Core Enumerations
This section contains information about the core enumerations.
In this section
| Topic | Description |
|---|---|
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Optional flags that control the behavior of ID3D11DeviceContext::GetData. | |
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Blend factors, which modulate values for the pixel shader and render target. | |
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RGB or alpha blending operation. | |
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Specifies the parts of the depth stencil to clear. | |
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Identify which components of each pixel of a render target are writable during blending. | |
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Comparison options. | |
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Identifies whether conservative rasterization is on or off. | |
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Specifies if the hardware and driver support conservative rasterization and at what tier level. | |
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Specifies the context in which a query occurs. | |
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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. | |
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Options for performance counters. | |
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Data type of a performance counter. | |
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Describes parameters that are used to create a device. | |
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Describes flags that are used to create a device context state object (ID3DDeviceContextState) with the ID3D11Device1::CreateDeviceContextState method. | |
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Indicates triangles facing a particular direction are not drawn. | |
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Identify the portion of a depth-stencil buffer for writing depth data. | |
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Device context options. | |
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Direct3D 11 feature options. | |
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Specifies fence options. | |
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Determines the fill mode to use when rendering triangles. | |
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Filtering options during texture sampling. | |
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Types of magnification or minification sampler filters. | |
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Specifies the type of sampler filter reduction. | |
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Which resources are supported for a given format and given device (see ID3D11Device::CheckFormatSupport and ID3D11Device::CheckFeatureSupport). | |
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Unordered resource support options for a compute shader resource (see ID3D11Device::CheckFeatureSupport). | |
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Type of data contained in an input slot. | |
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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. | |
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Indicates how the pipeline interprets geometry or hull shader input primitives. | |
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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. | |
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Query types. | |
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Flags that describe miscellaneous query behavior. | |
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Option(s) for raising an error to a non-continuable exception. | |
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D3D11_SHADER_CACHE_SUPPORT_FLAGS |
Describes the level of support for shader caching in the current graphics driver. |
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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. | |
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The stencil operations that can be performed during depth-stencil testing. | |
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Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture. | |
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The different faces of a cube texture. | |
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Indicates the tier level at which tiled resources are supported. |
Related topics