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

void CD3D11_BLEND_DESC ()

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。

void ~CD3D11_BLEND_DESC ()

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
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

另請參閱

CD3D11 協助程序結構