XII Release 0.1.0
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xiiGALBindFlags Struct Reference

This describes which parts of the pipeline a resource can be bound to. It generally mirrors D3D11_BIND_FLAG enumeration. It is used by the buffer description to describe the bind flags for a buffer, and also used in the texture description to describe the bind flags for a texture. More...

#include <GraphicsTypes.h>

Classes

struct  Bits
 

Public Types

enum  Enum : StorageType {
  None = 0U , VertexBuffer = XII_BIT(0) , IndexBuffer = XII_BIT(1) , UniformBuffer = XII_BIT(2) ,
  ShaderResource = XII_BIT(3) , StreamOutput = XII_BIT(4) , RenderTarget = XII_BIT(5) , DepthStencil = XII_BIT(6) ,
  UnorderedAccess = XII_BIT(7) , IndirectDrawArguments = XII_BIT(8) , InputAttachment = XII_BIT(9) , RayTracing = XII_BIT(10) ,
  ShadingRate = XII_BIT(11) , BindAll = VertexBuffer | IndexBuffer | UniformBuffer | ShaderResource | StreamOutput | RenderTarget | DepthStencil | UnorderedAccess | IndirectDrawArguments | InputAttachment | RayTracing | ShadingRate , Default = None
}
 
using StorageType = xiiUInt32
 

Detailed Description

This describes which parts of the pipeline a resource can be bound to. It generally mirrors D3D11_BIND_FLAG enumeration. It is used by the buffer description to describe the bind flags for a buffer, and also used in the texture description to describe the bind flags for a texture.

Member Enumeration Documentation

◆ Enum

enum xiiGALBindFlags::Enum : StorageType
Enumerator
None 

Undefined binding.

VertexBuffer 

A buffer may be bound as a vertex buffer.

IndexBuffer 

A buffer may be bound as an index buffer.

UniformBuffer 

A buffer may be bound as a uniform buffer. Note that this flag may not be combined with any other bind flag.

ShaderResource 

A buffer or texture may be bound as a shader resource.

StreamOutput 

A buffer may be bound as a target for the stream output stage.

RenderTarget 

A texture may be bound as a render target.

DepthStencil 

A texture may be bound as a depth-stencil target.

UnorderedAccess 

A buffer or texture may be bound as an unordered access view.

IndirectDrawArguments 

A buffer may be bound as the source buffer for indirect draw commands.

InputAttachment 

A texture may be bound as a render pass input argument.

RayTracing 

A buffer may be used as a scratch buffer or as the source of primitive data for acceleration structure building.

ShadingRate 

A texture may be used as shading rate texture.

BindAll 

All bind flags.


The documentation for this struct was generated from the following file: