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Common Version Enumerations

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

D3D_CBUFFER_TYPE Identifies the intended use of constant-buffer data.
D3D_DRIVER_TYPE Describes the type of driver to use when creating a Direct3D device.
D3D_FEATURE_LEVEL Describes the targeted set of features supported by a Direct3D device.
D3D_INCLUDE_TYPE Indicates the location of a shader #include file.
D3D_INTERPOLATION_MODE Specifies interpolation mode, which affects how values are calculated during rasterization.
D3D_MIN_PRECISION Indicates the minimum desired interpolation precision.
D3D_NAME Identifies shader parameters that use system-value semantics.
D3D_PRIMITIVE Indicates how the pipeline interprets geometry or hull shader input primitives.
D3D_PRIMITIVE_TOPOLOGY Indicates how the pipeline interprets vertex data that is bound to the input-assembler stage.
D3D_REGISTER_COMPONENT_TYPE Identifies the data types that can be stored in a register.
D3D_RESOURCE_RETURN_TYPE Identifies the return type of a resource.
D3D_SHADER_CBUFFER_FLAGS Identifies the indended use of a constant-data buffer.
D3D_SHADER_INPUT_FLAGS Identifies shader-input options.
D3D_SHADER_INPUT_TYPE Identifies resource types that can be bound to a shader
D3D_SHADER_VARIABLE_CLASS Identifies the class of a shader variable.
D3D_SHADER_VARIABLE_FLAGS Identifies information about a shader variable.
D3D_SHADER_VARIABLE_TYPE Identifies various data, texture, and buffer types that can be assigned to a shader variable.
D3D_SRV_DIMENSION Identifies the type of resource to be viewed as a shader resource.
D3D_TESSELLATOR_DOMAIN Identifies domain options for tessellator data.
D3D_TESSELLATOR_OUTPUT_PRIMITIVE Identifies output primitive types.
D3D_TESSELLATOR_PARTITIONING Identifies partitioning options.


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Common Version Reference



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