d3d12: Use streaming buffer for index buffer

This commit is contained in:
vlj 2015-05-25 19:56:40 +02:00 committed by Vincent Lejeune
parent 90e0a89e9b
commit 2709a3e49a
2 changed files with 3 additions and 3 deletions

View file

@ -348,7 +348,7 @@ std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> D3D12G
indexCount = 6 * m_indexed_array.m_data.size() / (4 * indexSize);
else
indexCount = m_draw_array_count * 6 / 4;
size_t subBufferSize = indexCount * indexSize;
size_t subBufferSize = powerOf2Align(indexCount * indexSize, 64);
// 65536 alignment
size_t bufferHeapOffset = getCurrentResourceStorage().m_vertexIndexBuffersHeapFreeSpace;
bufferHeapOffset = (bufferHeapOffset + 65536 - 1) & ~65535;
@ -366,7 +366,7 @@ std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> D3D12G
void *bufferMap;
check(indexBuffer->Map(0, nullptr, (void**)&bufferMap));
if (indexed_draw && !m_forcedIndexBuffer)
memcpy(bufferMap, m_indexed_array.m_data.data(), subBufferSize);
streamBuffer(bufferMap, m_indexed_array.m_data.data(), subBufferSize);
else if (indexed_draw && m_forcedIndexBuffer)
{
switch (m_indexed_array.m_type)

View file

@ -41,7 +41,7 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
// Create heap for vertex and constants buffers
D3D12_HEAP_DESC vertexBufferHeapDesc = {};
// 16 MB wide
vertexBufferHeapDesc.SizeInBytes = 1024 * 1024 * 16;
vertexBufferHeapDesc.SizeInBytes = 1024 * 1024 * 128;
vertexBufferHeapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
vertexBufferHeapDesc.Properties.Type = D3D12_HEAP_TYPE_UPLOAD;
check(device->CreateHeap(&vertexBufferHeapDesc, IID_PPV_ARGS(&m_vertexIndexBuffersHeap)));