Resource Interfaces

There are a number of interfaces for the two basic types of resources: buffers and textures.

About the Resource interfaces which have a name ending in “View”: An application uses a view to bind a resource to a pipeline stage. The view defines how the resource can be accessed during rendering. The API contains these view interfaces.

Interfaces

Name Description
ID3D11Buffer A buffer interface accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data.
ID3D11DepthStencilView A depth-stencil-view interface accesses a texture resource during depth-stencil testing.
ID3D11RenderTargetView A render-target-view interface identifies the render-target subresources that can be accessed during rendering.
ID3D11Resource A resource interface provides common actions on all resources.
ID3D11ShaderResourceView 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.
ID3D11Texture1D A 1D texture interface accesses texel data, which is structured memory.
ID3D11Texture2D A 2D texture interface manages texel data, which is structured memory.
ID3D11Texture3D A 3D texture interface accesses texel data, which is structured memory.
ID3D11UnorderedAccessView A view interface specifies the parts of a resource the pipeline can access during rendering.
ID3D11View A view interface specifies the parts of a resource the pipeline can access during rendering.