D3D10_BIND_FLAG Enumeration

Identifies how to bind a resource to the pipeline.


typedef enum D3D10_BIND_FLAG {
} ;


D3D10_BIND_VERTEX_BUFFER Bind a buffer as a vertex buffer to the input-assembler stage.
D3D10_BIND_INDEX_BUFFER Bind a buffer as an index buffer to the input-assembler stage.
D3D10_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.
D3D10_BIND_SHADER_RESOURCE Bind a buffer or texture to a shader stage; this flag cannot be used with the D3D10_MAP_WRITE_NO_OVERWRITE flag.
D3D10_BIND_STREAM_OUTPUT Bind an output buffer for the stream-output stage.
D3D10_BIND_RENDER_TARGET Bind a texture as a render target for the output-merger stage.
D3D10_BIND_DEPTH_STENCIL Bind a texture as a depth-stencil target for the output-merger stage.


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:

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 D3D10_BIND_SHADER_RESOURCE flag and is bound to the pipeline using one of these APIs: ID3D10Device::GSSetShaderResources, ID3D10Device::PSSetShaderResources, or ID3D10Device::VSSetShaderResources. Furthermore, a shader-resource buffer cannot use the D3D10_MAP_WRITE_NO_OVERWRITE flag.


Header d3d10.h

See Also

Resource Enumerations