Direct3DBindings Enum

Definition

This is a Windows Runtime equivalent of the Desktop D3D11_BIND_FLAG enumeration. Identifies the ways in which a resource may be bound to the graphics pipeline.

This enumeration supports a bitwise combination of its member values.

public enum class Direct3DBindings
/// [System.Flags]
/// [Windows.Foundation.Metadata.ContractVersion(Windows.Foundation.UniversalApiContract, 65536)]
enum class Direct3DBindings
[System.Flags]
[Windows.Foundation.Metadata.ContractVersion(typeof(Windows.Foundation.UniversalApiContract), 65536)]
public enum Direct3DBindings
var value = Windows.Graphics.DirectX.Direct3D11.Direct3DBindings.vertexBuffer
Public Enum Direct3DBindings
Inheritance
Direct3DBindings
Attributes

Windows requirements

Device family
Windows 10 (introduced in 10.0.10240.0)
API contract
Windows.Foundation.UniversalApiContract (introduced in v1.0)

Fields

ConstantBuffer 4

Bind a buffer as a constant buffer to a shader stage.

Decoder 512

Set this flag to indicate that a 2D texture is used to receive output from the decoder API.

DepthStencil 64

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

IndexBuffer 2

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

RenderTarget 32

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

ShaderResource 8

Bind a buffer or texture to a shader stage.

StreamOutput 16

Bind an output buffer for the stream-output stage.

UnorderedAccess 128

Bind an unordered access resource.

VertexBuffer 1

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

VideoEncoder 1024

Set this flag to indicate that a 2D texture is used to receive input from the video encoder API.

Applies to