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D3D11: Use system memory for dynamic buffer updates. · f25eb1d6Jamie Madill authored
In our current code, we would use a staging texture as the working copy for buffer updates. This would trigger very large memcpy calls in some cases for large buffers with small updates. Instead, use a CPU memory buffer storage, and work with this storage when the user updates data. This plays much nicer with the VertexDataManager. BUG=angle:912 Change-Id: I8c32d3d9bb321a06534556ce05b4b99dc3d1e961 Reviewed-on: https://chromium-review.googlesource.com/249183Tested-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
f25eb1d6
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