A buffer interface accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data.
interface ID3D11Buffer : public ID3D11Resource
There are three types of buffers: vertex, index, or a shader-constant buffer. Create a buffer resource by calling ID3D11Device::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 ID3D11DeviceContext::IASetVertexBuffers and ID3D11DeviceContext::IASetIndexBuffer, to the stream-output stage by a call to ID3D11DeviceContext::SOSetTargets, and to a shader stage by calling the appropriate shader method (such as ID3D11DeviceContext::VSSetConstantBuffers for example).
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.
Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).
Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).