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