# Drawback of using multiple bind flags

As far as I understand Direct3D 11 I have to specify certain BindFlags in order to use a resource in a specific stage of the pipeline.

From my experience some combinations are more common like BindFlags.RenderTarget | BindFlags.ShaderResource for post processing effects. And I guess it could also be quite handy sometimes to set the ShaderResource flag for DepthStencilBuffers.

So I would like to know what is happening behind the scenes. What is the drawback of simply setting all of them? Would it be a minor performance hit? Or is as bad as an individual copy of the resource for every different flag?