Note

Access to this page requires authorization. You can try signing in or .

Access to this page requires authorization. You can try .

ID3D10Buffer interface (d3d10.h)

A buffer interface accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data.

Inheritance

The ID3D10Buffer interface inherits from ID3D10Resource. ID3D10Buffer also has these types of members:

Methods

The ID3D10Buffer interface has these methods.

 
ID3D10Buffer::GetDesc

Get the properties of a buffer resource. (ID3D10Buffer.GetDesc)
ID3D10Buffer::Map

Get a pointer to the data contained in the resource and deny GPU access to the resource.
ID3D10Buffer::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

Requirement Value
Target Platform Windows
Header d3d10.h

See also

ID3D10Resource

Resource Interfaces


Feedback

Was this page helpful?

Additional resources