D3D11_BIND_FLAG Enumeration
Identifies how to bind a resource to the pipeline.
Syntax
typedef enum D3D11_BIND_FLAG {
D3D11_BIND_VERTEX_BUFFER = 0x1L,
D3D11_BIND_INDEX_BUFFER = 0x2L,
D3D11_BIND_CONSTANT_BUFFER = 0x4L,
D3D11_BIND_SHADER_RESOURCE = 0x8L,
D3D11_BIND_STREAM_OUTPUT = 0x10L,
D3D11_BIND_RENDER_TARGET = 0x20L,
D3D11_BIND_DEPTH_STENCIL = 0x40L,
D3D11_BIND_UNORDERED_ACCESS = 0x80L
} D3D11_BIND_FLAG;
Konstanten
D3D11_BIND_VERTEX_BUFFER
Bind a buffer as a vertex buffer to the input-assembler stage.D3D11_BIND_INDEX_BUFFER
Bind a buffer as an index buffer to the input-assembler stage.D3D11_BIND_CONSTANT_BUFFER
Bind a buffer as a constant buffer to a shader stage; this flag may NOT be combined with any other bind flag.D3D11_BIND_SHADER_RESOURCE
Bind a buffer or texture to a shader stage; this flag cannot be used with the D3D11_MAP_WRITE_NO_OVERWRITE flag.D3D11_BIND_STREAM_OUTPUT
Bind an output buffer for the stream-output stage.D3D11_BIND_RENDER_TARGET
Bind a texture as a render target for the output-merger stage.D3D11_BIND_DEPTH_STENCIL
Bind a texture as a depth-stencil target for the output-merger stage.D3D11_BIND_UNORDERED_ACCESS
Bind an unordered access resource.
Hinweise
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 D3D11_TEXTURE1D_DESC or D3D11_TEXTURE2D_DESC or D3D11_TEXTURE3D_DESC).
A shader-resource buffer is NOT a constant buffer; rather, it is a texture or buffer resource that is bound to a shader, that contains texture or buffer data (it is not limited to a single element type in the buffer). A shader-resource buffer is created with the D3D11_BIND_SHADER_RESOURCE flag and is bound to the pipeline using one of these APIs: ID3D11DeviceContext::GSSetShaderResources, ID3D11DeviceContext::PSSetShaderResources, or ID3D11DeviceContext::VSSetShaderResources. Furthermore, a shader-resource buffer cannot use the D3D11_MAP_WRITE_NO_OVERWRITE flag.
Anforderungen
Header |
D3D11.h |