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vertex buffer and directx 11

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I'm using dx 11.
You can always lock a VertexBuffer or IndexBuffer and read or write values to every summit or structure?
Even copying the subresource to somewhere else.
Relative to this, it is also 'possible to upload one or more Vertexes in a VertexBuffer without using the classical data structure (Eg sturct simplevertex {float position, float normal} etc ...) but with a memcpy or setting the float or int var in sequence (position/ normal / textcoord )etc. ... like a structure index?
Because I would like generate the buffer directly from the compiled vertex shader , with the information extracted at runtime and creating a vertex layout, without any structure declaration (at runtime I can not declare a structure).

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