Resource Enumerations

The following enumerations are used to specify information about how resources are created and accessed during rendering.

Enumerations

Name Description
D3D11_BIND_FLAG Identifies how to bind a resource to the pipeline.
D3D11_BUFFER_UAV_FLAG Identifies unordered-access view options for a buffer resource.
D3D11_BUFFEREX_SRV_FLAG Identifies how to view 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_ESRAM_FLAG Defines flags to control ESRAM mapping, such as page size.
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_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).