-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathREADME.txt
More file actions
23 lines (19 loc) · 1003 Bytes
/
Copy pathREADME.txt
File metadata and controls
23 lines (19 loc) · 1003 Bytes
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
In previous tutorials, we had to manually delete all
BufferCPUs for Meshes and Textures, after they were copied
to the GPU.
In this tutorial, we have a system that automatically
deletes them for us. BufferGPU and TextureGPU
will now save BufferCPU pointers that are queued for copy,
and then Demo.cpp will call ClearCacheCPU to erase all
queued CPU buffers after they are copied to GPU.
Also, Demo::prepare_descriptor_pool() was changed to have
512 of each type of descriptor, and 512 descriptor sets.
These were limited in earlier tutorials, which
confirmed that there were no leaks. We can remove the
restriction because the code is proven to be stable.
The majority of Microsoft DirectX 12 tutorials set the
limit to 512 and beyond, even when they are only drawing
a triangle or a cube. RAM and VRAM usage does not increase
when the limit is raised, only when you use Vulkakn to make more buffers.
\You can see for youself by checking RAM and VRAM usage
when the limit is 16, 512, 2048, etc