If i use
deviceContext->UpdateSubresource( gpuBuffer->buffer, 0, NULL, data, 0, 0 );
works fine untill data has size 50MB
But if data are smaller, application crash on this line, no DX debug output nothing.
So i used for smaller data D3D11_BOX and fill it this way:
D3D11_BOX destRegion; destRegion.left = 0; destRegion.right = dataSize; destRegion.top = 0; destRegion.bottom = 1; destRegion.front = 0; destRegion.back = 1; deviceContext->UpdateSubresource( gpuBuffer->buffer, 0, &destRegion, data, 0, 0 );I hoped that data will be filled from index 0 - dataSize... BUT ...application doesn´t crash this time, however buffer has incorrect content... I got "blank" results if i vizualize content of buffer.
MSDN says nothing about D3D11_BOX and StructuredBuffers, so i really don´t know how to solve this.
Thank you for all answers