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| author | Egor Yusov <egor.yusov@gmail.com> | 2018-06-14 15:18:35 +0000 |
|---|---|---|
| committer | Egor Yusov <egor.yusov@gmail.com> | 2018-06-14 15:18:35 +0000 |
| commit | 01a4d50c9bc2dbdf906542cf08f7a887352f4a1e (patch) | |
| tree | fa72c3a34b909d3a323d10ec272aba8865b4402b /Graphics/GraphicsEngineD3D12 | |
| parent | Improved setting dynamic buffer offsets (diff) | |
| download | DiligentCore-01a4d50c9bc2dbdf906542cf08f7a887352f4a1e.tar.gz DiligentCore-01a4d50c9bc2dbdf906542cf08f7a887352f4a1e.zip | |
Reworked dynamic buffer mapping using ring buffers
Diffstat (limited to 'Graphics/GraphicsEngineD3D12')
| -rw-r--r-- | Graphics/GraphicsEngineD3D12/include/BufferD3D12Impl.h | 2 | ||||
| -rw-r--r-- | Graphics/GraphicsEngineD3D12/src/BufferD3D12Impl.cpp | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/Graphics/GraphicsEngineD3D12/include/BufferD3D12Impl.h b/Graphics/GraphicsEngineD3D12/include/BufferD3D12Impl.h index f69fad39..5a0be377 100644 --- a/Graphics/GraphicsEngineD3D12/include/BufferD3D12Impl.h +++ b/Graphics/GraphicsEngineD3D12/include/BufferD3D12Impl.h @@ -63,7 +63,7 @@ public: virtual void Unmap( IDeviceContext *pContext, MAP_TYPE MapType, Uint32 MapFlags )override; #ifdef _DEBUG - void DbgVerifyDynamicAllocation(Uint32 ContextId); + void DbgVerifyDynamicAllocation(Uint32 ContextId)const; #endif virtual ID3D12Resource *GetD3D12Buffer(size_t &DataStartByteOffset, Uint32 ContextId)override final diff --git a/Graphics/GraphicsEngineD3D12/src/BufferD3D12Impl.cpp b/Graphics/GraphicsEngineD3D12/src/BufferD3D12Impl.cpp index ac05ccab..b2077fe0 100644 --- a/Graphics/GraphicsEngineD3D12/src/BufferD3D12Impl.cpp +++ b/Graphics/GraphicsEngineD3D12/src/BufferD3D12Impl.cpp @@ -459,7 +459,7 @@ void BufferD3D12Impl::CreateCBV(D3D12_CPU_DESCRIPTOR_HANDLE CBVDescriptor) } #ifdef _DEBUG -void BufferD3D12Impl::DbgVerifyDynamicAllocation(Uint32 ContextId) +void BufferD3D12Impl::DbgVerifyDynamicAllocation(Uint32 ContextId)const { VERIFY(m_DynamicData[ContextId].GPUAddress != 0, "Dynamic buffer must be mapped before the first use"); auto CurrentFrame = ValidatedCast<RenderDeviceD3D12Impl>(GetDevice())->GetCurrentFrameNumber(); |
