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.
| 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. |