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Jan 9, 2023 at 18:17 comment added Chuck Walbourn It's generally a performance trade-off. "UPLOAD" memory is intended to be updated "every frame" and is used for Constant Buffers, so it can also be used for "Dynamic" textures and vertex/index buffers. If it doesn't change every frame, it's faster to copy it to "DEFAULT" memory and then render from there.
Jan 8, 2023 at 20:37 comment added coulomb Are you able to do this every frame?
Oct 5, 2022 at 14:02 comment added Daniel From there you can render directly from the UPLOAD heap, which is essentially the same as D3D11_USAGE_DYNAMIC So D3D11_USAGE_DYNAMIC doesn't use PCIe BAR/aperture? I know that d3d12 doesn't support it either.
Jun 24, 2021 at 18:26 history edited Chuck Walbourn CC BY-SA 4.0
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Jun 24, 2021 at 18:21 history edited Chuck Walbourn CC BY-SA 4.0
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Jun 24, 2021 at 13:35 vote accept Yola
Jun 24, 2021 at 4:55 history edited Chuck Walbourn CC BY-SA 4.0
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Jun 24, 2021 at 4:49 history edited Chuck Walbourn CC BY-SA 4.0
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Jun 24, 2021 at 4:44 history answered Chuck Walbourn CC BY-SA 4.0