>	
            <unmanaged>unsigned int WSize</unmanaged>	
            <unmanaged-short>unsigned int WSize</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.StreamOutputBufferBinding">
            <summary>
              Properties defining the way a buffer is bound to the pipeline as a target for stream output operations.
            </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="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="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="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="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>
    </members>
</doc>
