Direct3D 11 API Reference

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.

See Also