D3D10_DDI_RESOURCE_BIND_FLAG - NtDoc

Native API online documentation, based on the System Informer (formerly Process Hacker) phnt headers
// d3d10umddi.h

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
} ;
View the official Windows Driver Kit DDI reference

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Windows Driver Kit DDI reference (ne-d3d10umddi-d3d10_ddi_resource_bind_flag)

D3D10_DDI_RESOURCE_BIND_FLAG enumeration

Description

Identifies how a resource is bound.

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.

See also

D3D10DDIARG_CREATERESOURCE

GsSetShaderResources

IaSetIndexBuffer

IaSetVertexBuffers

PresentDXGI

PsSetShaderResources

VsSetShaderResources