As you know by now, as a rule most functionality in C++ AMP is in the concurrency namespace. The exception to that is the C++ AMP math library which introduces two sub namespaces (precise_math and fast_math), and thetextures and short vector types which introduce one sub namespace (graphics).
The other sub namespace is direct3d.
You’ve already seen in the concurrency::direct3d namespace four DirectX Interop APIs. Inconcurrency::graphics::direct3d there are two more for interop with textures, plus some aliased functions for short vector types.
In the concurrency::direct3d namespace there are also 20 functions that you can find in <amp.h>. These intrinsics are offered when you do HLSL programming and, we decided to offer them through C++ AMP too. You can only call them from restrict(amp) functions. The list below is for your reference and it includes links to the HLSL documentation (I also encourage you to open the header file and look at our xml comments in there for each function).
And that is all you will find in the direct3d namespace.
Beyond the aforementioned 20 functions, you may be wondering about other HLSL intrinsics and access to them through C++ AMP. Well, if we haven’t wrapped them for you, then you cannot use them. However we have done exactly that for many of them in our fast_math namespace, debug functions, memory fences & barriers, and ouratomic operations. If there are other intrinsics that we left out, please ask us about them (e.g. in our MSDN Forum) so we can potentially suggest a workaround or so we can consider them for a future release…
http://blogs.msdn.com/b/nativeconcurrency/archive/2012/02/24/direct3d-namespace-and-hlsl-intrinsics-in-c-amp.aspx