struct GpuBuffer.UsageFlags
You can combine these e.g UsageFlags.Index | UsageFlags.ByteAddress for a buffer that can be used as an index buffer and in a compute shader.
public static GpuBuffer.UsageFlags Vertex
Can be used as a vertex buffer.
public static GpuBuffer.UsageFlags Index
Can be used as an index buffer.
public static GpuBuffer.UsageFlags ByteAddress
Byte Address Buffer (HLSL RWByteAddressBuffer)
public static GpuBuffer.UsageFlags Structured
Structured Buffer (HLSL RWStructuredBuffer)
public static GpuBuffer.UsageFlags Append
Append Structured Buffer (HLSL AppendStructuredBuffer)
public static GpuBuffer.UsageFlags IndirectDrawArguments
Indirect argument buffer for indirect draws
public int value__
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public Type GetType( )
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public TypeCode GetTypeCode( )
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public string ToString( string format, IFormatProvider provider )
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public string ToString( IFormatProvider provider )
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public string ToString( string format )
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public string ToString( )
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public int CompareTo( object target )
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public int GetHashCode( )
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public bool Equals( object obj )
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public static GpuBuffer.UsageFlags Counter
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public bool HasFlag( Enum flag )
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