Enum TextureBinding
Defines the flags that describe how the texture should be used.
Namespace: Gorgon.Graphics.Core
Assembly: Gorgon.Graphics.Core.dll
Syntax
[Flags]
public enum TextureBinding
Remarks
This values can be OR'd together for use in different stages of the pipeline. For example, ShaderResource | RenderTarget
allows the texture to be used as a render target and a shader input
(although, not at the same time) through either a render target view, or shader resource view.
Fields
Name | Description | ||||||||||
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DepthStencil | The texture is meant to be used as a depth stencil buffer. To use a depth/stencil buffer as a shader input, the Format must be set to an typeless appropriate format. Failure to do so when specifying this flag will result in an exception. The following table lists the acceptable typeless formats to use with a depth/stencil format:
importantGorgonTexture1D and GorgonTexture3D types cannot have this as a binding. |
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None | No binding will be done with this texture. This flag is mutually exclusive, and supercedes any other flags. If this flag is set, then this texture cannot be bound with the pipeline. And this is the only binding flag allowed when the texture has a Usage of Staging. |
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ReadWriteView | The texture is meant to be used with a read/write (unordered access) view. Textures that are multisampled cannot use this flag. |
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RenderTarget | The texture is meant to be used as a render target.
importantGorgonTexture1D types cannot have this as a binding. This restriction is imposed by Gorgon and may be lifted in the future. |
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ShaderResource | The texture is meant to be bound as an input to a shader. |