This section contains information about the core enumerations shown in the following table.
| Name | Description |
|---|---|
| D3D11_1_CREATE_DEVICE_CONTEXT_STATE_FLAG | Describes flags that are used to create a device context state object (ID3DDeviceContextState) with the ID3D11Device1::CreateDeviceContextState method. |
| D3D11_ASYNC_GETDATA_FLAG | Optional flags that control the behavior of ID3D11DeviceContext::GetData. |
| D3D11_BLEND | Blend factors, which modulate values for the pixel shader and render target. |
| D3D11_BLEND_OP | RGB or alpha blending operation. |
| D3D11_CLEAR_FLAG | Specifies the parts of the depth stencil to clear. |
| D3D11_COLOR_WRITE_ENABLE | Identify which components of each pixel of a render target are writable during blending. |
| D3D11_COMPARISON_FUNC | Comparison options. |
| D3D11_COPY_FLAGS | 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. |
| D3D11_COUNTER | Options for performance counters. |
| D3D11_COUNTER_TYPE | Data type of a performance counter. |
| D3D11_CREATE_DEFERRED_CONTEXT_FLAG | Flags used in the creation of deferred contexts. |
| D3D11_CREATE_DEVICE_FLAG | Describes parameters that are used to create a device. |
| D3D11_CULL_MODE | Indicates triangles facing a particular direction are not drawn. |
| D3D11_DEPTH_WRITE_MASK | Identify the portion of a depth-stencil buffer for writing depth data. |
| D3D11_DEVICE_CONTEXT_TYPE | Device context options. |
| D3D11_DMA_ENGINE_CONTEXT_CREATE_FLAGS | Flags for creating a DMA move engine context. |
| D3D11_FEATURE | Direct3D 11 feature options. |
| D3D11_FILL_MODE | Determines the fill mode to use when rendering triangles. |
| D3D11_FILTER | Filtering options during texture sampling. |
| D3D11_FILTER_TYPE | Types of magnification or minification sampler filters. |
| D3D11_FORMAT_SUPPORT | Which resources are supported for a given format and given device (see ID3D11Device::CheckFormatSupport and ID3D11Device::CheckFeatureSupport). |
| D3D11_FORMAT_SUPPORT2 | Unordered resource support options for a compute shader resource (see ID3D11Device::CheckFeatureSupport). |
| D3D11_GRAPHICS_MEMORY_ACCESS_FLAG | Flags to control whether memory is CPU-cached and whether memory is coherent between the CPU and GPU. |
| D3D11_INPUT_CLASSIFICATION | Type of data contained in an input slot. |
| D3D11_LOGIC_OP | 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. |
| D3D11_PRIMITIVE | Indicates how the pipeline interprets geometry or hull shader input primitives. |
| D3D11_PRIMITIVE_TOPOLOGY | 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. |
| D3D11_QUERY | Query types. |
| D3D11_QUERY_MISC_FLAG | Flags that describe miscellaneous query behavior. |
| D3D11_RAISE_FLAG | Option(s) for raising an error to a non-continuable exception. |
| D3D11_SHADER_MIN_PRECISION_SUPPORT | 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. |
| D3D11_STENCIL_OP | The stencil operations that can be performed during depth-stencil testing. |
| D3D11_TEXTURE_ADDRESS_MODE | Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture. |
| D3D11_TEXTURECUBE_FACE | The different faces of a cube texture. |
| D3D11_TILED_RESOURCES_TIER | Indicates the tier level at which tiled resources are supported. |