D3D11_BIND_FLAG Enumeration
Defines flags for binding shader-component resources to pipeline stages.
Syntax
enum D3D11_BIND_FLAG {
D3D11_BIND_NONE = 0,
D3D11_BIND_VERTEX_BUFFER = 0x1,
D3D11_BIND_INDEX_BUFFER = 0x2,
D3D11_BIND_CONSTANT_BUFFER = 0x4,
D3D11_BIND_SHADER_RESOURCE = 0x8,
D3D11_BIND_STREAM_OUTPUT = 0x10,
D3D11_BIND_RENDER_TARGET = 0x20,
D3D11_BIND_DEPTH_STENCIL = 0x40,
D3D11_BIND_UNORDERED_ACCESS = 0x80,
D3D11_BIND_DECOUPLE_POSITIVE_DETPH_BIAS = 0x100
}
Members
Member | Description |
---|---|
D3D11_BIND_NONE | No binding. |
D3D11_BIND_VERTEX_BUFFER | The resource will be bound as a vertex buffer. |
D3D11_BIND_INDEX_BUFFER | The resource will be bound as an index buffer. |
D3D11_BIND_CONSTANT_BUFFER | The resource will be bound as a constant buffer. |
D3D11_BIND_SHADER_RESOURCE | The resource will be bound as a shader resource. |
D3D11_BIND_STREAM_OUTPUT | The resource will be bound for stream output. |
D3D11_BIND_RENDER_TARGET | The resource will be bound as a render target. |
D3D11_BIND_DEPTH_STENCIL | The resource will be bound as a depth-stencil target. |
D3D11_BIND_UNORDERED_ACCESS | The resource will be bound as an unordered access view (UAV). |
D3D11_BIND_DECOUPLE_POSITIVE_DETPH_BIAS | The resource will be bound with decoupled positive depth bias. |
Remarks
These flags are used in structures like D3D11_BUFFER_DESC and D3D11_TEXTURE2D_DESC to specify how a resource will be used by the Direct3D 11 pipeline. You can combine flags using the bitwise OR operator.
For example, a texture can be bound as both a shader resource and a render target.