Core Enumerations

This section contains information about the core enumerations.

In this section

Topic Description
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_CONSERVATIVE_RASTERIZATION_MODE
Identifies whether conservative rasterization is on or off.
D3D11_CONSERVATIVE_RASTERIZATION_TIER
Specifies if the hardware and driver support conservative rasterization and at what tier level.
D3D11_CONTEXT_TYPE
Specifies the context in which a query occurs.
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_DEVICE_FLAG
Describes parameters that are used to create a device.
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_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_FEATURE
Direct3D 11 feature options.
D3D11_FENCE_FLAG
Specifies fence 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_FILTER_REDUCTION_TYPE
Specifies the type of sampler filter reduction.
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_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_CACHE_SUPPORT_FLAGS
Describes the level of support for shader caching in the current graphics driver.
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.

Core Reference