D3D11_RASTERIZER_DESC structure (d3d11.h)
Describes rasterizer state.
Syntax
typedef struct D3D11_RASTERIZER_DESC {
D3D11_FILL_MODE FillMode;
D3D11_CULL_MODE CullMode;
BOOL FrontCounterClockwise;
INT DepthBias;
FLOAT DepthBiasClamp;
FLOAT SlopeScaledDepthBias;
BOOL DepthClipEnable;
BOOL ScissorEnable;
BOOL MultisampleEnable;
BOOL AntialiasedLineEnable;
} D3D11_RASTERIZER_DESC;
Members
FillMode
Type: D3D11_FILL_MODE
Determines the fill mode to use when rendering (see D3D11_FILL_MODE).
CullMode
Type: D3D11_CULL_MODE
Indicates triangles facing the specified direction are not drawn (see D3D11_CULL_MODE).
FrontCounterClockwise
Type: BOOL
Determines if a triangle is front- or back-facing. If this parameter is 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 this parameter is FALSE, the opposite is true.
DepthBias
Type: INT
Depth value added to a given pixel. For info about depth bias, see Depth Bias.
DepthBiasClamp
Type: FLOAT
Maximum depth bias of a pixel. For info about depth bias, see Depth Bias.
SlopeScaledDepthBias
Type: FLOAT
Scalar on a given pixel's slope. For info about depth bias, see Depth Bias.
DepthClipEnable
Type: BOOL
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.
ScissorEnable
Type: BOOL
Enable scissor-rectangle culling. All pixels outside an active scissor rectangle are culled.
MultisampleEnable
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.
AntialiasedLineEnable
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.
Remarks
Rasterizer state defines the behavior of the rasterizer stage. To create a rasterizer-state object, call ID3D11Device::CreateRasterizerState. 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 |
Line-rendering algorithm | MultisampleEnable | AntialiasedLineEnable |
---|---|---|
Aliased | FALSE | FALSE |
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.
Requirements
Requirement | Value |
---|---|
Header | d3d11.h |