//Copyright (c) Microsoft Corporation. All rights reserved.
#pragma once
#include "D3D11Resource.h"
namespace Microsoft { namespace WindowsAPICodePack { namespace DirectX { namespace Direct3D11 {
using namespace System;
/// <summary>
/// Allows acccess to a buffer resource, which is unstructured memory.
/// Buffers typically store vertex or index data.
/// <para>(Also see DirectX SDK: ID3D11Buffer)</para>
/// </summary>
public ref class D3DBuffer :
public Microsoft::WindowsAPICodePack::DirectX::Direct3D11::D3DResource
{
public:
/// <summary>
/// Get the properties of a buffer resource (see <see cref="BufferDescription"/>)<seealso cref="BufferDescription"/>.
/// <para>(Also see DirectX SDK: ID3D11Buffer::GetDesc)</para>
/// </summary>
property BufferDescription Description
{
BufferDescription get();
}
internal:
D3DBuffer()
{
}
internal:
D3DBuffer(ID3D11Buffer* pNativeID3D11Buffer)
{
Attach(pNativeID3D11Buffer);
}
D3DBuffer(ID3D11Buffer* pNativeID3D11Buffer, bool deletable)
{
Attach(pNativeID3D11Buffer, deletable);
}
};
} } } }