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D3D10_DDI_RESOURCE_BIND_FLAG enumeration

Identifies how a resource is bound.

Syntax


typedef enum D3D10_DDI_RESOURCE_BIND_FLAG { 
  D3D10_DDI_BIND_VERTEX_BUFFER     = 0x00000001L,
  D3D10_DDI_BIND_INDEX_BUFFER      = 0x00000002L,
  D3D10_DDI_BIND_CONSTANT_BUFFER   = 0x00000004L,
  D3D10_DDI_BIND_SHADER_RESOURCE   = 0x00000008L,
  D3D10_DDI_BIND_STREAM_OUTPUT     = 0x00000010L,
  D3D10_DDI_BIND_RENDER_TARGET     = 0x00000020L,
  D3D10_DDI_BIND_DEPTH_STENCIL     = 0x00000040L,
  D3D10_DDI_BIND_PIPELINE_MASK     = 0x0000007FL,
  D3D10_DDI_BIND_PRESENT           = 0x00000080L,
  D3D10_DDI_BIND_MASK              = 0x000000FFL,
#if D3D11DDI_MINOR_HEADER_VERSION >= 3
  D3D11_DDI_BIND_UNORDERED_ACCESS  = 0x00000100L,
  D3D11_DDI_BIND_DECODER           = 0x00000200L,
  D3D11_DDI_BIND_VIDEO_ENCODER     = 0x00000400L,
  D3D11_DDI_BIND_CAPTURE           = 0x00000800L,
  D3D11_DDI_BIND_PIPELINE_MASK     = 0x00000F7FL,
  D3D11_DDI_BIND_MASK              = 0x00000FFFL,
#else 
#if D3D11DDI_MINOR_HEADER_VERSION >= 1
  D3D11_DDI_BIND_UNORDERED_ACCESS  = 0x00000100L,
  D3D11_DDI_BIND_PIPELINE_MASK     = 0x0000017FL,
  D3D11_DDI_BIND_MASK              = 0x000001FFL
#endif 

#endif } D3D10_DDI_RESOURCE_BIND_FLAG;

Constants

D3D10_DDI_BIND_VERTEX_BUFFER

The resource can be bound as a vertex buffer in a call to the driver's IaSetVertexBuffers function.

D3D10_DDI_BIND_INDEX_BUFFER

The resource can be bound as an index buffer in a call to the driver's IaSetIndexBuffer function.

D3D10_DDI_BIND_CONSTANT_BUFFER

The resource can be bound as a constant buffer.

D3D10_DDI_BIND_SHADER_RESOURCE

The resource can be bound as a shader resource in a call to the GsSetShaderResources, PsSetShaderResources, or VsSetShaderResources function.

D3D10_DDI_BIND_STREAM_OUTPUT

The resource can be bound as a stream output.

D3D10_DDI_BIND_RENDER_TARGET

The resource can be bound as a render target.

D3D10_DDI_BIND_DEPTH_STENCIL

The resource can be bound as a depth-stencil buffer.

D3D10_DDI_BIND_PIPELINE_MASK

A mask value that indicates the valid bitfields in a bitwise OR combination of the first seven values from this enumeration.

D3D10_DDI_BIND_PRESENT

The resource can be used in a call to the PresentDXGI function (that is, the resource can be used as a back buffer).

D3D10_DDI_BIND_MASK

A mask value that indicates the valid bitfields in a bitwise OR combination of the Direct3D version 10 values from this enumeration.

D3D11_DDI_BIND_UNORDERED_ACCESS

The resource can be bound as an unordered-access buffer.

Supported starting with Windows 8.

D3D11_DDI_BIND_DECODER

The resource is a two-dimensional (2-D) texture that is filled by the video decoder engine.

This value cannot be used simultaneously with the D3D10_DDI_BIND_RENDER_TARGET enumeration value.

Supported starting with Windows 8.

D3D11_DDI_BIND_VIDEO_ENCODER

The resource is used as an input for a hardware-encode Media Foundation Transform (MFT).

This value cannot be used simultaneously with these values from this enumeration:

  • D3D11_DDI_BIND_CONSTANT_BUFFER
  • D3D11_DDI_BIND_DEPTH_STENCIL
  • D3D11_DDI_BIND_INDEX_BUFFER
  • D3D11_DDI_BIND_VERTEX_BUFFER

Supported starting with Windows 8.

D3D11_DDI_BIND_CAPTURE

The 2-D texture is used to receive data from the capture interface.

This value cannot be used simultaneously with these values from this enumeration:

  • D3D11_DDI_BIND_CONSTANT_BUFFER
  • D3D11_DDI_BIND_DECODER
  • D3D11_DDI_BIND_DEPTH_STENCIL
  • D3D11_DDI_BIND_INDEX_BUFFER
  • D3D11_DDI_BIND_RENDER_TARGET
  • D3D11_DDI_BIND_STREAM_OUTPUT
  • D3D11_DDI_BIND_UNORDERED_ACCESS
  • D3D11_DDI_BIND_VERTEX_BUFFER

Supported starting with Windows 8.

D3D11_DDI_BIND_PIPELINE_MASK

A mask value that indicates the valid bitfields in a bitwise OR combination of the first nine values from this enumeration.

Supported starting with Windows 8.

D3D11_DDI_BIND_MASK

A mask value that indicates the valid bitfields in a bitwise OR combination of the Direct3D version 11 and version 10 values from this enumeration.

Supported starting with Windows 8.

D3D11_DDI_BIND_UNORDERED_ACCESS

The resource can be bound as an unordered-access buffer.

Supported starting with Windows 7.

D3D11_DDI_BIND_PIPELINE_MASK

A mask value that indicates the valid bitfields in a bitwise OR combination of the first nine values from this enumeration.

Supported starting with Windows 7.

D3D11_DDI_BIND_MASK

A mask value that indicates the valid bitfields in a bitwise OR combination of the Direct3D version 11 and version 10 values from this enumeration.

Supported starting with Windows 7.

Requirements

Version

Available in Windows Vista and later versions of the Windows operating systems.

Header

D3d10umddi.h (include D3d10umddi.h)

See also

D3D10DDIARG_CREATERESOURCE
GsSetShaderResources
IaSetIndexBuffer
IaSetVertexBuffers
PresentDXGI
PsSetShaderResources
VsSetShaderResources

 

 

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