resources/overview.md | Source-authority policy; establishing the project baseline; capability model (API version / feature level / shader model / DXGI). | Starting any D3D11 work; orientation. |
resources/architecture.md | Graphics ownership model; device and adapter creation; WARP fallback; device-creation flags. | Designing structure; creating the device. |
resources/threading.md | Immediate-context thread ownership; deferred contexts. | Multi-threaded rendering. |
resources/resources.md | COM resource ownership; usage/CPU-access strategy; CPU/GPU updates; constant buffers. | Managing buffers and their update patterns. |
resources/textures-and-views.md | Textures, resource views, typeless resources, subresources, binding hazards. | Textures/views and bindings. |
resources/pipeline-and-shaders.md | Pipeline state; HLSL/Shader Model 5; color, alpha, sRGB, HDR. | Shaders, state, color space. |
resources/color-depth-msaa.md | Depth/stencil, multisampling, MSAA resolve, compute/UAVs. | Depth, MSAA, or compute. |
resources/presentation.md | Swap chains, flip model, tearing/VSync, frame latency, resize. | Presentation and resize. |
resources/device-recovery.md | Device removal detection and full recovery. | Handling device loss. |
resources/interop.md | WinUI 3 SwapChainPanel; Direct2D/DirectWrite/Win2D interop; D3D11On12. | Hosting in XAML or mixing 2D/3D. |
resources/languages.md | C++/C#/.NET/Rust binding guidance. | Language-specific interop. |
resources/performance.md | Performance workflow; GPU timing queries. | Optimizing or profiling. |
resources/debugging.md | Debug layer, debugging workflow, common failure checks. | Debugging rendering. |
resources/testing.md | Unit/integration testing, review checklist, anti-patterns, implementation workflow. | Testing, reviewing, and implementing. |