Buffers contain data that is used for describing geometry, indexing geometry information, and shader constants. This section describes buffers that are used in Direct3D 11 and links to task-based documentation for common scenarios.
In this section
|Introduction to Buffers in Direct3D 11
||A buffer resource is a collection of fully typed data grouped into elements. You can use buffers to store a wide variety of data, including position vectors, normal vectors, texture coordinates in a vertex buffer, indexes in an index buffer, or device state. A buffer element is made up of 1 to 4 components. Buffer elements can include packed data values (like R8G8B8A8 surface values), single 8-bit integers, or four 32-bit floating point values.