Resource Enumerations
Enumerations are used to specify information about how resources are created and accessed during rendering.
In this section
| Topic | Description |
|---|---|
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Identifies how to bind a resource to the pipeline. | |
|
Identifies how to view a buffer resource. | |
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Identifies unordered-access view options for a buffer resource. | |
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Identifies how to check multisample quality levels. | |
|
Specifies the types of CPU access allowed for a resource. | |
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Specifies how to access a resource used in a depth-stencil view. | |
|
Depth-stencil view options. | |
|
Identifies a resource to be accessed for reading and writing by the CPU. Applications may combine one or more of these flags. | |
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Specifies how the CPU should respond when an application calls the ID3D11DeviceContext::Map method on a resource that is being used by the GPU. | |
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Identifies the type of resource being used. | |
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Identifies options for resources. | |
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These flags identify the type of resource that will be viewed as a render target. | |
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These flags identify the type of resource that will be viewed as a shader resource. | |
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Specifies a multi-sample pattern type. | |
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Specifies texture layout options. | |
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Identifies how to copy a tile. | |
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Identifies how to perform a tile-mapping operation. | |
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Specifies a range of tile mappings to use with ID3D11DeviceContext2::UpdateTiles. | |
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Unordered-access view options. | |
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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). |
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