D3D11_CPU_ACCESS_READ (CpuAccessFlags.Read) implies allowing the cpu to read 'back' from gpu-memory, which in your case you don't need to do.
I'd say for a buffer that's updated every frame:
usage: D3D11_USAGE_DYNAMIC
cpu access: D3D11_CPU_ACCESS_WRITE
...then Map() it with a D3D11_MAP_WRITE_DISCARD flag (unless you wan't to update part of the buffer (which b.t.w. isn't possible with UpdateSubresource()))
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#2eppo
Posted 27 November 2012 - 12:20 PM
D3D11_CPU_ACCESS_READ (CpuAccessFlags.Read) implies allowing the cpu to read 'back' from gpu-memory.
I'd say for a buffer that's updated every frame:
usage: D3D11_USAGE_DYNAMIC
cpu access: D3D11_CPU_ACCESS_WRITE
...then Map() it with a D3D11_MAP_WRITE_DISCARD flag (unless you wan't to update part of the buffer (which b.t.w. isn't possible with UpdateSubresource()))
I'd say for a buffer that's updated every frame:
usage: D3D11_USAGE_DYNAMIC
cpu access: D3D11_CPU_ACCESS_WRITE
...then Map() it with a D3D11_MAP_WRITE_DISCARD flag (unless you wan't to update part of the buffer (which b.t.w. isn't possible with UpdateSubresource()))
#1eppo
Posted 27 November 2012 - 12:16 PM
D3D11_CPU_ACCESS_READ implies allowing the cpu to read 'back' from gpu-memory.
I'd say for a buffer that's updated every frame:
usage: D3D11_USAGE_DYNAMIC
cpu access: D3D11_CPU_ACCESS_WRITE
...then Map() it with a D3D11_MAP_WRITE_DISCARD flag (unless you wan't to update part of the buffer (which b.t.w. isn't possible with UpdateSubresource()))
I'd say for a buffer that's updated every frame:
usage: D3D11_USAGE_DYNAMIC
cpu access: D3D11_CPU_ACCESS_WRITE
...then Map() it with a D3D11_MAP_WRITE_DISCARD flag (unless you wan't to update part of the buffer (which b.t.w. isn't possible with UpdateSubresource()))