D3D11_BIND_FLAG enumeration (d3d11.h)

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_DECODER = 0x200L,
  D3D11_BIND_VIDEO_ENCODER = 0x400L
} ;

Constants

 
D3D11_BIND_VERTEX_BUFFER
Value: 0x1L
Bind a buffer as a vertex buffer to the input-assembler stage.
D3D11_BIND_INDEX_BUFFER
Value: 0x2L
Bind a buffer as an index buffer to the input-assembler stage.
D3D11_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.
D3D11_BIND_SHADER_RESOURCE
Value: 0x8L
Bind a buffer or texture to a shader stage; this flag cannot be used with the D3D11_MAP_WRITE_NO_OVERWRITE flag.

Note  The Direct3D 11.1 runtime, which is available starting with Windows 8, enables mapping dynamic constant buffers and shader resource views (SRVs) of dynamic buffers with D3D11_MAP_WRITE_NO_OVERWRITE. The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers. To determine if a Direct3D device supports these features, call ID3D11Device::CheckFeatureSupport with D3D11_FEATURE_D3D11_OPTIONS. CheckFeatureSupport fills members of a D3D11_FEATURE_DATA_D3D11_OPTIONS structure with the device's features. The relevant members here are MapNoOverwriteOnDynamicConstantBuffer and MapNoOverwriteOnDynamicBufferSRV.

 
D3D11_BIND_STREAM_OUTPUT
Value: 0x10L
Bind an output buffer for the stream-output stage.
D3D11_BIND_RENDER_TARGET
Value: 0x20L
Bind a texture as a render target for the output-merger stage.
D3D11_BIND_DEPTH_STENCIL
Value: 0x40L
Bind a texture as a depth-stencil target for the output-merger stage.
D3D11_BIND_UNORDERED_ACCESS
Value: 0x80L
Bind an unordered access resource.
D3D11_BIND_DECODER
Value: 0x200L
Set this flag to indicate that a 2D texture is used to receive output from the decoder API. The common way to create resources for a decoder output is by calling the ID3D11Device::CreateTexture2D method to create an array of 2D textures. However, you cannot use texture arrays that are created with this flag in calls to ID3D11Device::CreateShaderResourceView.

Direct3D 11:  This value is not supported until Direct3D 11.1.
D3D11_BIND_VIDEO_ENCODER
Value: 0x400L
Set this flag to indicate that a 2D texture is used to receive input from the video encoder API. The common way to create resources for a video encoder is by calling the ID3D11Device::CreateTexture2D method to create an array of 2D textures. However, you cannot use texture arrays that are created with this flag in calls to ID3D11Device::CreateShaderResourceView.

Direct3D 11:  This value is not supported until Direct3D 11.1.

Remarks

In general, binding flags can be combined using a bitwise 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:

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.
Note  The Direct3D 11.1 runtime, which is available starting with Windows 8, enables mapping dynamic constant buffers and shader resource views (SRVs) of dynamic buffers with D3D11_MAP_WRITE_NO_OVERWRITE. The Direct3D 11 and earlier runtimes limited mapping to vertex or index buffers. To determine if a Direct3D device supports these features, call ID3D11Device::CheckFeatureSupport with D3D11_FEATURE_D3D11_OPTIONS. CheckFeatureSupport fills members of a D3D11_FEATURE_DATA_D3D11_OPTIONS structure with the device's features. The relevant members here are MapNoOverwriteOnDynamicConstantBuffer and MapNoOverwriteOnDynamicBufferSRV.
 

Requirements

Requirement Value
Header d3d11.h

See also

Resource Enumerations