Split Mapped usage in MapWrite and MapRead

Also make use of CreateFrozenBufferFromData where possible in the
example to make the renaming easier.
This commit is contained in:
Corentin Wallez
2017-06-05 15:42:14 -04:00
committed by Corentin Wallez
parent 613eee30c3
commit f45bdb89c6
13 changed files with 35 additions and 138 deletions

View File

@@ -34,27 +34,14 @@ void initBuffers() {
static const uint32_t indexData[3] = {
0, 1, 2,
};
indexBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Index)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(indexData))
.GetResult();
indexBuffer.SetSubData(0, sizeof(indexData) / sizeof(uint32_t), indexData);
indexBuffer.FreezeUsage(nxt::BufferUsageBit::Index);
indexBuffer = CreateFrozenBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::Index);
static const float vertexData[12] = {
0.0f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f,
};
vertexBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(vertexData))
.GetResult();
vertexBuffer.SetSubData(0, sizeof(vertexData) / sizeof(uint32_t),
reinterpret_cast<const uint32_t*>(vertexData));
vertexBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex);
vertexBuffer = CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
}
void initTextures() {
@@ -76,14 +63,8 @@ void initTextures() {
data[i] = i % 253;
}
nxt::Buffer stagingBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::TransferSrc)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(data.size())
.GetResult();
stagingBuffer.SetSubData(0, data.size() / sizeof(uint32_t), reinterpret_cast<uint32_t*>(data.data()));
stagingBuffer.FreezeUsage(nxt::BufferUsageBit::TransferSrc);
nxt::Buffer stagingBuffer = CreateFrozenBufferFromData(device, data.data(), data.size(), nxt::BufferUsageBit::TransferSrc);
nxt::CommandBuffer copy = device.CreateCommandBufferBuilder()
.TransitionTextureUsage(texture, nxt::TextureUsageBit::TransferDst)
.CopyBufferToTexture(stagingBuffer, 0, texture, 0, 0, 0, 1024, 1024, 1, 0)