Jump to content
  • Advertisement
Sign in to follow this  

D3D10_MAP_FLAG_DO_NOT_WAIT has any sense?

This topic is 3210 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I tried on multiple machine this flag with CPU_WRITE as map mode on a staging texture this flag, but seems to never proc at all. I have a ringbuffer of staging textures for texture updates that i want to grow by itself to the needed size. I do something like this Staging[x].Map(); If the Map is successfull Copy Data Staging[x].Unmap(); Copy Rectangle Updated to default texture. else Increase cache Staging[last].Map(); Copy Data Staging[last].Unmap(); Copy Rectangle Updated to default texture. endif for like 100-200 times a frame. I tested with only 1 staging texture and the map is NEVER unsuccessfull... (but the speed is HIGHLY crippled...while with 40-50 textures the speed is normal...) Is this flag really used by the drivers? Or what? (i tested on nVidia GTS260 and an Intel card :|)

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!