// d3d10umddi.h
typedef enum D3D10_DDI_BLEND {
D3D10_DDI_BLEND_ZERO = 1,
D3D10_DDI_BLEND_ONE = 2,
D3D10_DDI_BLEND_SRC_COLOR = 3,
D3D10_DDI_BLEND_INV_SRC_COLOR = 4,
D3D10_DDI_BLEND_SRC_ALPHA = 5,
D3D10_DDI_BLEND_INV_SRC_ALPHA = 6,
D3D10_DDI_BLEND_DEST_ALPHA = 7,
D3D10_DDI_BLEND_INV_DEST_ALPHA = 8,
D3D10_DDI_BLEND_DEST_COLOR = 9,
D3D10_DDI_BLEND_INV_DEST_COLOR = 10,
D3D10_DDI_BLEND_SRC_ALPHASAT = 11,
D3D10_DDI_BLEND_BLEND_FACTOR = 14,
D3D10_DDI_BLEND_INVBLEND_FACTOR = 15,
D3D10_DDI_BLEND_SRC1_COLOR = 16,
D3D10_DDI_BLEND_INV_SRC1_COLOR = 17,
D3D10_DDI_BLEND_SRC1_ALPHA = 18,
D3D10_DDI_BLEND_INV_SRC1_ALPHA = 19,
D3D10_DDI_BLEND_ALPHA_FACTOR = 20,
D3D10_DDI_BLEND_INVALPHA_FACTOR = 21
} ;
View the official Windows Driver Kit DDI referenceNo description available.
The D3D10_DDI_BLEND enumeration type contains values that identify blend modes in a call to the driver's CreateBlendState function.
D3D10_DDI_BLEND_ZERO:1Blend factor is (0, 0, 0, 0).
D3D10_DDI_BLEND_ONE:2Blend factor is (1, 1, 1, 1).
D3D10_DDI_BLEND_SRC_COLOR:3Blend factor is (Rₛ,Gₛ,Bₛ,Aₛ).
D3D10_DDI_BLEND_INV_SRC_COLOR:4Blend factor is (1 - Rₛ, 1 - Gₛ, 1 - Bₛ, 1 - Aₛ).
D3D10_DDI_BLEND_SRC_ALPHA:5Blend factor is (Aₛ, Aₛ, Aₛ, Aₛ).
D3D10_DDI_BLEND_INV_SRC_ALPHA:6Blend factor is ( 1 - Aₛ, 1 - Aₛ, 1 - Aₛ, 1 - Aₛ).
D3D10_DDI_BLEND_DEST_ALPHA:7Blend factor is (Ad, Ad, Ad, Ad) of the current render target that is being blended.
D3D10_DDI_BLEND_INV_DEST_ALPHA:8Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad) of the current render target that is being blended.
D3D10_DDI_BLEND_DEST_COLOR:9Blend factor is (Rd, Gd, Bd, Ad) of the current render target that is being blended.
D3D10_DDI_BLEND_INV_DEST_COLOR:10Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad) of the current render target that is being blended.
D3D10_DDI_BLEND_SRC_ALPHASAT:11Blend factor is (f, f, f, 1); f = min(A, 1 - Ad).
D3D10_DDI_BLEND_BLEND_FACTOR:14Constant color-blending factor that the frame-buffer blender uses.
D3D10_DDI_BLEND_INVBLEND_FACTOR:15Inverted constant color-blending factor that the frame-buffer blender uses.
D3D10_DDI_BLEND_SRC1_COLOR:16Blend factor is the red, green, and blue (RGB) components of a pixel shader output register (PS output o1.rgb).
D3D10_DDI_BLEND_INV_SRC1_COLOR:17Blend factor is the inversion of the RGB components of a pixel shader output register (1.0f - PS output o1.rgb).
D3D10_DDI_BLEND_SRC1_ALPHA:18Blend factor is the alpha component of a pixel shader output register (PS output o1.a).
D3D10_DDI_BLEND_INV_SRC1_ALPHA:19Blend factor is the inversion of the alpha component of a pixel shader output register (1.0f - PS output o1.a).
D3D10_DDI_BLEND_ALPHA_FACTOR:20Blend factor is the alpha component of the color-blending factor that the frame-buffer blender uses.
D3D10_DDI_BLEND_INVALPHA_FACTOR:21Blend factor is 1 minus the alpha component of the color-blending factor that the frame-buffer blender uses.
A blend mode is an algorithm that is used to determine how a texture is blended with the colors of the surface that the texture is applied to. A blend factor is a description of how each color component is blended in texture blending.