CD3D11_BLEND_DESC 結構 (d3d11.h)
表示混合狀態結構,並提供建立混合狀態結構的便利方法。
Syntax
struct CD3D11_BLEND_DESC : D3D11_BLEND_DESC {
void CD3D11_BLEND_DESC();
void CD3D11_BLEND_DESC(
const D3D11_BLEND_DESC & o
);
void CD3D11_BLEND_DESC(
CD3D11_DEFAULT unnamedParam1
);
void ~CD3D11_BLEND_DESC();
};
繼承
CD3D11_BLEND_DESC 結構會實作D3D11_BLEND_DESC。
成員
具現化未初始化 CD3D11_BLEND_DESC 結構的新實例。
void CD3D11_BLEND_DESC ( const D3D11_BLEND_DESC & o)
具現化使用 CD3D11_BLEND_DESC 結構初始化之CD3D11_BLEND_DESC結構的新實例。
void CD3D11_BLEND_DESC ( CD3D11_DEFAULT unnamedParam1)
具現化以預設混合狀態值初始化之 CD3D11_BLEND_DESC 結構的新實例。
終結 CD3D11_BLEND_DESC 結構的實例。
備註
以下是 D3D11.h 定義 CD3D11_BLEND_DESC的方式:
struct CD3D11_BLEND_DESC : public D3D11_BLEND_DESC
{
CD3D11_BLEND_DESC()
{}
explicit CD3D11_BLEND_DESC( const D3D11_BLEND_DESC& o ) :
D3D11_BLEND_DESC( o )
{}
explicit CD3D11_BLEND_DESC( CD3D11_DEFAULT )
{
AlphaToCoverageEnable = FALSE;
IndependentBlendEnable = FALSE;
const D3D11_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc =
{
FALSE,
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
D3D11_COLOR_WRITE_ENABLE_ALL,
};
for (UINT i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
RenderTarget[ i ] = defaultRenderTargetBlendDesc;
}
~CD3D11_BLEND_DESC() {}
operator const D3D11_BLEND_DESC&() const { return *this; }
};
規格需求
需求 | 值 |
---|---|
最低支援的用戶端 | Windows 7 [傳統型應用程式 |UWP 應用程式] |
最低支援的伺服器 | Windows Server 2008 R2 [傳統型應用程式 |UWP 應用程式] |
標頭 | d3d11.h |