Enumerations

These are the Xbox-specific enumerations in the Direct3D 11 API.

Enumerations

Name Description
D2D1_ALPHA_MODE Specifies how the alpha value of a bitmap or render target should be treated.
D3D10_BLEND Blend factors, which modulate values for the pixel shader and render target.
D3D10_BLEND_OP RGB or alpha blending operation.
D3D10_COLOR_WRITE_ENABLE Identify which components of each pixel of a render target are writable during blending.
D3D10_CPU_ACCESS_FLAG Specifies the types of CPU access allowed for a resource.
D3D11_COMPUTE_CONTEXT_TYPE Gets the type of compute context, such as immediate or deferred.
D3D11_FLUSH Options for flushing graphics caches.
D3D11_INSERT_FENCE_FLAGS Flags to control inserting a fence, such as whether pending commands are flushed before the fence is executed.
D3D11_STAGE Defines graphics pipeline stages.
D3D11X_BUFFER_VIEW_FLAG Flags to control a buffer view.
D3D11X_CERAM_OFFSET Byte offset of various components in Constant Engine RAM.
D3D11X_CERAM_RESOURCE_ORIGIN Used in serialization header encodings to identify the descriptor source, in order to differentiate between shader resource view descriptors and unordered access view descriptors.
D3D11X_CERAM_RESOURCE_TYPE Names of resource types for constant-engine RAM. Every pipeline stage has a copy of this structure in Constant Engine RAM.
D3D11X_CLEAR_COLOR_FLAG Flags for ClearRenderTargetViewX, enabling slow clearing of the target, and preventing applying color fragment and clear color indirection.
D3D11X_COMPUTE_CONTEXT_CREATE_FLAGS Flags that control creating a compute context.
D3D11X_COMPUTE_CONTEXT_PRIORITY Priority levels for compute context.
D3D11X_DATA_FORMAT Identifies a native data format.
D3D11X_DEBUG_FLAG Flags to control debugging.
D3D11X_DECOMPRESS_FLAG Flags to control decompression.
D3D11X_DESCRIPTOR_TYPE Identifies a descriptor type.
D3D11X_DIRTYFLAGS Do not use. For internal use only.
D3D11X_DISPATCH Flags to control dispatch, for ID3D11ComputeContextX::SetDispatchFlags and ID3D11ComputeContextX::GetDispatchFlags.
D3D11X_DMA_JPEG_ERROR_FLAGS Flags that can be combined together to form a complete DMA JPEG error code.
D3D11X_DMA_LZ_ERROR Error codes returned by the LZ decompression engine.
D3D11X_GDS_OPERATION_FLAGS Flags to control WriteGDS and ReadGDS.
D3D11X_GDS_REGION_TYPE Defines names of GDS region types, such as PS and CS regions.
D3D11X_GPU_PIPELINED_EVENT Types of GPU pipelined events; which shader to partially flush. These are EOP (End Of Pipe) events.
D3D11X_GS_FLAGS Flags to control whether geometry shader execution is on-chip and to enable the values (as overrides) that are specified in the optional D3D11X_GS_PARAMETERS structure, overriding the driver-calculated default parameters.
D3D11X_HANG_FLAGS Flags that the D3D11XHANGBEGINCALLBACK can provide to indicate information about the hang.
D3D11X_HARDWARE_VERSION Represents the different hardware versions in the Xbox One family of devices.
D3D11X_HW_STAGE Flags to indicate the hardware shader stage for the SetShaderUserData method.
D3D11X_IMG_DATA_FORMAT Image data formats for Direct3D for Xbox One.
D3D11X_IMG_NUM_FORMAT Image number formats for Direct3D for Xbox One.
D3D11X_INSERT_WAIT_ON_MEMORY_FLAGS Flags to control InsertWaitOnMemory.
D3D11X_MULTI_DRAW_FLAG Flags to control multidraw methods.
D3D11X_NUMBER_FORMAT Identifies a number format.
D3D11X_QUERY_CONFIG_OCCLUSION_COUNT_FLAG Specifies the depth/stencil test result conditions to include in an occlusion count.
D3D11X_QUERY_FLAG Specifies controls to apply in conjunction with WriteQuery and ResetQuery operations.
D3D11X_REPORT_GPU_HANG_FLAGS Flags that control resource compression.
D3D11X_RESOURCE_COMPRESSION Flags that control resource compression.
D3D11X_RESOURCE_VIEW_FLAG Flags that control a resource view description.
D3D11X_SAMPLER_STATE_FLAGS Flags to control the sampler state.
D3D11X_SET_DRAW_BALANCING_MODE Used to configure how draw calls are distributed to the shader engines on Xbox One X hardware.
D3D11X_SET_FAST Defines names of pipeline stages for SetFastResources.
D3D11X_SET_PREDICATION_BUFFER_FLAG Flags to control SetPredicationBuffer.
D3D11X_SET_PREDICATION_FROM_QUERY_FLAG Flags to control setting predication from a query.
D3D11X_SET_RESOURCE_FORM Indicates whether a resource is in the form of a descriptor or an object.
D3D11X_SHADER_CS_SIMD_WALK_ALGORITHM Defines how to walk the SIMDs across CUs.
D3D11X_SHADER_DISABLE_CU_MASK Used to create a mask that selects a compute unit (CU) in the GPU to be disabled in the “DisableCuMask” fields.
D3D11X_SWIZZLE Swizzle for Xbox.
D3D11X_TESSELLATION_FLAGS Flags to control tessellation and enable other values in the D3D11X_TESSELLATION_PARAMETERS structure, as bitwise-OR’d enumeration constants.
D3D11X_TEX_ANISO_RATIO Texture anisotropic ratio specified in D3D11X_SAMPLER_DESC.
D3D11X_TEX_BORDER_COLOR Texture border color function specified in D3D11X_SAMPLER_DESC.
D3D11X_TEX_CLAMP Texture clamping function specified in D3D11X_SAMPLER_DESC.
D3D11X_TEX_DEPTH_COMPARE Texture depth comparison function specified in D3D11X_SAMPLER_DESC.
D3D11X_TEX_FILTER_MODE Texture filter mode function specified in D3D11X_SAMPLER_DESC.
D3D11X_TEX_MIP_FILTER Texture MIP filter function specified in D3D11X_SAMPLER_DESC.
D3D11X_TEX_XY_FILTER Texture XY filter function specified in D3D11X_SAMPLER_DESC.
D3D11X_TEX_Z_FILTER Texture Z filter function specified in D3D11X_SAMPLER_DESC.
D3D11X_THREAD_TRACE_INSTRUCTION_MASK Thread trace instruction mask.
D3D11X_THREAD_TRACE_PIPELINE_ENABLE Indicates whether to trace threads of this type and whether to trace target-CU details for threads of this type.
D3D11X_THREAD_TRACE_REGISTER_MASK Thread trace register mask.
D3D11X_THREAD_TRACE_SCOPE Specifies the scope of coverage provided by the thread trace.
D3D11X_THREAD_TRACE_TOKEN_MASK Thread trace token mask.
D3D11X_TILE_MODE Identifies a tile mode.
D3D11X_UPDATE_VIEW Flags for updating a view.
D3D11X_VIEW_DIMENSION Identifies a view dimension type.
D3D11X_VIRTUAL_MEMORY_CONFIGURATION_FLAGS Flags to control virtual memory configuration for graphics.
D3D11X_WRITE_VALUE_END_OF_PIPE_FLAGS Flags to control the method ID3D11DeviceContextX::WriteValueEndOfPipe.
D3D12XBOX_HARDWARE_VERSION Represents the different hardware versions in the Xbox One family of devices.
DXGI_MODE_ROTATION Flags that indicate how the back buffers should be rotated to fit the physical rotation of a monitor.
DXGI_MODE_SCALING Flags indicating how an image is stretched to fit a given monitor’s resolution.
DXGI_MODE_SCANLINE_ORDER Flags indicating the method the raster uses to create an image on a surface.
DXGIX_VLINECOUNTER Counters for VLine notification.
XBOX_DRIVER_HINT Hints for Xbox drivers, such as whether to enable gathering performance data about memory statistics.