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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#Actualeppo

Posted 27 November 2012 - 12:29 PM

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()))

#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()))

#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()))

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