Direct3D 11 core enumerations
This section contains information about the core enumerations.
In this section
Topic | Description |
---|---|
D3D11_ASYNC_GETDATA_FLAG |
Optional flags that control the behavior of ID3D11DeviceContext::GetData. |
D3D11_BLEND |
Blend factors, which modulate values for the pixel shader and render target. |
D3D11_BLEND_OP |
RGB or alpha blending operation. |
D3D11_CLEAR_FLAG |
Specifies the parts of the depth stencil to clear. |
D3D11_COLOR_WRITE_ENABLE |
Identify which components of each pixel of a render target are writable during blending. |
D3D11_COMPARISON_FUNC |
Comparison options. |
D3D11_CONSERVATIVE_RASTERIZATION_MODE |
Identifies whether conservative rasterization is on or off. |
D3D11_CONSERVATIVE_RASTERIZATION_TIER |
Specifies if the hardware and driver support conservative rasterization and at what tier level. |
D3D11_CONTEXT_TYPE |
Specifies the context in which a query occurs. |
D3D11_COPY_FLAGS |
Note: This enumeration is supported by the Direct3D 11.1 runtime, which is available on Windows 8 and later operating systems.
|
D3D11_COUNTER |
Options for performance counters. |
D3D11_COUNTER_TYPE |
Data type of a performance counter. |
D3D11_CREATE_DEVICE_FLAG |
Describes parameters that are used to create a device. |
D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG |
Describes flags that are used to create a device context state object (ID3DDeviceContextState) with the ID3D11Device1::CreateDeviceContextState method. |
D3D11_CULL_MODE |
Indicates triangles facing a particular direction are not drawn. |
D3D11_DEPTH_WRITE_MASK |
Identify the portion of a depth-stencil buffer for writing depth data. |
D3D11_DEVICE_CONTEXT_TYPE |
Device context options. |
D3D11_FEATURE |
Direct3D 11 feature options. |
D3D11_FENCE_FLAG |
Specifies fence options. |
D3D11_FILL_MODE |
Determines the fill mode to use when rendering triangles. |
D3D11_FILTER |
Filtering options during texture sampling. |
D3D11_FILTER_TYPE |
Types of magnification or minification sampler filters. |
D3D11_FILTER_REDUCTION_TYPE |
Specifies the type of sampler filter reduction. |
D3D11_FORMAT_SUPPORT |
Which resources are supported for a given format and given device (see ID3D11Device::CheckFormatSupport and ID3D11Device::CheckFeatureSupport). |
D3D11_FORMAT_SUPPORT2 |
Unordered resource support options for a compute shader resource (see ID3D11Device::CheckFeatureSupport). |
D3D11_INPUT_CLASSIFICATION |
Type of data contained in an input slot. |
D3D11_LOGIC_OP |
Note: This enumeration is supported by the Direct3D 11.1 runtime, which is available on Windows 8 and later operating systems.
|
D3D11_PRIMITIVE |
Indicates how the pipeline interprets geometry or hull shader input primitives. |
D3D11_PRIMITIVE_TOPOLOGY |
How the pipeline interprets vertex data that is bound to the input-assembler stage. These primitive topology values determine how the vertex data is rendered on screen. |
D3D11_QUERY |
Query types. |
D3D11_QUERY_MISC_FLAG |
Flags that describe miscellaneous query behavior. |
D3D11_RAISE_FLAG |
Option(s) for raising an error to a non-continuable exception. |
D3D11_SHADER_CACHE_SUPPORT_FLAGS |
Describes the level of support for shader caching in the current graphics driver. |
D3D11_SHADER_MIN_PRECISION_SUPPORT |
Note: This enumeration is supported by the Direct3D 11.1 runtime, which is available on Windows 8 and later operating systems.
|
D3D11_SHARED_RESOURCE_TIER |
Defines constants that specify the level of support for shared resources in the current graphics driver. |
D3D11_STENCIL_OP |
The stencil operations that can be performed during depth-stencil testing. |
D3D11_TEXTURE_ADDRESS_MODE |
Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture. |
D3D11_TEXTURECUBE_FACE |
The different faces of a cube texture. |
D3D11_TILED_RESOURCES_TIER |
Indicates the tier level at which tiled resources are supported. |