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Core Enumerations

This section contains information about the core enumerations.

In this section

TopicDescription

D3D11_ASYNC_GETDATA_FLAG

Optional flags that control the behavior of ID3D11DeviceContext::GetData.

D3D11_BLEND

Blend factors, which modulate values for the pixel shader and render target.

D3D11_BLEND_OP

RGB or alpha blending operation.

D3D11_CLEAR_FLAG

Specifies the parts of the depth stencil to clear.

D3D11_COLOR_WRITE_ENABLE

Identify which components of each pixel of a render target are writable during blending.

D3D11_COMPARISON_FUNC

Comparison options.

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

Note  This enumeration is supported by the Direct3D 11.1 runtime, which is available on Windows 8 and later operating systems.
 

Specifies how to handle the existing contents of a resource during a copy or update operation of a region within that resource.

D3D11_COUNTER

Options for performance counters.

D3D11_COUNTER_TYPE

Data type of a performance counter.

D3D11_CREATE_DEVICE_FLAG

Describes parameters that are used to create a device.

D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG

Describes flags that are used to create a device context state object (ID3DDeviceContextState) with the ID3D11Device1::CreateDeviceContextState method.

D3D11_CULL_MODE

Indicates triangles facing a particular direction are not drawn.

D3D11_DEPTH_WRITE_MASK

Identify the portion of a depth-stencil buffer for writing depth data.

D3D11_DEVICE_CONTEXT_TYPE

Device context options.

D3D11_FEATURE

Direct3D 11 feature options.

D3D11_FILL_MODE

Determines the fill mode to use when rendering triangles.

D3D11_FILTER

Filtering options during texture sampling.

D3D11_FILTER_TYPE

Types of magnification or minification sampler filters.

D3D11_FILTER_REDUCTION_TYPE

Specifies the type of sampler filter reduction.

D3D11_FORMAT_SUPPORT

Which resources are supported for a given format and given device (see ID3D11Device::CheckFormatSupport and ID3D11Device::CheckFeatureSupport).

D3D11_FORMAT_SUPPORT2

Unordered resource support options for a compute shader resource (see ID3D11Device::CheckFeatureSupport).

D3D11_INPUT_CLASSIFICATION

Type of data contained in an input slot.

D3D11_LOGIC_OP

Note  This enumeration is supported by the Direct3D 11.1 runtime, which is available on Windows 8 and later operating systems.
 

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

How the pipeline interprets vertex data that is bound to the input-assembler stage. These primitive topology values determine how the vertex data is rendered on screen.

D3D11_QUERY

Query types.

D3D11_QUERY_MISC_FLAG

Flags that describe miscellaneous query behavior.

D3D11_RAISE_FLAG

Option(s) for raising an error to a non-continuable exception.

D3D11_SHADER_MIN_PRECISION_SUPPORT

Note  This enumeration is supported by the Direct3D 11.1 runtime, which is available on Windows 8 and later operating systems.
 

Values that specify minimum precision levels at shader stages.

D3D11_STENCIL_OP

The stencil operations that can be performed during depth-stencil testing.

D3D11_TEXTURE_ADDRESS_MODE

Identify a technique for resolving texture coordinates that are 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.

 

Related topics

Core Reference

 

 

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