Buffer vertexBuffer = new Buffer(device, new BufferDescription { Usage = ResourceUsage.Default, SizeInBytes = sizeof(Vertex) * vertices.Length, BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }); // Copy the data to the vertex buffer device.ImmediateContext.UpdateSubresource(vertices, vertexBuffer);
Buffer constantBuffer = new Buffer(device, new BufferDescription { Usage = ResourceUsage.Default, SizeInBytes = sizeof(ConstantBufferData), BindFlags = BindFlags.ConstantBuffer, CpuAccessFlags = CpuAccessFlags.None, OptionFlags = ResourceOptionFlags.None }); // Update the constant buffer data device.ImmediateContext.UpdateSubresource(ref constantBufferData, constantBuffer);This code creates a constant buffer, which is used to store data that will be constant across multiple shader invocations. The buffer is created with a specific size and usage, and the constant buffer data is updated using the UpdateSubresource method. Package library: SharpDX.Direct3D11