Directx 12 : Faster Way to RealTime texture update...

  • Thread starter Thread starter vivek599
  • Start date Start date
V

vivek599

Guest
Hi guys,

i am following microsofts directx12 samples and i modified helloworldtexture sample. i basically changed GenerateTextureData() function which return a texture data array.

right now i am calling GenerateTextureData() function every frame and generating a new texture every frame...

then i reset command allocator and command list... then i call

UpdateSubresources(commandList, m_Texture, m_TextureUploadHeap, 0, 0, 1, &textureData);

commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_Texture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));

...every frame...

then command list close and execute...


but i am getting like 7 fps only , with texture not updating every frame i get 800 fps...

Guys kindly tell me what could be faster approach to this ...

i want real time texture update...must.

Continue reading...
 
Back
Top