mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
WinRT: better rendering performance via D3D11_USAGE_DYNAMIC
This commit is contained in:
parent
d92f0127d0
commit
5e6aba0670
@ -1384,7 +1384,7 @@ D3D11_RenderClear(SDL_Renderer * renderer)
|
||||
|
||||
static int
|
||||
D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
|
||||
const void * vertexData, unsigned int dataSizeInBytes)
|
||||
const void * vertexData, size_t dataSizeInBytes)
|
||||
{
|
||||
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
|
||||
HRESULT result = S_OK;
|
||||
@ -1397,10 +1397,20 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
|
||||
}
|
||||
|
||||
if (vertexBufferDesc.ByteWidth >= dataSizeInBytes) {
|
||||
rendererData->d3dContext->UpdateSubresource(rendererData->vertexBuffer.Get(), 0, NULL, vertexData, dataSizeInBytes, 0);
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
ZeroMemory(&mappedResource, sizeof(D3D11_MAPPED_SUBRESOURCE));
|
||||
result = rendererData->d3dContext->Map(rendererData->vertexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
|
||||
return -1;
|
||||
}
|
||||
memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
|
||||
rendererData->d3dContext->Unmap(rendererData->vertexBuffer.Get(), 0);
|
||||
} else {
|
||||
vertexBufferDesc.ByteWidth = dataSizeInBytes;
|
||||
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
|
||||
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
|
||||
vertexBufferData.pSysMem = vertexData;
|
||||
|
Loading…
Reference in New Issue
Block a user