D3D11_BLEND_DESC Structure

Describes the blend state that you use in a call to ID3D11Device::CreateBlendState to create a blend-state object.

Syntax

typedef struct D3D11_BLEND_DESC {
    BOOL AlphaToCoverageEnable;
    BOOL IndependentBlendEnable;
    D3D11_RENDER_TARGET_BLEND_DESC RenderTarget[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
} D3D11_BLEND_DESC;  

Members

AlphaToCoverageEnable
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
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
An array of D3D11_RENDER_TARGET_BLEND_DESC 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

Xbox One: In the Shared partition version of Direct3D 11, ID3D11BlendState::GetDesc returns the default values, when a render target is set to a non-blendable state. (Same as Windows Direct3D 11.)

However, in the Direct3D Monolithic driver, ID3D11BlendState::GetDesc returns whatever state the render target was initialized to, when the render target is set to a non-blendable state.

Here are the default values for blend state.

State Default Value
AlphaToCoverageEnable FALSE
IndependentBlendEnable FALSE
RenderTarget[0].BlendEnable 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].RenderTargetWriteMask D3D11_COLOR_WRITE_ENABLE_ALL

Note

D3D11_BLEND_DESC is identical to D3D10_BLEND_DESC1.

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.

Requirements

Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).