CD3D11_RASTERIZER_DESC::CD3D11_RASTERIZER_DESC(D3D11_FILL_MODE,D3D11_CULL_MODE,BOOL,INT,FLOAT,FLOAT,BOOL,BOOL,BOOL,BOOL) function (d3d11.h)
Instantiates a new instance of a CD3D11_RASTERIZER_DESC structure that is initialized with D3D11_RASTERIZER_DESC values.
Syntax
void CD3D11_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
);
Parameters
fillMode
Type: D3D11_FILL_MODE
A D3D11_FILL_MODE-typed value that determines the fill mode to use when rendering.
cullMode
Type: D3D11_CULL_MODE
A D3D11_CULL_MODE-typed value that indicates triangles facing the specified direction are not drawn.
frontCounterClockwise
Type: BOOL
A Boolean value that specifies whether 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
A Boolean value that 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.
scissorEnable
Type: BOOL
A Boolean value that specifies whether to enable scissor-rectangle culling. All pixels outside an active scissor rectangle are culled.
multisampleEnable
Type: BOOL
A Boolean value that 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.
antialiasedLineEnable
Type: BOOL
A Boolean value that specifies whether to enable line antialiasing; only applies if doing line drawing and multisampleEnable is FALSE.
Return value
None
Remarks
Here is how CD3D11_RASTERIZER_DESC assigns the provided values to the members of D3D11_RASTERIZER_DESC:
FillMode = fillMode;
CullMode = cullMode;
FrontCounterClockwise = frontCounterClockwise;
DepthBias = depthBias;
DepthBiasClamp = depthBiasClamp;
SlopeScaledDepthBias = slopeScaledDepthBias;
DepthClipEnable = depthClipEnable;
ScissorEnable = scissorEnable;
MultisampleEnable = multisampleEnable;
AntialiasedLineEnable = antialiasedLineEnable;
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 7 [desktop apps | UWP apps] |
Minimum supported server | Windows Server 2008 R2 [desktop apps | UWP apps] |
Target Platform | Windows |
Header | d3d11.h |
Library | D3D11.lib |
See also
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