d3d12: Use a commited resource for constant buffer

Since we rarely use more than 1k of constant data we waste space due to
alignment requirement with heap so use a commited resource instead.
This commit is contained in:
vlj 2015-06-11 20:42:38 +02:00 committed by Vincent Lejeune
parent 2f54482592
commit d2c13bc4c1
4 changed files with 129 additions and 123 deletions

View file

@ -145,8 +145,8 @@ ID3D12Resource *uploadSingleTexture(
const RSXTexture &texture,
ID3D12Device *device,
ID3D12GraphicsCommandList *commandList,
DataHeap &textureBuffersHeap,
DataHeap &textureHeap)
DataHeap<ID3D12Heap, 65536> &textureBuffersHeap,
DataHeap<ID3D12Heap, 65536> &textureHeap)
{
ID3D12Resource *vramTexture;
size_t w = texture.GetWidth(), h = texture.GetHeight();