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