Common Version Enumerations

This section contains information about the common version enumerations shown in the following table.

Enumerations

Name Description
D3D_CBUFFER_TYPE Values that identify the intended use of constant-buffer data.
D3D_DRIVER_TYPE Driver type options.
D3D_FEATURE_LEVEL Describes the set of features targeted by a Direct3D device.
D3D_INCLUDE_TYPE Values that indicate the location of a shader #include file.
D3D_MIN_PRECISION Values that indicate the minimum desired interpolation precision.
D3D_NAME Values that identify shader parameters that use system-value semantics.
D3D_PRIMITIVE Values that indicate how the pipeline interprets geometry or hull shader input primitives.
D3D_PRIMITIVE_TOPOLOGY Values that indicate 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.
D3D_REGISTER_COMPONENT_TYPE Values that identify the data types that can be stored in a register.
D3D_RESOURCE_RETURN_TYPE Values that identify the return type of a resource.
D3D_SHADER_CBUFFER_FLAGS Values that identify the indended use of a constant-data buffer.
D3D_SHADER_INPUT_FLAGS Values that identify shader-input options.
D3D_SHADER_INPUT_TYPE Values that identify resource types that can be bound to a shader and that are reflected as part of the resource description for the shader.
D3D_SHADER_VARIABLE_CLASS Values that identify the class of a shader variable.
D3D_SHADER_VARIABLE_FLAGS Values that identify information about a shader variable.
D3D_SHADER_VARIABLE_TYPE Values that identify various data, texture, and buffer types that can be assigned to a shader variable.
D3D_SRV_DIMENSION Values that identify the type of resource to be viewed as a shader resource.
D3D_TESSELLATOR_DOMAIN Values that identify domain options for tessellator data.
D3D_TESSELLATOR_OUTPUT_PRIMITIVE Values that identify output primitive types.
D3D_TESSELLATOR_PARTITIONING Values that identify partitioning options.