D3D10_DDI_RESOURCE_BIND_FLAG enumeration (d3d10umddi.h)
Identifies how a resource is bound.
Syntax
typedef enum D3D10_DDI_RESOURCE_BIND_FLAG {
D3D10_DDI_BIND_VERTEX_BUFFER,
D3D10_DDI_BIND_INDEX_BUFFER,
D3D10_DDI_BIND_CONSTANT_BUFFER,
D3D10_DDI_BIND_SHADER_RESOURCE,
D3D10_DDI_BIND_STREAM_OUTPUT,
D3D10_DDI_BIND_RENDER_TARGET,
D3D10_DDI_BIND_DEPTH_STENCIL,
D3D10_DDI_BIND_PIPELINE_MASK,
D3D10_DDI_BIND_PRESENT,
D3D10_DDI_BIND_MASK,
D3D11_DDI_BIND_UNORDERED_ACCESS,
D3D11_DDI_BIND_DECODER,
D3D11_DDI_BIND_VIDEO_ENCODER,
D3D11_DDI_BIND_CAPTURE,
D3D11_DDI_BIND_PIPELINE_MASK,
D3D11_DDI_BIND_MASK
} ;
Constants
D3D10_DDI_BIND_VERTEX_BUFFER The resource can be bound as a vertex buffer in a call to the driver's IaSetVertexBuffers function. |
D3D10_DDI_BIND_INDEX_BUFFER The resource can be bound as an index buffer in a call to the driver's IaSetIndexBuffer function. |
D3D10_DDI_BIND_CONSTANT_BUFFER The resource can be bound as a constant buffer. |
D3D10_DDI_BIND_SHADER_RESOURCE The resource can be bound as a shader resource in a call to the GsSetShaderResources, PsSetShaderResources, or VsSetShaderResources function. |
D3D10_DDI_BIND_STREAM_OUTPUT The resource can be bound as a stream output. |
D3D10_DDI_BIND_RENDER_TARGET The resource can be bound as a render target. |
D3D10_DDI_BIND_DEPTH_STENCIL The resource can be bound as a depth-stencil buffer. |
D3D10_DDI_BIND_PIPELINE_MASK A mask value that indicates the valid bitfields in a bitwise OR combination of the first seven values from this enumeration. |
D3D10_DDI_BIND_PRESENT The resource can be used in a call to the PresentDXGI function (that is, the resource can be used as a back buffer). |
D3D10_DDI_BIND_MASK A mask value that indicates the valid bitfields in a bitwise OR combination of the Direct3D version 10 values from this enumeration. |
D3D11_DDI_BIND_UNORDERED_ACCESS The resource can be bound as an unordered-access buffer. Supported starting with Windows 8. The resource can be bound as an unordered-access buffer. Supported starting with Windows 7. |
D3D11_DDI_BIND_DECODER The resource is a two-dimensional (2-D) texture that is filled by the video decoder engine. This value cannot be used simultaneously with the D3D10_DDI_BIND_RENDER_TARGET enumeration value. Supported starting with Windows 8. |
D3D11_DDI_BIND_VIDEO_ENCODER The resource is used as an input for a hardware-encode Media Foundation Transform (MFT). This value cannot be used simultaneously with these values from this enumeration:
Supported starting with Windows 8. |
D3D11_DDI_BIND_CAPTURE The 2-D texture is used to receive data from the capture interface. This value cannot be used simultaneously with these values from this enumeration:
Supported starting with Windows 8. |
D3D11_DDI_BIND_PIPELINE_MASK A mask value that indicates the valid bitfields in a bitwise OR combination of the first nine values from this enumeration. Supported starting with Windows 8. A mask value that indicates the valid bitfields in a bitwise OR combination of the first nine values from this enumeration. Supported starting with Windows 7. |
D3D11_DDI_BIND_MASK A mask value that indicates the valid bitfields in a bitwise OR combination of the Direct3D version 11 and version 10 values from this enumeration. Supported starting with Windows 8. A mask value that indicates the valid bitfields in a bitwise OR combination of the Direct3D version 11 and version 10 values from this enumeration. Supported starting with Windows 7. |
Requirements
Requirement | Value |
---|---|
Minimum supported client | Available in Windows Vista and later versions of the Windows operating systems. |
Header | d3d10umddi.h (include D3d10umddi.h) |