Values that indicate the minimum desired interpolation precision.
typedef enum D3D_MIN_PRECISION
{
D3D_MIN_PRECISION_DEFAULT = 0,
D3D_MIN_PRECISION_FLOAT_16 = 1,
D3D_MIN_PRECISION_FLOAT_2_8 = 2,
D3D_MIN_PRECISION_RESERVED = 3,
D3D_MIN_PRECISION_SINT_16 = 4,
D3D_MIN_PRECISION_UINT_16 = 5,
D3D_MIN_PRECISION_ANY_16 = 0xf0,
D3D_MIN_PRECISION_ANY_10 = 0xf1
} D3D_MIN_PRECISION;
| Constant | Description |
|---|---|
| D3D_MIN_PRECISION_DEFAULT | Default minimum precision, which is 32-bit precision. |
| D3D_MIN_PRECISION_FLOAT_16 | Minimum precision is min16float, which is 16-bit floating point. |
| D3D_MIN_PRECISION_FLOAT_2_8 | Minimum precision is min10float, which is 10-bit floating point. |
| D3D_MIN_PRECISION_RESERVED | Reserved |
| D3D_MIN_PRECISION_SINT_16 | Minimum precision is min16int, which is 16-bit signed integer. |
| D3D_MIN_PRECISION_UINT_16 | Minimum precision is min16uint, which is 16-bit unsigned integer. |
| D3D_MIN_PRECISION_ANY_16 | Minimum precision is any 16-bit value. |
| D3D_MIN_PRECISION_ANY_10 | Minimum precision is any 10-bit value. |
For more info, see Scalar Types and Using HLSL minimum precision.
Header: Declared in d3d11_x.h (d3dcommon.h on other Windows platforms).
Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).