Jump to content

Image of the Day

Setting up a playground for our bad boys... #maya #gameart #screenshotsaturday #gamedev https://t.co/V5mfxWkzHg
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net's newsletters to receive the latest updates and exclusive content.


Sign up now

[directx9] asynchronous gpu pixel upload

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
No replies to this topic

#1 punkcoders   Members   

137
Like
0Likes
Like

Posted 19 September 2013 - 07:45 AM

Hello,

 

I'm working on procedural surfaces and textures (software rendering)

 

I've tested several ways to do it ( texture with DYNAMIC_USAGE, backbuffer with DONOTWAIT in LockRect() function, updateTexture() / updateSurface()... )

 

Whatever approach i use, i have cpu-cycles-spoiling, seems that the cpu is looping waiting gpu has finished copying the pixels.

 

I found in openGL a tool made to avoid this cpu-spoil (Pixel Buffer Object) based on a double-buffer, so cpu doesn't need to wait the end of copy... i'd like to do the equivalent in directx.






Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.