Direct3D 11 Graphics API Reference - Constants
This section provides a comprehensive list of constants used in the Direct3D 11 Graphics API. These constants define various states, flags, and identifiers essential for configuring and interacting with the Direct3D 11 rendering pipeline.
Commonly Used Constants
D3D11_COMPARISON_FUNC Enumeration
Specifies comparison options for depth, stencil, and texture sampling operations.
| Name | Description |
|---|---|
D3D11_COMPARISON_NEVER |
Never pass. |
D3D11_COMPARISON_LESS |
Pass if the source is less than the destination. |
D3D11_COMPARISON_EQUAL |
Pass if the source is equal to the destination. |
D3D11_COMPARISON_LESS_EQUAL |
Pass if the source is less than or equal to the destination. |
D3D11_COMPARISON_GREATER |
Pass if the source is greater than the destination. |
D3D11_COMPARISON_NOT_EQUAL |
Pass if the source is not equal to the destination. |
D3D11_COMPARISON_GREATER_EQUAL |
Pass if the source is greater than or equal to the destination. |
D3D11_COMPARISON_ALWAYS |
Always pass. |
D3D11_STENCIL_OP Enumeration
Specifies stencil buffer operations.
| Name | Description |
|---|---|
D3D11_STENCIL_OP_KEEP |
Keep the current stencil buffer value. |
D3D11_STENCIL_OP_ZERO |
Set the stencil buffer value to 0. |
D3D11_STENCIL_OP_REPLACE |
Replace the stencil buffer value with the reference value. |
D3D11_STENCIL_OP_INCR_SAT |
Increment the stencil buffer value, clamping at the maximum value. |
D3D11_STENCIL_OP_DECR_SAT |
Decrement the stencil buffer value, clamping at 0. |
D3D11_STENCIL_OP_INVERT |
Invert the stencil buffer value. |
D3D11_STENCIL_OP_INCR |
Increment the stencil buffer value. |
D3D11_STENCIL_OP_DECR |
Decrement the stencil buffer value. |
D3D11_FILL_MODE Enumeration
Specifies fill modes for rasterization.
| Name | Description |
|---|---|
D3D11_FILL_WIREFRAME |
Render primitives as wireframes. |
D3D11_FILL_SOLID |
Render primitives as solid surfaces. |
D3D11_PRIMITIVE_TOPOLOGY Enumeration
Specifies the primitive type.
| Name | Description |
|---|---|
D3D11_PRIMITIVE_TOPOLOGY_POINTLIST |
A list of points. |
D3D11_PRIMITIVE_TOPOLOGY_LINELIST |
A list of lines. |
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST |
A list of triangles. |
D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ |
A list of lines with adjacency information. |
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ |
A list of triangles with adjacency information. |
Other Important Constants
Note on Flags
Many Direct3D 11 functions accept flags that are combined using the bitwise OR operator (|). For example, when creating a texture, you might use flags like D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_RENDER_TARGET simultaneously.
D3D11_BIND_FLAG Enumeration
Specifies how a resource will be used.
D3D11_BIND_VERTEX_BUFFERD3D11_BIND_INDEX_BUFFERD3D11_BIND_CONSTANT_BUFFERD3D11_BIND_SHADER_RESOURCED3D11_BIND_STREAM_OUTPUTD3D11_BIND_RENDER_TARGETD3D11_BIND_DEPTH_STENCILD3D11_BIND_UNORDERED_ACCESSD3D11_BIND_DECOUPLE_SWAP_CHAIN
D3D11_USAGE Enumeration
Specifies memory usage and access patterns for resources.
D3D11_USAGE_DEFAULT: Resource is accessed by the GPU and CPU. Typically immutable or updated infrequently.D3D11_USAGE_IMMUTABLE: Resource cannot be modified after creation. Offers best performance.D3D11_USAGE_DYNAMIC: Resource is updated frequently by the CPU. Best for data that changes every frame.D3D11_USAGE_STAGING: Resource is used for CPU read/write operations. Cannot be bound to the pipeline.
D3D11_CPU_ACCESS_FLAG Enumeration
Specifies CPU read/write access to resources.
D3D11_CPU_ACCESS_WRITE: Allows CPU writing to the resource.D3D11_CPU_ACCESS_READ: Allows CPU reading from the resource.
D3D11_MAP Enumeration
Specifies how to map a resource.
D3D11_MAP_READD3D11_MAP_WRITED3D11_MAP_READ_WRITED3D11_MAP_WRITE_DISCARDD3D11_MAP_WRITE_NO_OVERWRITE
Tip
For a complete and exhaustive list of all constants, please refer to the official DirectX SDK documentation (if available in this archive context).