Core Enumerations

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

Enumerations

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.