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Resource Enumerations

The following enumerations are used to specify information about how resources are created and accessed during rendering.

EnumerationDescription
D3D11_BIND_FLAG Identifies how a resource will be used by the pipeline and determines which pipeline stage(s) a resource can be bound to.
D3D11_BUFFEREX_SRV_FLAG Specifies shader-resource-view options for an extended buffer.
D3D11_BUFFER_UAV_FLAG Specifies unordered access view options for a buffer.
D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG Identifies how to check multisample quality levels.
D3D11_CPU_ACCESS_FLAG Specifies the types of CPU access allowed for a resource.
D3D11_DSV_DIMENSION Specifies how to access a resource that is used in a depth-stencil view.
D3D11_DSV_FLAG Specifies depth-stencil options.
D3D11_MAP Identifies a resource to be mapped for reading and writing by the CPU.
D3D11_MAP_FLAG Specifies how the CPU should respond to any Map methods when the GPU is not yet finished with the resource.
D3D11_RESOURCE_DIMENSION Identifies the type of resource that is in use.
D3D11_RESOURCE_MISC_FLAG Identifies less common resource creation options.
D3D11_RTV_DIMENSION Specifies how to access a resource used in a render target view.
D3D11_SRV_DIMENSION These flags identify the type of resource that will be viewed.
D3D11_STANDARD_MULTISAMPLE_QUALITY_LEVELS Specifies multisample quality levels.
D3D11_TILE_COPY_FLAG Identifies how to copy a tile.
D3D11_TILE_MAPPING_FLAG Identifies how to perform a tile-mapping operation.
D3D11_TILE_RANGE_FLAG Specifies a range of tile mappings to use with ID3D11DeviceContext2::UpdateTiles.
D3D11_UAV_DIMENSION Specifies the type of unordered-access view.
D3D11_USAGE Identifies how a resource is expected to be read and written by the CPU and/or the GPU.

 

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