D3D10_BIND_FLAG enumeration (d3d10.h)
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
} ;
Constants
D3D10_BIND_VERTEX_BUFFER Value: 0x1L Bind a buffer as a vertex buffer to the input-assembler stage. |
D3D10_BIND_INDEX_BUFFER Value: 0x2L Bind a buffer as an index buffer to the input-assembler stage. |
D3D10_BIND_CONSTANT_BUFFER Value: 0x4L 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 Value: 0x8L 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 Value: 0x10L Bind an output buffer for the stream-output stage. |
D3D10_BIND_RENDER_TARGET Value: 0x20L Bind a texture as a render target for the output-merger stage. |
D3D10_BIND_DEPTH_STENCIL Value: 0x40L 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:
- Buffer description when creating a buffer.
- Texture description when creating a texture (see D3D10_TEXTURE1D_DESC or D3D10_TEXTURE2D_DESC or D3D10_TEXTURE3D_DESC).
Requirements
Requirement | Value |
---|---|
Header | d3d10.h |