如何部分更新DirectX 11.1中的常量缓冲区
我正在尝试部分更新常量缓冲区(就像在OpenGL中一样),但总是收到奇怪的错误,因为我刚刚移植到DX11.1以实现常量缓冲区部分更新功能(我也支持它和CBOffting),这里是否遗漏了什么?
void DX11UniformBuffer::Update(void * data, unsigned int offset, unsigned int size)
{
const D3D11_BOX sDstBox = { offset, 0U, 0U, size, 1U, 1U };
DX11Context::GetContext()->UpdateSubresource1(buffer, 0, &sDstBox, data, 0, 0,D3D11_COPY_DISCARD);
DX11Context::GetContext()->PSSetConstantBuffers1(0, 1, &buffer, &offset, &size);
}
等效于(在OpenGL中)
void GLUniformBuffer::Update(void * data, unsigned int offset, unsigned int size)
{
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
glBufferSubData(GL_UNIFORM_BUFFER, offset, size, data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
但是,我收到这些错误,并且没有绘制任何内容.
D3D11 ERROR: ID3D11DeviceContext::UpdateSubresource1: pDstBox is not a valid box, as the End coordinates must be greater than or equal to the Start. *pDstBox = { left:144, top:0, front:0, right:48, bottom:1, back:1 }. [ RESOURCE_MANIPULATION ERROR #288: UPDATESUBRESOURCE_INVALIDDESTINATIONBOX]
解决方案
D3D11_BOX
中right
的值是位置,而不是宽度。您需要将offset
和size
相加才能得到right
的值。sDstBox
应初始化为:
const D3D11_BOX sDstBox = { offset, 0U, 0U, offset + size, 1U, 1U };
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