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Ashkan

Correlation between d3d9 and d3d10 usage flags

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GDC 2006 article "D3D10: Prepping your engine for a smooth start" by Kevin Myers specifies the following correlation between d3d9 and d3d10 usage flags, regarding which I have a few questions: 1)Resources that don’t change D3D9: D3DPOOL_DEFAULT no usage flags corresponds to D3D10: D3D10_USAGE_IMMUTABLE Never updated Only defined on creation 2)Resources that change rarely D3D9 D3DPOOL_DEFAULT D3DUSAGE_DYNAMIC Use NO_OVERWRITE and DISCARD to lock corresponds to D3D10 D3D10_USAGE_DEFAULT no CPU access Can be updated only indirectly 3)Resources that change all the time D3D9 D3DPOOL_MANAGED corresponds to D3D10 D3D10_USAGE_DYNAMIC D3D10_CPU_ACCESS_WRITE D3D10_CPU_ACCESS_READ (DON’T DO THIS) Use NO_OVERWRITE and DISCARD to map Here are my questions regarding that: 1) This one is rather a d3d9 question. In the first section "Resources that don't change", shouldn't the correct usage be D3DUSAGE_WRITEONLY instead of the specified 'no usage flags' while using D3DPOOL_DEFAULT? Since I remember reading about this big incurred performance penalty if D3DUSAGE_WRITEONLY is not specified while creating resources in a default pool. After all, this created buffer will eventually be written to at least once during initialization, or am I missing something here? 2) Managed resources are backed by a system memory copy and keeping the contents of this backing store synchronized with the original data residing in video-memory is costly and that is exactly why a dynamic resource is better not put in a managed pool. Why does the third section "Resources that change all the time" violates this? 3) Why can't a staging buffer (specified with D3D10_USAGE_STAGING) correlate to D3DPOOL_SYSTEMMEM? I'm totally confused with the correspondence between d3d9 and d3d10 resource pools and usage flags. I would appreciate if someone could shed some light on it. Regards

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