D3D11_RASTERIZER_DESC1 structure

Note  This structure is supported by the Direct3D 11.1 runtime, which is available on Windows 8 and later operating systems.
Describes rasterizer state.


typedef struct D3D11_RASTERIZER_DESC1 {
  D3D11_FILL_MODE FillMode;
  D3D11_CULL_MODE CullMode;
  BOOL            FrontCounterClockwise;
  INT             DepthBias;
  FLOAT           DepthBiasClamp;
  FLOAT           SlopeScaledDepthBias;
  BOOL            DepthClipEnable;
  BOOL            ScissorEnable;
  BOOL            MultisampleEnable;
  BOOL            AntialiasedLineEnable;
  UINT            ForcedSampleCount;




Determines the fill mode to use when rendering.



Indicates that triangles facing the specified direction are not drawn.


Type: BOOL

Specifies whether a triangle is front- or back-facing. If TRUE, a triangle will be considered front-facing if its vertices are counter-clockwise on the render target and considered back-facing if they are clockwise. If FALSE, the opposite is true.


Type: INT

Depth value added to a given pixel. For info about depth bias, see Depth Bias.



Maximum depth bias of a pixel. For info about depth bias, see Depth Bias.



Scalar on a given pixel's slope. For info about depth bias, see Depth Bias.


Type: BOOL

Specifies whether to enable clipping based on distance.

The hardware always performs x and y clipping of rasterized coordinates. When DepthClipEnable is set to the default–TRUE, the hardware also clips the z value (that is, the hardware performs the last step of the following algorithm).

0 < w
-w <= x <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
-w <= y <= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
0 <= z <= w

When you set DepthClipEnable to FALSE, the hardware skips the z clipping (that is, the last step in the preceding algorithm). However, the hardware still performs the "0 < w" clipping. When z clipping is disabled, improper depth ordering at the pixel level might result. However, when z clipping is disabled, stencil shadow implementations are simplified. In other words, you can avoid complex special-case handling for geometry that goes beyond the back clipping plane.


Type: BOOL

Specifies whether to enable scissor-rectangle culling. All pixels outside an active scissor rectangle are culled.


Type: BOOL

Specifies whether to use the quadrilateral or alpha line anti-aliasing algorithm on multisample antialiasing (MSAA) render targets. Set to TRUE to use the quadrilateral line anti-aliasing algorithm and to FALSE to use the alpha line anti-aliasing algorithm. For more info about this member, see Remarks.


Type: BOOL

Specifies whether to enable line antialiasing; only applies if doing line drawing and MultisampleEnable is FALSE. For more info about this member, see Remarks.


Type: UINT

The sample count that is forced while UAV rendering or rasterizing. Valid values are 0, 1, 2, 4, 8, and optionally 16. 0 indicates that the sample count is not forced.

Note  If you want to render with ForcedSampleCount set to 1 or greater, you must follow these guidelines:
  • Don't bind depth-stencil views.
  • Disable depth testing.
  • Ensure the shader doesn't output depth.
  • If you have any render-target views bound (D3D11_BIND_RENDER_TARGET) and ForcedSampleCount is greater than 1, ensure that every render target has only a single sample.
  • Don't operate the shader at sample frequency. Therefore, ID3D11ShaderReflection::IsSampleFrequencyShader returns FALSE.
Otherwise, rendering behavior is undefined. For info about how to configure depth-stencil, see Configuring Depth-Stencil Functionality.


Rasterizer state defines the behavior of the rasterizer stage. To create a rasterizer-state object, call ID3D11Device1::CreateRasterizerState1. To set rasterizer state, call ID3D11DeviceContext::RSSetState.

If you do not specify some rasterizer state, the Direct3D runtime uses the following default values for rasterizer state.

State Default Value
FillMode Solid
CullMode Back
FrontCounterClockwise FALSE
DepthBias 0
SlopeScaledDepthBias 0.0f
DepthBiasClamp 0.0f
DepthClipEnable TRUE
ScissorEnable FALSE
MultisampleEnable FALSE
AntialiasedLineEnable FALSE
ForcedSampleCount 0
Note  For feature levels 9.1, 9.2, 9.3, and 10.0, if you set MultisampleEnable to FALSE, the runtime renders all points, lines, and triangles without anti-aliasing even for render targets with a sample count greater than 1. For feature levels 10.1 and higher, the setting of MultisampleEnable has no effect on points and triangles with regard to MSAA and impacts only the selection of the line-rendering algorithm as shown in this table:
Line-rendering algorithm MultisampleEnable AntialiasedLineEnable
Alpha antialiased FALSE TRUE
Quadrilateral TRUE FALSE
Quadrilateral TRUE TRUE

The settings of the MultisampleEnable and AntialiasedLineEnable members apply only to multisample antialiasing (MSAA) render targets (that is, render targets with sample counts greater than 1). Because of the differences in feature-level behavior and as long as you aren’t performing any line drawing or don’t mind that lines render as quadrilaterals, we recommend that you always set MultisampleEnable to TRUE whenever you render on MSAA render targets.


Minimum supported client Windows 8 and Platform Update for Windows 7 [desktop apps | UWP apps]
Minimum supported server Windows Server 2012 and Platform Update for Windows Server 2008 R2 [desktop apps | UWP apps]
Header d3d11_1.h

See also

Core Structures