D3D11_FILTER enumeration
Filtering options during texture sampling.
Syntax
typedef enum D3D11_FILTER { D3D11_FILTER_MIN_MAG_MIP_POINT = 0, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x1, D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x4, D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x5, D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10, D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11, D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14, D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15, D3D11_FILTER_ANISOTROPIC = 0x55, D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT = 0x80, D3D11_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR = 0x81, D3D11_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x84, D3D11_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR = 0x85, D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT = 0x90, D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x91, D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT = 0x94, D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR = 0x95, D3D11_FILTER_COMPARISON_ANISOTROPIC = 0xd5, D3D11_FILTER_MINIMUM_MIN_MAG_MIP_POINT = 0x100, D3D11_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR = 0x101, D3D11_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x104, D3D11_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR = 0x105, D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT = 0x110, D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x111, D3D11_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT = 0x114, D3D11_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR = 0x115, D3D11_FILTER_MINIMUM_ANISOTROPIC = 0x155, D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_POINT = 0x180, D3D11_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR = 0x181, D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x184, D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR = 0x185, D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT = 0x190, D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x191, D3D11_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT = 0x194, D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR = 0x195, D3D11_FILTER_MAXIMUM_ANISOTROPIC = 0x1d5 } D3D11_FILTER;
Constants
 D3D11_FILTER_MIN_MAG_MIP_POINT

Use point sampling for minification, magnification, and miplevel sampling.
 D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR

Use point sampling for minification and magnification; use linear interpolation for miplevel sampling.
 D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT

Use point sampling for minification; use linear interpolation for magnification; use point sampling for miplevel sampling.
 D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR

Use point sampling for minification; use linear interpolation for magnification and miplevel sampling.
 D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT

Use linear interpolation for minification; use point sampling for magnification and miplevel sampling.
 D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR

Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for miplevel sampling.
 D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT

Use linear interpolation for minification and magnification; use point sampling for miplevel sampling.
 D3D11_FILTER_MIN_MAG_MIP_LINEAR

Use linear interpolation for minification, magnification, and miplevel sampling.
 D3D11_FILTER_ANISOTROPIC

Use anisotropic interpolation for minification, magnification, and miplevel sampling.
 D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT

Use point sampling for minification, magnification, and miplevel sampling. Compare the result to the comparison value.
 D3D11_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR

Use point sampling for minification and magnification; use linear interpolation for miplevel sampling. Compare the result to the comparison value.
 D3D11_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT

Use point sampling for minification; use linear interpolation for magnification; use point sampling for miplevel sampling. Compare the result to the comparison value.
 D3D11_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR

Use point sampling for minification; use linear interpolation for magnification and miplevel sampling. Compare the result to the comparison value.
 D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT

Use linear interpolation for minification; use point sampling for magnification and miplevel sampling. Compare the result to the comparison value.
 D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR

Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for miplevel sampling. Compare the result to the comparison value.
 D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT

Use linear interpolation for minification and magnification; use point sampling for miplevel sampling. Compare the result to the comparison value.
 D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR

Use linear interpolation for minification, magnification, and miplevel sampling. Compare the result to the comparison value.
 D3D11_FILTER_COMPARISON_ANISOTROPIC

Use anisotropic interpolation for minification, magnification, and miplevel sampling. Compare the result to the comparison value.
 D3D11_FILTER_MINIMUM_MIN_MAG_MIP_POINT

Fetch the same set of texels as D3D11_FILTER_MIN_MAG_MIP_POINT and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR

Fetch the same set of texels as D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT

Fetch the same set of texels as D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR

Fetch the same set of texels as D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT

Fetch the same set of texels as D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR

Fetch the same set of texels as D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT

Fetch the same set of texels as D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR

Fetch the same set of texels as D3D11_FILTER_MIN_MAG_MIP_LINEAR and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MINIMUM_ANISOTROPIC

Fetch the same set of texels as D3D11_FILTER_ANISOTROPIC and instead of filtering them return the minimum of the texels. Texels that are weighted 0 during filtering aren't counted towards the minimum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_POINT

Fetch the same set of texels as D3D11_FILTER_MIN_MAG_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR

Fetch the same set of texels as D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT

Fetch the same set of texels as D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR

Fetch the same set of texels as D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT

Fetch the same set of texels as D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR

Fetch the same set of texels as D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT

Fetch the same set of texels as D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR

Fetch the same set of texels as D3D11_FILTER_MIN_MAG_MIP_LINEAR and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
 D3D11_FILTER_MAXIMUM_ANISOTROPIC

Fetch the same set of texels as D3D11_FILTER_ANISOTROPIC and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure.
Remarks
Note If you use different filter types for min versus mag filter, undefined behavior occurs in certain cases where the choice between whether magnification or minification happens is ambiguous. To prevent this undefined behavior, use filter modes that use similar filter operations for both min and mag (or use anisotropic filtering, which avoids the issue as well).
During texture sampling, one or more texels are read and combined (this is calling filtering) to produce a single value. Point sampling reads a single texel while linear sampling reads two texels (endpoints) and linearly interpolates a third value between the endpoints.
HLSL texturesampling functions also support comparison filtering during texture sampling. Comparison filtering compares each sampled texel against a comparison value. The boolean result is blended the same way that normal texture filtering is blended.
You can use HLSL intrinsic texturesampling functions that implement texture filtering only or companion functions that use texture filtering with comparison filtering.
Texture Sampling Function  Texture Sampling Function with Comparison Filtering 

sample  samplecmp or samplecmplevelzero 
Comparison filters only work with textures that have the following DXGI formats: R32_FLOAT_X8X24_TYPELESS, R32_FLOAT, R24_UNORM_X8_TYPELESS, R16_UNORM.
Requirements
Header 


See also