Table of Contents

Enum TextureFlags

Namespace
Stride.Graphics
Assembly
Stride.Graphics.dll

Flags describing how a Texture can be bound to the graphics pipeline.

[Flags]
public enum TextureFlags
Extension Methods

Fields

DepthStencil = 8

The Texture can be used as a Depth-Stencil buffer, i.e. it can be bound as a render target where the output-merger stage writes depth or stencil information.

DepthStencilReadOnly = 24

The Texture can be used as a read-only Depth-Stencil buffer. This allows reading from it in a shader stage even at the same time as it is bound as a Depth-Stencil Buffer in the output-merger stage.

None = 0
RenderTarget = 2

The Texture can be used as a Render Target View, i.e. it can be bound as the render target of the output-merger stage.

ShaderResource = 1

The Texture can be used as a Shader Resource View, i.e. it can be bound to a shader stage.

UnorderedAccess = 4

The Texture can be used as an Unordered Access resource.