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d3d11 D3D11_USAGE_DEFAULT

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In Direct3D 9, if you created a vertex buffer in the managed pool, you could still lock it and read from it efficiently. I think this was because the managed pool kept a system copy for loss devices.

In Direct3D 11 is there still a system memory copy with a resource created with D3D11_USAGE_DEFAULT? Or because of the new Vista driver model, it doesn't need a system copy anymore since there are not really lost devices?

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There are no more system memory copies. If you need to read back a buffer or texture, you need to manually create a duplicate buffer/texture with D3D11_USAGE_STAGING, copy the data, and then map the staging resource.

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[quote name='MJP' timestamp='1311097809' post='4837519']
There are no more system memory copies. If you need to read back a buffer or texture, you need to manually create a duplicate buffer/texture with D3D11_USAGE_STAGING, copy the data, and then map the staging resource.
[/quote]

Cool, thanks. I just wanted to double check because I didn't want two system memory copies around :)

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