Resource Enumerations (Direct3D 11 Graphics)
Enumerations are used to specify information about how resources are created and accessed during rendering.
In this section
Topic | Description |
---|---|
D3D11_BIND_FLAG |
Identifies how to bind a resource to the pipeline. |
D3D11_BUFFEREX_SRV_FLAG |
Identifies how to view a buffer resource. |
D3D11_BUFFER_UAV_FLAG |
Identifies unordered-access view options for a buffer resource. |
D3D11_CHECK_MULTISAMPLE_QUALITY_LEVELS_FLAG |
Identifies how to check multisample quality levels. |
D3D11_CPU_ACCESS_FLAG |
Specifies the types of CPU access allowed for a resource. |
D3D11_DSV_DIMENSION |
Specifies how to access a resource used in a depth-stencil view. |
D3D11_DSV_FLAG |
Depth-stencil view options. |
D3D11_MAP |
Identifies a resource to be accessed for reading and writing by the CPU. Applications may combine one or more of these flags. |
D3D11_MAP_FLAG |
Specifies how the CPU should respond when an application calls the ID3D11DeviceContext::Map method on a resource that is being used by the GPU. |
D3D11_RESOURCE_DIMENSION |
Identifies the type of resource being used. |
D3D11_RESOURCE_MISC_FLAG |
Identifies options for resources. |
D3D11_RTV_DIMENSION |
These flags identify the type of resource that will be viewed as a render target. |
D3D11_SRV_DIMENSION |
These flags identify the type of resource that will be viewed as a shader resource. |
D3D11_STANDARD_MULTISAMPLE_QUALITY_LEVELS |
Specifies a multi-sample pattern type. |
D3D11_TEXTURE_LAYOUT |
Specifies texture layout options. |
D3D11_TILE_COPY_FLAG |
Identifies how to copy a tile. |
D3D11_TILE_MAPPING_FLAG |
Identifies how to perform a tile-mapping operation. |
D3D11_TILE_RANGE_FLAG |
Specifies a range of tile mappings to use with ID3D11DeviceContext2::UpdateTiles. |
D3D11_UAV_DIMENSION |
Unordered-access view options. |
D3D11_USAGE |
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). |