This documentation is archived and is not being maintained.
This documentation is archived and is not being maintained.
Usage Enumeration (Microsoft.DirectX.Direct3D)
Defines supported usage types for the current resource.
Definition
Visual Basic
Public Enum Usage
C#
public enum Usage
C++
public enum class Usage
JScript
public enum Usage
Members
Member
Value
Description
None
0
Specifies no usage type for the current resource.
QueryWrapAndMip
2097152
Queries the resource to verify support for texture wrapping and mip-mapping.
QueryVertexTexture
1048576
Queries the resource to verify support for vertex shader texture sampling.
QueryPostPixelShaderBlending
524288
Queries the resource to verify support for post pixel shader blending. If Manager.CheckDeviceFormat fails with QueryPostPixelShaderBlending, post pixel blending operations are not supported. These operations include alpha test, pixel fog, render-target blending, color write enable, and dither.
QuerySrgbWrite
262144
Queries the resource to determine whether a texture supports gamma correction during a write operation.
QueryFilter
131072
Queries the resource format to determine whether it supports texture filter types other than Point (which is always supported).
QuerySrgbRead
65536
Queries the resource to determine whether a texture supports gamma correction during a read operation.
QueryLegacyBumpMap
32768
Queries the resource about a legacy bump map.
QueryDisplacementMap
16384
Queries the resource to determine whether it will be a displacement map.
AutoGenerateMipMap
1024
Specifies that the resource automatically generate mipmaps. Automatic mipmap generation is not supported for volume textures and depth stencil surfaces/textures. This usage is not valid for resources in system memory (SystemMemory).
Dynamic
512
Indicates that the vertex buffer requires dynamic memory use, which is useful for drivers because it enables them to determine where to place the buffer. In general, static vertex buffers are placed in video memory and dynamic vertex buffers are placed in accelerated graphics port (AGP) memory. Note that there is no separate static use. If Dynamic is not specified, the vertex buffer is made static.
NPatches
256
Indicates when the vertex buffer will be used for drawing N-patches.
RTPatches
128
Indicates when the vertex buffer will be used for drawing high-order primitives.
Points
64
Indicates when the vertex buffer will be used for drawing points.
DoNotClip
32
Indicates that the vertex buffer content will never require clipping. When rendering with buffers that have this flag set, the RenderStateManager.Clipping property must be set to false.
SoftwareProcessing
16
Specifies that vertex processing be done in software. If this flag is not used, vertex processing is done in hardware. SoftwareProcessing is used with Manager.CheckDeviceFormat to determine whether a particular texture format can be used as a vertex texture during software vertex processing. If it can, the texture must be created with Scratch.
WriteOnly
8
Informs the system that the application writes only to the vertex buffer. Using this flag enables the driver to choose the best memory location, which results in efficient write operations and rendering. Attempts to read from a vertex buffer created with this capability will fail. Buffers that are created with Default and that do not specify WriteOnly might experience significant drops in performance.
DepthStencil
2
Specifies that the resource will be a depth stencil buffer. DepthStencil can be used only with Default.
RenderTarget
1
Specifies that the resource will be a render target. RenderTarget can be used only with Default.