In DirectX 9 it used to be like this:
d3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAPCOORD_0);
That way you could change how Direct3D perceived the shortest route between texture coordinates in the u-direction and v-direction. Very useful for spheres and cylinders textures wrapping.
A good explanation is here https://learn.microsoft.com/en-us/windows/desktop/direct3d9/texture-wrapping
But after a lot of research I'm having a hard time figuring out how to achieve the same results in DirectX11 as it now uses multiple render states an none seems to have a function like that.