Timeline for How to update vertex buffer in DirectX 12
Current License: CC BY-SA 4.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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 | deleted 7 characters in body |
| Jun 24, 2021 at 18:21 | history | edited | Chuck Walbourn | CC BY-SA 4.0 | deleted 7 characters in body |
| Jun 24, 2021 at 13:35 | vote | accept | Yola | ||
| Jun 24, 2021 at 4:55 | history | edited | Chuck Walbourn | CC BY-SA 4.0 | added 60 characters in body |
| Jun 24, 2021 at 4:49 | history | edited | Chuck Walbourn | CC BY-SA 4.0 | added 60 characters in body |
| Jun 24, 2021 at 4:44 | history | answered | Chuck Walbourn | CC BY-SA 4.0 |