D3D11_BIND_FLAG Enumeration

Identifies how to bind a resource to the pipeline.

Syntax

typedef enum D3D11_BIND_FLAG {
  D3D11_BIND_VERTEX_BUFFER      = 0x1L,
  D3D11_BIND_INDEX_BUFFER       = 0x2L,
  D3D11_BIND_CONSTANT_BUFFER    = 0x4L,
  D3D11_BIND_SHADER_RESOURCE    = 0x8L,
  D3D11_BIND_STREAM_OUTPUT      = 0x10L,
  D3D11_BIND_RENDER_TARGET      = 0x20L,
  D3D11_BIND_DEPTH_STENCIL      = 0x40L,
  D3D11_BIND_UNORDERED_ACCESS   = 0x80L 
} D3D11_BIND_FLAG;

Konstanten

  • D3D11_BIND_VERTEX_BUFFER
    Bind a buffer as a vertex buffer to the input-assembler stage.

  • D3D11_BIND_INDEX_BUFFER
    Bind a buffer as an index buffer to the input-assembler stage.

  • D3D11_BIND_CONSTANT_BUFFER
    Bind a buffer as a constant buffer to a shader stage; this flag may NOT be combined with any other bind flag.

  • D3D11_BIND_SHADER_RESOURCE
    Bind a buffer or texture to a shader stage; this flag cannot be used with the D3D11_MAP_WRITE_NO_OVERWRITE flag.

  • D3D11_BIND_STREAM_OUTPUT
    Bind an output buffer for the stream-output stage.

  • D3D11_BIND_RENDER_TARGET
    Bind a texture as a render target for the output-merger stage.

  • D3D11_BIND_DEPTH_STENCIL
    Bind a texture as a depth-stencil target for the output-merger stage.

  • D3D11_BIND_UNORDERED_ACCESS
    Bind an unordered access resource.

Hinweise

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 D3D11_BIND_SHADER_RESOURCE flag and is bound to the pipeline using one of these APIs: ID3D11DeviceContext::GSSetShaderResources, ID3D11DeviceContext::PSSetShaderResources, or ID3D11DeviceContext::VSSetShaderResources. Furthermore, a shader-resource buffer cannot use the D3D11_MAP_WRITE_NO_OVERWRITE flag.

Anforderungen

Header

D3D11.h

Siehe auch

Resource Enumerations