[D3D12] How to correctly update constant buffers in different scenarios.

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40 comments, last by SoldierOfLight 7 years, 10 months ago

So if you write to a persistently mapped resource in a command list and wait for a signal, you're guaranteed to have the writes finished without any barriers? That seems odd because shouldn't the signal only be informing the cpu of the current execution state?

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If you write to a persistently mapped buffer in a command list, and wait for a signal, yes the writes will complete without any barriers on the buffer. For textures in CPU-accessible heap types, the resource needs to be in the COMMON state for the CPU to read it.

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