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  <author_name>hanecci</author_name>
  <author_url>https://blog.hatena.ne.jp/hanecci/</author_url>
  <blog_title>OLD hanecci’s blog : 旧 はねっちブログ</blog_title>
  <blog_url>https://hanecci.hatenadiary.org/</blog_url>
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  <description>template &lt;class T&gt; 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; …</description>
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  <provider_name>Hatena Blog</provider_name>
  <provider_url>https://hatena.blog</provider_url>
  <published>2011-11-26 03:36:33</published>
  <title> Creating structured buffer in D3D11</title>
  <type>rich</type>
  <url>https://hanecci.hatenadiary.org/entry/20111126/1322332593</url>
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