Win32 API 日本語リファレンス
ホームGraphics.Direct3D10 › D3D10_BIND_FLAG

D3D10_BIND_FLAG

列挙型
基底型i4

メンバー 7

名前10進16進
D3D10_BIND_VERTEX_BUFFER10x1
D3D10_BIND_INDEX_BUFFER20x2
D3D10_BIND_CONSTANT_BUFFER40x4
D3D10_BIND_SHADER_RESOURCE80x8
D3D10_BIND_STREAM_OUTPUT160x10
D3D10_BIND_RENDER_TARGET320x20
D3D10_BIND_DEPTH_STENCIL640x40

各言語での定義

列挙メンバーの定義。HSP タブは #define global(値は16進)。

typedef enum D3D10_BIND_FLAG : int {
    D3D10_BIND_VERTEX_BUFFER = 1,
    D3D10_BIND_INDEX_BUFFER = 2,
    D3D10_BIND_CONSTANT_BUFFER = 4,
    D3D10_BIND_SHADER_RESOURCE = 8,
    D3D10_BIND_STREAM_OUTPUT = 16,
    D3D10_BIND_RENDER_TARGET = 32,
    D3D10_BIND_DEPTH_STENCIL = 64
} D3D10_BIND_FLAG;
public enum D3D10_BIND_FLAG : int
{
    D3D10_BIND_VERTEX_BUFFER = 1,
    D3D10_BIND_INDEX_BUFFER = 2,
    D3D10_BIND_CONSTANT_BUFFER = 4,
    D3D10_BIND_SHADER_RESOURCE = 8,
    D3D10_BIND_STREAM_OUTPUT = 16,
    D3D10_BIND_RENDER_TARGET = 32,
    D3D10_BIND_DEPTH_STENCIL = 64,
}
Public Enum D3D10_BIND_FLAG As Integer
    D3D10_BIND_VERTEX_BUFFER = 1
    D3D10_BIND_INDEX_BUFFER = 2
    D3D10_BIND_CONSTANT_BUFFER = 4
    D3D10_BIND_SHADER_RESOURCE = 8
    D3D10_BIND_STREAM_OUTPUT = 16
    D3D10_BIND_RENDER_TARGET = 32
    D3D10_BIND_DEPTH_STENCIL = 64
End Enum
import enum

class D3D10_BIND_FLAG(enum.IntEnum):
    D3D10_BIND_VERTEX_BUFFER = 1
    D3D10_BIND_INDEX_BUFFER = 2
    D3D10_BIND_CONSTANT_BUFFER = 4
    D3D10_BIND_SHADER_RESOURCE = 8
    D3D10_BIND_STREAM_OUTPUT = 16
    D3D10_BIND_RENDER_TARGET = 32
    D3D10_BIND_DEPTH_STENCIL = 64
// D3D10_BIND_FLAG
pub const D3D10_BIND_VERTEX_BUFFER: i32 = 1;
pub const D3D10_BIND_INDEX_BUFFER: i32 = 2;
pub const D3D10_BIND_CONSTANT_BUFFER: i32 = 4;
pub const D3D10_BIND_SHADER_RESOURCE: i32 = 8;
pub const D3D10_BIND_STREAM_OUTPUT: i32 = 16;
pub const D3D10_BIND_RENDER_TARGET: i32 = 32;
pub const D3D10_BIND_DEPTH_STENCIL: i32 = 64;
// D3D10_BIND_FLAG
const (
	D3D10_BIND_VERTEX_BUFFER int32 = 1
	D3D10_BIND_INDEX_BUFFER int32 = 2
	D3D10_BIND_CONSTANT_BUFFER int32 = 4
	D3D10_BIND_SHADER_RESOURCE int32 = 8
	D3D10_BIND_STREAM_OUTPUT int32 = 16
	D3D10_BIND_RENDER_TARGET int32 = 32
	D3D10_BIND_DEPTH_STENCIL int32 = 64
)
const
  D3D10_BIND_VERTEX_BUFFER = 1;
  D3D10_BIND_INDEX_BUFFER = 2;
  D3D10_BIND_CONSTANT_BUFFER = 4;
  D3D10_BIND_SHADER_RESOURCE = 8;
  D3D10_BIND_STREAM_OUTPUT = 16;
  D3D10_BIND_RENDER_TARGET = 32;
  D3D10_BIND_DEPTH_STENCIL = 64;
// D3D10_BIND_FLAG
pub const D3D10_BIND_VERTEX_BUFFER: i32 = 1;
pub const D3D10_BIND_INDEX_BUFFER: i32 = 2;
pub const D3D10_BIND_CONSTANT_BUFFER: i32 = 4;
pub const D3D10_BIND_SHADER_RESOURCE: i32 = 8;
pub const D3D10_BIND_STREAM_OUTPUT: i32 = 16;
pub const D3D10_BIND_RENDER_TARGET: i32 = 32;
pub const D3D10_BIND_DEPTH_STENCIL: i32 = 64;
const
  D3D10_BIND_VERTEX_BUFFER* = 1
  D3D10_BIND_INDEX_BUFFER* = 2
  D3D10_BIND_CONSTANT_BUFFER* = 4
  D3D10_BIND_SHADER_RESOURCE* = 8
  D3D10_BIND_STREAM_OUTPUT* = 16
  D3D10_BIND_RENDER_TARGET* = 32
  D3D10_BIND_DEPTH_STENCIL* = 64
enum D3D10_BIND_FLAG : int {
    D3D10_BIND_VERTEX_BUFFER = 1,
    D3D10_BIND_INDEX_BUFFER = 2,
    D3D10_BIND_CONSTANT_BUFFER = 4,
    D3D10_BIND_SHADER_RESOURCE = 8,
    D3D10_BIND_STREAM_OUTPUT = 16,
    D3D10_BIND_RENDER_TARGET = 32,
    D3D10_BIND_DEPTH_STENCIL = 64,
}
#define global D3D10_BIND_VERTEX_BUFFER   0x1
#define global D3D10_BIND_INDEX_BUFFER    0x2
#define global D3D10_BIND_CONSTANT_BUFFER 0x4
#define global D3D10_BIND_SHADER_RESOURCE 0x8
#define global D3D10_BIND_STREAM_OUTPUT   0x10
#define global D3D10_BIND_RENDER_TARGET   0x20
#define global D3D10_BIND_DEPTH_STENCIL   0x40