Tile the texture at every (u,v) integer junction. For example, for u values between 0 and 3, the texture is repeated three times.
Flip the texture at every (u,v) integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again; and so on.
Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.
Texture coordinates outside the range [0.0, 1.0] are set to the border color specified in D3D11_SAMPLER_DESC or HLSL code.
Similar to D3D11_TEXTURE_ADDRESS_MIRROR and D3D11_TEXTURE_ADDRESS_CLAMP. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value.