Data can be streamed out and/or passed into the rasterizer. ID3D11DeviceContext1 methods that support this stage are prefixed with 'VS'. A vertex shader always takes a single input vertex and produces a single output vertex. ID3D11DeviceContext1 methods that support this stage are prefixed with 'IA'. The input-assembler stage supplies data (triangles, lines and points) to the pipeline. The Direct3D 11 graphics pipeline is managed by instances of the ID3D11DeviceContext1 interface, and has the following stages: The shader objects are created with methods on the ID3D11Device1 interface, such as ID3D11Device1::CreateVertexShader and ID3D11Device1::CreatePixelShader.
Reviewing the Direct3D 11 shader pipeline
This topic attempts to map common OpenGL ES 2.0 shader pipeline API patterns to the Direct3D 11 equivalents in these interfaces. In terms of API design, however, the major components for creating and managing the shader stages are parts of two primary interfaces, ID3D11Device1 and ID3D11DeviceContext1. Conceptually, the Direct3D 11 shader pipeline is very similar to the one in OpenGL ES 2.0.