D3D11_BLEND_DESC structure

Describes the blend state that you use in a call to ID3D11Device::CreateBlendState to create a blend-state object.


typedef struct D3D11_BLEND_DESC {
  BOOL                           AlphaToCoverageEnable;
  BOOL                           IndependentBlendEnable;



Type: BOOL

Specifies whether to use alpha-to-coverage as a multisampling technique when setting a pixel to a render target. For more info about using alpha-to-coverage, see Alpha-To-Coverage.


Type: BOOL

Specifies whether to enable independent blending in simultaneous render targets. Set to TRUE to enable independent blending. If set to FALSE, only the RenderTarget[0] members are used; RenderTarget[1..7] are ignored.



An array of D3D11_RENDER_TARGET_BLEND_DESC structures that describe the blend states for render targets; these correspond to the eight render targets that can be bound to the output-merger stage at one time.


Here are the default values for blend state.

State Default Value
AlphaToCoverageEnable FALSE
IndependentBlendEnable FALSE
RenderTarget[0].BlendEnable FALSE
RenderTarget[0].SrcBlend D3D11_BLEND_ONE
RenderTarget[0].DestBlend D3D11_BLEND_ZERO
RenderTarget[0].BlendOp D3D11_BLEND_OP_ADD
RenderTarget[0].SrcBlendAlpha D3D11_BLEND_ONE
RenderTarget[0].DestBlendAlpha D3D11_BLEND_ZERO
RenderTarget[0].BlendOpAlpha D3D11_BLEND_OP_ADD
RenderTarget[0].RenderTargetWriteMask D3D11_COLOR_WRITE_ENABLE_ALL
Note  D3D11_BLEND_DESC is identical to D3D10_BLEND_DESC1.
If the driver type is set to D3D_DRIVER_TYPE_HARDWARE, the feature level is set to less than or equal to D3D_FEATURE_LEVEL_9_3, and the pixel format of the render target is set to DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, or DXGI_FORMAT_B8G8R8X8_UNORM_SRGB, the display device performs the blend in standard RGB (sRGB) space and not in linear space. However, if the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display device performs the blend in linear space, which is ideal.


Header d3d11.h

See Also

Core Structures