Resource Enumerations

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).

Resource Reference