Resource Interfaces
There are a number of interfaces for the two basic types of resources: buffers and textures. There are also interfaces for views of resources.
An application uses a view to bind a resource to a pipeline stage. The view defines how the resource can be accessed during rendering. This section describes the view interfaces.
In this section
| Topic | Description |
|---|---|
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A buffer interface accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data. | |
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A depth-stencil-view interface accesses a texture resource during depth-stencil testing. | |
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A render-target-view interface identifies the render-target subresources that can be accessed during rendering. | |
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A render-target-view interface represents the render-target subresources that can be accessed during rendering. | |
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A resource interface provides common actions on all resources. | |
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A shader-resource-view interface specifies the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, and a texture. | |
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A shader-resource-view interface represents the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, and a texture. | |
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A 1D texture interface accesses texel data, which is structured memory. | |
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A 2D texture interface manages texel data, which is structured memory. | |
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A 2D texture interface represents texel data, which is structured memory. | |
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A 3D texture interface accesses texel data, which is structured memory. | |
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A 3D texture interface represents texel data, which is structured memory. | |
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A view interface specifies the parts of a resource the pipeline can access during rendering. | |
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An unordered-access-view interface represents the parts of a resource the pipeline can access during rendering. | |
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A view interface specifies the parts of a resource the pipeline can access during rendering. |
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