D3D11_BLEND_DESC1 structure
Describes the blend state that you use in a call to ID3D11Device1::CreateBlendState1 to create a blend-state object.
Syntax
typedef struct _D3D11_BLEND_DESC1 { BOOL AlphaToCoverageEnable; BOOL IndependentBlendEnable; D3D11_RENDER_TARGET_BLEND_DESC1 RenderTarget[8]; } D3D11_BLEND_DESC1;
Members
- AlphaToCoverageEnable
-
Type: BOOL
-
Specifies whether to use alpha-to-coverage as a multisampling technique when setting a pixel to a render target. For more info about using alpha-to-coverage, see Alpha-To-Coverage.
- IndependentBlendEnable
-
Type: BOOL
-
Specifies whether to enable independent blending in simultaneous render targets. Set to TRUE to enable independent blending. If set to FALSE, only the RenderTarget[0] members are used; RenderTarget[1..7] are ignored.
- RenderTarget
-
Type: D3D11_RENDER_TARGET_BLEND_DESC1[8]
-
An array of D3D11_RENDER_TARGET_BLEND_DESC1 structures that describe the blend states for render targets; these correspond to the eight render targets that can be bound to the output-merger stage at one time.
Remarks
Here are the default values for blend state.
| State | Default Value |
|---|---|
| AlphaToCoverageEnable | FALSE |
| IndependentBlendEnable | FALSE |
| RenderTarget[0].BlendEnable | FALSE |
| RenderTarget[0].LogicOpEnable | FALSE |
| RenderTarget[0].SrcBlend | D3D11_BLEND_ONE |
| RenderTarget[0].DestBlend | D3D11_BLEND_ZERO |
| RenderTarget[0].BlendOp | D3D11_BLEND_OP_ADD |
| RenderTarget[0].SrcBlendAlpha | D3D11_BLEND_ONE |
| RenderTarget[0].DestBlendAlpha | D3D11_BLEND_ZERO |
| RenderTarget[0].BlendOpAlpha | D3D11_BLEND_OP_ADD |
| RenderTarget[0].LogicOp | D3D11_LOGIC_OP_NOOP |
| RenderTarget[0].RenderTargetWriteMask | D3D11_COLOR_WRITE_ENABLE_ALL |
If the driver type is set to D3D_DRIVER_TYPE_HARDWARE, the feature level is set to less than or equal to D3D_FEATURE_LEVEL_9_3, and the pixel format of the render target is set to DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, or DXGI_FORMAT_B8G8R8X8_UNORM_SRGB, the display device performs the blend in standard RGB (sRGB) space and not in linear space. However, if the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display device performs the blend in linear space, which is ideal.
When you set the LogicOpEnable member of the first element of the RenderTarget array (RenderTarget[0]) to TRUE, you must also set the BlendEnable member of RenderTarget[0] to FALSE, and the IndependentBlendEnable member of this D3D11_BLEND_DESC1 to FALSE. This reflects the limitation in hardware that you can't mix logic operations with blending across multiple render targets, and that when you use a logic operation, you must apply the same logic operation to all render targets.
Requirements
|
Minimum supported client |
Windows 8 and Platform Update for Windows 7 [desktop apps | Windows Store apps] |
|---|---|
|
Minimum supported server |
Windows Server 2012 and Platform Update for Windows Server 2008 R2 [desktop apps | Windows Store apps] |
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Header |
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See also