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...
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...