{"author_name":"hanecci","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","type":"rich","url":"https://hanecci.hatenadiary.org/entry/20111126/1322332593","categories":[],"height":"190","provider_url":"https://hatena.blog","version":"1.0","image_url":null,"title":" Creating structured buffer in D3D11","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20111126%2F1322332593\" title=\" Creating structured buffer in D3D11 - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","provider_name":"Hatena Blog","description":"template <class T> HRESULT CreateStructuredBuffer( ID3D11Device* pd3dDevice, const UINT iNumElements, const bool isCpuWritable, const bool isGpuWritable, ID3D11Buffer** ppBuffer, ID3D11ShaderResourceView** ppSRV, ID3D11UnorderedAccessView** ppUAV, const T* pInitialData = NULL ) { HRESULT hr = S_OK; \u2026","blog_url":"https://hanecci.hatenadiary.org/","author_url":"https://blog.hatena.ne.jp/hanecci/","width":"100%","published":"2011-11-26 03:36:33"}