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DX12 Update only portion of data inside constant buffer D3D12

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Hi.

I started to learn DX12 and I have a question regarding constant buffer update.

 

I need to write only to the certain parts of my constant buffer by offset.

In D3D11 I could do like that:

 

BackingBuffer is type of DataBuffer and I could write there my data separately by offsets like this:

BackingBuffer.Set(offset, ref value);

And then update my constant buffer:

// Setup the dest region inside the buffer
            if ((this.Description.BindFlags & BindFlags.ConstantBuffer) != 0)
            {
               device.UpdateSubresource(new DataBox(BackingBuffer.Pointer, 0, 0), constantBuffer);
            }
            else
            {
               var destRegion = new ResourceRegion(offsetInBytes, 0, 0, offsetInBytes + BackingBuffer.Size, 1, 1);
               device.UpdateSubresource(new DataBox(BackingBuffer.Pointer, 0, 0), constantBuffer, 0, destRegion);
            }

How can I do the same in D3D12?

Edited by BlackJoker

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Since D3D10 the advice has always been to think about splitting Constant Buffers according to update frequency. If you have a single constant buffer within which there are some parts that needed to be updated at a higher frequency than others, think about splitting the constant buffer into two and avoid this situation entirely.

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I dont know exactly which data will be updated often and which not, so I cannot split anything. 

@Dingleberry

That method copying resource in resource, but I want to copy data to my resource without creating new constant buffer each time.

Is it possible? Or is there any solution for this in D3D12?

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You create a buffer on an upload heap and then map it. In D3D12 you can leave the buffer mapped forever, write to the mapped memory, and use it as a copy source. You copy from that buffer to other buffers, or whatever. See: https://msdn.microsoft.com/en-us/library/windows/desktop/dn899125(v=vs.85).aspx

 

You potentially need to use fences to ensure the gpu doesn't copy a buffer that isn't finished being written to though. 

 

Using fences and upload buffers you could make something nearly identical to D3D11 behavior that just needs a little bookkeeping work.

Edited by Dingleberry

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