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Core Enumerations

Core Enumerations

This section contains information about the core enumerations shown in the following table.

D3D11_ASYNC_GETDATA_FLAG Optional flags that control what happens when data is retrieved by calling ID3D11DeviceContext::GetData.
D3D11_BLEND Blend options.
D3D11_BLEND_OP Blending operations between source and destination pixels.
D3D11_CLEAR_FLAG Specifies which parts of the depth stencil to clear.
D3D11_COLOR_WRITE_ENABLE Color writing masks.
D3D11_COMPARISON_FUNC Comparison functions.
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 Specifies how to handle the existing contents of a resource during a copy or update operation of a region within that resource.
D3D11_COUNTER Types of performance counters.
D3D11_COUNTER_TYPE Data type of a counter.
D3D11_CREATE_DEVICE_FLAG Describes parameters used to create a device.
D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG Describes flags used to create a device context state object.
D3D11_CULL_MODE Rasterizer cull modes.
D3D11_DEPTH_WRITE_MASK Determines which portion of the depth stencil is writable.
D3D11_DEVICE_CONTEXT_TYPE Gets the device context type.
D3D11_FEATURE Describes the targeted set of features supported by a Direct3D 11 device.
D3D11_FILL_MODE Rasterizer fill modes.
D3D11_FILTER Types of sampler filters.
D3D11_FILTER_TYPE Types of texture-sampling filters.
D3D11_FILTER_REDUCTION_TYPE Specifies the filter reduction type.
D3D11_FORMAT_SUPPORT Which resources are supported for a given format and given device.
D3D11_FORMAT_SUPPORT2 Which operations are supported by an unordered resource format.
D3D11_INPUT_CLASSIFICATION Types of input data.
D3D11_LOGIC_OP Specifies logical operations to configure for a render target.
D3D11_PRIMITIVE Indicates how the pipeline interprets geometry or hull shader input primitives.
D3D11_PRIMITIVE_TOPOLOGY Types of primitive topology or the way a primitive's data is arranged.
D3D11_QUERY Types of queries.
D3D11_QUERY_MISC_FLAG Flags that describe miscellaneous query behavior.
D3D11_RAISE_FLAG Flags that indicate how to handle internal driver errors.
D3D11_SHADER_MIN_PRECISION_SUPPORT Specifies minimum precision levels at shader stages.
D3D11_STENCIL_OP Stencil operations.
D3D11_TEXTURE_ADDRESS_MODE Actions to perform when a texture coordinate is 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.


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