D3D10_BIND_FLAG enumeration (d3d10.h)

Identifies how to bind a resource to the pipeline.

Syntax

typedef enum D3D10_BIND_FLAG {
  D3D10_BIND_VERTEX_BUFFER = 0x1L,
  D3D10_BIND_INDEX_BUFFER = 0x2L,
  D3D10_BIND_CONSTANT_BUFFER = 0x4L,
  D3D10_BIND_SHADER_RESOURCE = 0x8L,
  D3D10_BIND_STREAM_OUTPUT = 0x10L,
  D3D10_BIND_RENDER_TARGET = 0x20L,
  D3D10_BIND_DEPTH_STENCIL = 0x40L
} ;

Constants

 
D3D10_BIND_VERTEX_BUFFER
Value: 0x1L
Bind a buffer as a vertex buffer to the input-assembler stage.
D3D10_BIND_INDEX_BUFFER
Value: 0x2L
Bind a buffer as an index buffer to the input-assembler stage.
D3D10_BIND_CONSTANT_BUFFER
Value: 0x4L
Bind a buffer as a constant buffer to a shader stage; this flag may NOT be combined with any other bind flag.
D3D10_BIND_SHADER_RESOURCE
Value: 0x8L
Bind a buffer or texture to a shader stage; this flag cannot be used with the D3D10_MAP_WRITE_NO_OVERWRITE flag.
D3D10_BIND_STREAM_OUTPUT
Value: 0x10L
Bind an output buffer for the stream-output stage.
D3D10_BIND_RENDER_TARGET
Value: 0x20L
Bind a texture as a render target for the output-merger stage.
D3D10_BIND_DEPTH_STENCIL
Value: 0x40L
Bind a texture as a depth-stencil target for the output-merger stage.

Remarks

In general, binding flags can be combined using a logical OR (except the constant-buffer flag); however, you should use a single flag to allow the device to optimize the resource usage.

This enumeration is used by a:

A shader-resource buffer is NOT a constant buffer; rather, it is a texture or buffer resource that is bound to a shader, that contains texture or buffer data (it is not limited to a single element type in the buffer). A shader-resource buffer is created with the D3D10_BIND_SHADER_RESOURCE flag and is bound to the pipeline using one of these APIs: ID3D10Device::GSSetShaderResources, ID3D10Device::PSSetShaderResources, or ID3D10Device::VSSetShaderResources. Furthermore, a shader-resource buffer cannot use the D3D10_MAP_WRITE_NO_OVERWRITE flag.

Requirements

Requirement Value
Header d3d10.h

See also

Resource Enumerations