ホーム › Graphics.Direct3D11 › D3D11_BIND_FLAG
D3D11_BIND_FLAG
列挙型フラグメンバー 10
| 名前 | 10進 | 16進 |
|---|---|---|
| D3D11_BIND_VERTEX_BUFFER | 1 | 0x1 |
| D3D11_BIND_INDEX_BUFFER | 2 | 0x2 |
| D3D11_BIND_CONSTANT_BUFFER | 4 | 0x4 |
| D3D11_BIND_SHADER_RESOURCE | 8 | 0x8 |
| D3D11_BIND_STREAM_OUTPUT | 16 | 0x10 |
| D3D11_BIND_RENDER_TARGET | 32 | 0x20 |
| D3D11_BIND_DEPTH_STENCIL | 64 | 0x40 |
| D3D11_BIND_UNORDERED_ACCESS | 128 | 0x80 |
| D3D11_BIND_DECODER | 512 | 0x200 |
| D3D11_BIND_VIDEO_ENCODER | 1024 | 0x400 |
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 D3D11_BIND_FLAG : int {
D3D11_BIND_VERTEX_BUFFER = 1,
D3D11_BIND_INDEX_BUFFER = 2,
D3D11_BIND_CONSTANT_BUFFER = 4,
D3D11_BIND_SHADER_RESOURCE = 8,
D3D11_BIND_STREAM_OUTPUT = 16,
D3D11_BIND_RENDER_TARGET = 32,
D3D11_BIND_DEPTH_STENCIL = 64,
D3D11_BIND_UNORDERED_ACCESS = 128,
D3D11_BIND_DECODER = 512,
D3D11_BIND_VIDEO_ENCODER = 1024
} D3D11_BIND_FLAG;[Flags]
public enum D3D11_BIND_FLAG : int
{
D3D11_BIND_VERTEX_BUFFER = 1,
D3D11_BIND_INDEX_BUFFER = 2,
D3D11_BIND_CONSTANT_BUFFER = 4,
D3D11_BIND_SHADER_RESOURCE = 8,
D3D11_BIND_STREAM_OUTPUT = 16,
D3D11_BIND_RENDER_TARGET = 32,
D3D11_BIND_DEPTH_STENCIL = 64,
D3D11_BIND_UNORDERED_ACCESS = 128,
D3D11_BIND_DECODER = 512,
D3D11_BIND_VIDEO_ENCODER = 1024,
}<Flags>
Public Enum D3D11_BIND_FLAG As Integer
D3D11_BIND_VERTEX_BUFFER = 1
D3D11_BIND_INDEX_BUFFER = 2
D3D11_BIND_CONSTANT_BUFFER = 4
D3D11_BIND_SHADER_RESOURCE = 8
D3D11_BIND_STREAM_OUTPUT = 16
D3D11_BIND_RENDER_TARGET = 32
D3D11_BIND_DEPTH_STENCIL = 64
D3D11_BIND_UNORDERED_ACCESS = 128
D3D11_BIND_DECODER = 512
D3D11_BIND_VIDEO_ENCODER = 1024
End Enumimport enum
class D3D11_BIND_FLAG(enum.IntFlag):
D3D11_BIND_VERTEX_BUFFER = 1
D3D11_BIND_INDEX_BUFFER = 2
D3D11_BIND_CONSTANT_BUFFER = 4
D3D11_BIND_SHADER_RESOURCE = 8
D3D11_BIND_STREAM_OUTPUT = 16
D3D11_BIND_RENDER_TARGET = 32
D3D11_BIND_DEPTH_STENCIL = 64
D3D11_BIND_UNORDERED_ACCESS = 128
D3D11_BIND_DECODER = 512
D3D11_BIND_VIDEO_ENCODER = 1024// D3D11_BIND_FLAG (flags)
pub const D3D11_BIND_VERTEX_BUFFER: i32 = 1;
pub const D3D11_BIND_INDEX_BUFFER: i32 = 2;
pub const D3D11_BIND_CONSTANT_BUFFER: i32 = 4;
pub const D3D11_BIND_SHADER_RESOURCE: i32 = 8;
pub const D3D11_BIND_STREAM_OUTPUT: i32 = 16;
pub const D3D11_BIND_RENDER_TARGET: i32 = 32;
pub const D3D11_BIND_DEPTH_STENCIL: i32 = 64;
pub const D3D11_BIND_UNORDERED_ACCESS: i32 = 128;
pub const D3D11_BIND_DECODER: i32 = 512;
pub const D3D11_BIND_VIDEO_ENCODER: i32 = 1024;// D3D11_BIND_FLAG
const (
D3D11_BIND_VERTEX_BUFFER int32 = 1
D3D11_BIND_INDEX_BUFFER int32 = 2
D3D11_BIND_CONSTANT_BUFFER int32 = 4
D3D11_BIND_SHADER_RESOURCE int32 = 8
D3D11_BIND_STREAM_OUTPUT int32 = 16
D3D11_BIND_RENDER_TARGET int32 = 32
D3D11_BIND_DEPTH_STENCIL int32 = 64
D3D11_BIND_UNORDERED_ACCESS int32 = 128
D3D11_BIND_DECODER int32 = 512
D3D11_BIND_VIDEO_ENCODER int32 = 1024
)const
D3D11_BIND_VERTEX_BUFFER = 1;
D3D11_BIND_INDEX_BUFFER = 2;
D3D11_BIND_CONSTANT_BUFFER = 4;
D3D11_BIND_SHADER_RESOURCE = 8;
D3D11_BIND_STREAM_OUTPUT = 16;
D3D11_BIND_RENDER_TARGET = 32;
D3D11_BIND_DEPTH_STENCIL = 64;
D3D11_BIND_UNORDERED_ACCESS = 128;
D3D11_BIND_DECODER = 512;
D3D11_BIND_VIDEO_ENCODER = 1024;// D3D11_BIND_FLAG
pub const D3D11_BIND_VERTEX_BUFFER: i32 = 1;
pub const D3D11_BIND_INDEX_BUFFER: i32 = 2;
pub const D3D11_BIND_CONSTANT_BUFFER: i32 = 4;
pub const D3D11_BIND_SHADER_RESOURCE: i32 = 8;
pub const D3D11_BIND_STREAM_OUTPUT: i32 = 16;
pub const D3D11_BIND_RENDER_TARGET: i32 = 32;
pub const D3D11_BIND_DEPTH_STENCIL: i32 = 64;
pub const D3D11_BIND_UNORDERED_ACCESS: i32 = 128;
pub const D3D11_BIND_DECODER: i32 = 512;
pub const D3D11_BIND_VIDEO_ENCODER: i32 = 1024;const
D3D11_BIND_VERTEX_BUFFER* = 1
D3D11_BIND_INDEX_BUFFER* = 2
D3D11_BIND_CONSTANT_BUFFER* = 4
D3D11_BIND_SHADER_RESOURCE* = 8
D3D11_BIND_STREAM_OUTPUT* = 16
D3D11_BIND_RENDER_TARGET* = 32
D3D11_BIND_DEPTH_STENCIL* = 64
D3D11_BIND_UNORDERED_ACCESS* = 128
D3D11_BIND_DECODER* = 512
D3D11_BIND_VIDEO_ENCODER* = 1024enum D3D11_BIND_FLAG : int {
D3D11_BIND_VERTEX_BUFFER = 1,
D3D11_BIND_INDEX_BUFFER = 2,
D3D11_BIND_CONSTANT_BUFFER = 4,
D3D11_BIND_SHADER_RESOURCE = 8,
D3D11_BIND_STREAM_OUTPUT = 16,
D3D11_BIND_RENDER_TARGET = 32,
D3D11_BIND_DEPTH_STENCIL = 64,
D3D11_BIND_UNORDERED_ACCESS = 128,
D3D11_BIND_DECODER = 512,
D3D11_BIND_VIDEO_ENCODER = 1024,
}#define global D3D11_BIND_VERTEX_BUFFER 0x1
#define global D3D11_BIND_INDEX_BUFFER 0x2
#define global D3D11_BIND_CONSTANT_BUFFER 0x4
#define global D3D11_BIND_SHADER_RESOURCE 0x8
#define global D3D11_BIND_STREAM_OUTPUT 0x10
#define global D3D11_BIND_RENDER_TARGET 0x20
#define global D3D11_BIND_DEPTH_STENCIL 0x40
#define global D3D11_BIND_UNORDERED_ACCESS 0x80
#define global D3D11_BIND_DECODER 0x200
#define global D3D11_BIND_VIDEO_ENCODER 0x400
; ※フラグ列挙型。ビットORで組み合わせ可(例: FOO|BAR)。