ID3D10Buffer interface
A buffer interface accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data.
Members
The ID3D10Buffer interface inherits from ID3D10Resource. ID3D10Buffer also has these types of members:
Methods
The ID3D10Buffer interface has these methods.
| Method | Description |
|---|---|
| GetDesc |
Get the properties of a buffer resource. |
| Map |
Get a pointer to the data contained in the resource and deny GPU access to the resource. |
| Unmap |
Invalidate the pointer to the resource retrieved by ID3D10Buffer::Map and reenable GPU access to the resource. |
Remarks
Three types of buffers can be created; vertex, index, and shader-constant buffers. To create a buffer resource, call ID3D10Device::CreateBuffer.
A buffer must be bound to the pipeline before it can be accessed. Buffers can be bound to the input-assembler stage by calls to ID3D10Device::IASetVertexBuffers and ID3D10Device::IASetIndexBuffer, and to the stream-output stage by a call to ID3D10Device::SOSetTargets.
Buffers can be bound to multiple pipeline stages simultaneously for reading. A buffer can also be bound to a single pipeline stage for writing; however, the same buffer cannot be bound for reading and writing simultaneously. For more information, see binding resources.
Requirements
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Header |
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Library |
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See also