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#ActualPromit

Posted 11 February 2013 - 05:28 PM

I'm having trouble finding resources on what the best way to handle this particular situation is. I've got a lot of static world geometry that is divided into objects with their own per-object constants. The constants are mainly the world matrix and a handful of other vectors, ie very small. In GL or 11.1 I'd create a single giant constant buffer and bind ranges for rendering. I'm not sure how to handle it in 11, though. There's a couple ways I can think of doing it:

1) Thousands of tiny immutable constant buffers, bind appropriate one for each draw call.

2) Just a few dynamic buffers, rewrite them for each draw call.

3) Create giant constant buffer(s), fill up a dynamic constant buffer each draw call with an index into the giant one.

 

I'm inclined to #1 right now, doesn't seem to be any advice on constant buffer sizing out there.


#3Promit

Posted 11 February 2013 - 11:17 AM

I'm having trouble finding resources on what the best way to handle this particular situation is. I've got a lot of static world geometry that is divided into objects with their own per-object constants. The constants are mainly the world matrix and a handful of other vectors, ie very small. In GL or 11.1 I'd create a single giant constant buffer and bind ranges for rendering. I'm not sure how to handle it in 11, though. There's a couple ways I can think of doing it:

1) Thousands of tiny immutable constant buffers, bind appropriate one for each draw call.

2) Just a few dynamic buffers, rewrite them for each draw call.

3) Create giant constant buffer(s), fill up a dynamic constant buffer each draw call with an index into the giant one.

 

I'm inclined to #1 right now, doesn't seem to be any advice on constant buffer sizing out there.


#2Promit

Posted 11 February 2013 - 11:16 AM

I'm having trouble finding resources on what the best way to handle this particular situation is. I've got a lot of static world geometry that is divided into objects with their own per-object constants. The constants are mainly the world matrix and a handful of other vectors, ie very small. In GL or 11.1 I'd create a single giant constant buffer and bind ranges for rendering. I'm not sure how to handle it in 11, though. There's a couple ways I can think of doing it:

1) Thousands of tiny immutable constant buffers, bind for rendering

2) Just a few dynamic buffers, rewrite them hundreds of times per frame

3) Create giant constant buffer(s), fill up a dynamic constant buffer each draw call with an index into the giant one.

 

I'm inclined to #1 right now, doesn't seem to be any advice on constant buffer sizing out there.


#1Promit

Posted 11 February 2013 - 11:16 AM

I'm having trouble finding resources on what the best way to handle this particular situation is. I've got a lot of static world geometry that is divided into objects with their own per-object constants. The constants are mainly the world matrix a handful of other vectors, ie very small. In GL or 11.1 I'd create a single giant constant buffer and bind ranges for rendering. I'm not sure how to handle it in 11, though. There's a couple ways I can think of doing it:

1) Thousands of tiny immutable constant buffers, bind for rendering

2) Just a few dynamic buffers, rewrite them hundreds of times per frame

3) Create giant constant buffer(s), fill up a dynamic constant buffer each draw call with an index into the giant one.

 

I'm inclined to #1 right now, doesn't seem to be any advice on constant buffer sizing out there.

 

 


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