Information
The topic you requested is included in another documentation set. For convenience, it's displayed below. Choose Switch to see the topic in its original location.

D3D11_RENDER_TARGET_BLEND_DESC structure

Describes the blend state for a render target.

Syntax


typedef struct D3D11_RENDER_TARGET_BLEND_DESC {
  BOOL           BlendEnable;
  D3D11_BLEND    SrcBlend;
  D3D11_BLEND    DestBlend;
  D3D11_BLEND_OP BlendOp;
  D3D11_BLEND    SrcBlendAlpha;
  D3D11_BLEND    DestBlendAlpha;
  D3D11_BLEND_OP BlendOpAlpha;
  UINT8          RenderTargetWriteMask;
} D3D11_RENDER_TARGET_BLEND_DESC;

Members

BlendEnable

Type: BOOL

Enable (or disable) blending.

SrcBlend

Type: D3D11_BLEND

This blend option specifies the operation to perform on the RGB value that the pixel shader outputs. The BlendOp member defines how to combine the SrcBlend and DestBlend operations.

DestBlend

Type: D3D11_BLEND

This blend option specifies the operation to perform on the current RGB value in the render target. The BlendOp member defines how to combine the SrcBlend and DestBlend operations.

BlendOp

Type: D3D11_BLEND_OP

This blend operation defines how to combine the SrcBlend and DestBlend operations.

SrcBlendAlpha

Type: D3D11_BLEND

This blend option specifies the operation to perform on the alpha value that the pixel shader outputs. Blend options that end in _COLOR are not allowed. The BlendOpAlpha member defines how to combine the SrcBlendAlpha and DestBlendAlpha operations.

DestBlendAlpha

Type: D3D11_BLEND

This blend option specifies the operation to perform on the current alpha value in the render target. Blend options that end in _COLOR are not allowed. The BlendOpAlpha member defines how to combine the SrcBlendAlpha and DestBlendAlpha operations.

BlendOpAlpha

Type: D3D11_BLEND_OP

This blend operation defines how to combine the SrcBlendAlpha and DestBlendAlpha operations.

RenderTargetWriteMask

Type: UINT8

A write mask.

Remarks

You specify an array of D3D11_RENDER_TARGET_BLEND_DESC structures in the RenderTarget member of the D3D11_BLEND_DESC 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.

For info about how blending is done, see the output-merger stage.

Here are the default values for blend state.

StateDefault Value
BlendEnableFALSE
SrcBlendD3D11_BLEND_ONE
DestBlendD3D11_BLEND_ZERO
BlendOpD3D11_BLEND_OP_ADD
SrcBlendAlphaD3D11_BLEND_ONE
DestBlendAlphaD3D11_BLEND_ZERO
BlendOpAlphaD3D11_BLEND_OP_ADD
RenderTargetWriteMaskD3D11_COLOR_WRITE_ENABLE_ALL

 

Requirements

Header

D3D11.h

See also

Core Structures

 

 

Community Additions

Show:
© 2014 Microsoft