WinRT: better rendering performance via D3D11_USAGE_DYNAMIC

This commit is contained in:
David Ludwig 2013-12-22 21:13:35 -05:00
parent d92f0127d0
commit 5e6aba0670

View File

@ -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;