# C1.Util.DX.Direct3D11.BindFlags

## Content

<div class="doc-site-dotnet-api-container">




  <h1 id="C1_Util_DX_Direct3D11_BindFlags" data-uid="C1.Util.DX.Direct3D11.BindFlags" class="text-break">BindFlags Enum
</h1>
  <div class="markdown level0 summary"><p>D3D11_BIND_FLAG</p>
</div>
  <div class="markdown level0 conceptual"></div>
  <h6><strong>Namespace</strong>: <a class="xref" href="C1.Util.DX.Direct3D11.html">C1.Util.DX.Direct3D11</a></h6>
  <h6><strong>Assembly</strong>: C1.WPF.DX.4.6.2.dll</h6>
  <h5 id="C1_Util_DX_Direct3D11_BindFlags_syntax">Syntax</h5>
  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">[Flags]
public enum BindFlags</code></pre>
  </div>
  <div class="codewrapper">
    <pre><code class="lang-vbnet hljs">&lt;Flags&gt;
Public Enum BindFlags</code></pre>
  </div>
  <h3 id="fields">Fields
</h3>
  <table class="table table-bordered table-condensed">
    <thead>
      <tr>
        <th>Name</th>
        <th>Description</th>
      </tr>
    <thead>
    </thead></thead><tbody>
      <tr>
        <td id="C1_Util_DX_Direct3D11_BindFlags_ConstantBuffer">ConstantBuffer</td>
        <td><p>D3D11_BIND_CONSTANT_BUFFER</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_BindFlags_Decoder">Decoder</td>
        <td><p>D3D11_BIND_DECODER</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_BindFlags_DepthStencil">DepthStencil</td>
        <td><p>D3D11_BIND_DEPTH_STENCIL</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_BindFlags_IndexBuffer">IndexBuffer</td>
        <td><p>D3D11_BIND_INDEX_BUFFER</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_BindFlags_None">None</td>
        <td><p>None</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_BindFlags_RenderTarget">RenderTarget</td>
        <td><p>D3D11_BIND_RENDER_TARGET</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_BindFlags_ShaderResource">ShaderResource</td>
        <td><p>D3D11_BIND_SHADER_RESOURCE</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_BindFlags_StreamOutput">StreamOutput</td>
        <td><p>D3D11_BIND_STREAM_OUTPUT</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_BindFlags_UnorderedAccess">UnorderedAccess</td>
        <td><p>D3D11_BIND_UNORDERED_ACCESS</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_BindFlags_VertexBuffer">VertexBuffer</td>
        <td><p>D3D11_BIND_VERTEX_BUFFER</p>
</td>
      </tr>
      <tr>
        <td id="C1_Util_DX_Direct3D11_BindFlags_VideoEncoder">VideoEncoder</td>
        <td><p>D3D11_BIND_VIDEO_ENCODER</p>
</td>
      </tr>
    </tbody>
  </table>
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