D3D11_BLEND_DESC1 Structure

Note

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

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[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
} D3D11_BLEND_DESC1;  

Members

AlphaToCoverageEnable
Specifies whether to use alpha-to-coverage as a multisampling technique when setting a pixel to a render target.

For Xbox One, there are three options: 0 - disabled, 1 - enabled with dithering, and 2 - enabled without dithering. On other Windows platforms, the options are TRUE and FALSE.

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_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 On Xbox One, the default is 0 (disabled). On other Windows platforms, the default is 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

Header: Declared in d3d11_x.h (d3d11_1.h on other Windows platforms).