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D3D10_BIND_FLAG enumeration

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
} D3D10_BIND_FLAG;

Constants

D3D10_BIND_VERTEX_BUFFER

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

D3D10_BIND_INDEX_BUFFER

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

D3D10_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.

D3D10_BIND_SHADER_RESOURCE

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

Bind an output buffer for the stream-output stage.

D3D10_BIND_RENDER_TARGET

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

D3D10_BIND_DEPTH_STENCIL

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

Header

D3D10.h

See also

Resource Enumerations

 

 

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