Resource Enumerations

Enumerations are used to specify information about how resources are created and accessed during rendering.

In this section

TopicDescription

D3D11_BIND_FLAG

Identifies how to bind a resource to the pipeline.

D3D11_BUFFEREX_SRV_FLAG

Identifies how to view a buffer resource.

D3D11_BUFFER_UAV_FLAG

Identifies unordered-access view options for a buffer resource.

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 used in a depth-stencil view.

D3D11_DSV_FLAG

Depth-stencil view options.

D3D11_MAP

Identifies a resource to be accessed for reading and writing by the CPU. Applications may combine one or more of these flags.

D3D11_MAP_FLAG

Specifies how the CPU should respond when an application calls the ID3D11DeviceContext::Map method on a resource that is being used by the GPU.

D3D11_RESOURCE_DIMENSION

Identifies the type of resource being used.

D3D11_RESOURCE_MISC_FLAG

Identifies options for resources.

D3D11_RTV_DIMENSION

These flags identify the type of resource that will be viewed as a render target.

D3D11_SRV_DIMENSION

These flags identify the type of resource that will be viewed as a shader resource.

D3D11_STANDARD_MULTISAMPLE_QUALITY_LEVELS

Specifies a multi-sample pattern type.

D3D11_TEXTURE_LAYOUT

Specifies texture layout options.

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

Unordered-access view options.

D3D11_USAGE

Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the graphics processing unit (GPU).

 

Related topics

Resource Reference

 

 

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