update docs for upload ABI break
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@ -16,6 +16,15 @@ var myCommandBuffer = GraphicsDevice.AcquireCommandBuffer();
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Note that it is an **error** to use the same command buffer on multiple threads. If you want to do multithreaded draw calls, acquire one command buffer per thread.
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Note that it is an **error** to use the same command buffer on multiple threads. If you want to do multithreaded draw calls, acquire one command buffer per thread.
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## Uploading data
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You can upload data to buffers and textures using a command buffer. Uploads are guaranteed to be thread-safe. Note that it is an **error** to upload data in the middle of a render pass.
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```cs
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myCommandBuffer.SetTextureData(myTexture, myPixels);
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myCommandBuffer.SetBufferData(myBuffer, myData);
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```
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## Beginning the render pass
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## Beginning the render pass
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All bindings and draw calls must be made within a render pass. You should think of a render pass as being a set of draw calls made to the same group of render targets.
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All bindings and draw calls must be made within a render pass. You should think of a render pass as being a set of draw calls made to the same group of render targets.
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@ -19,18 +19,20 @@ To create a buffer, you do this:
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This creates a 64-byte buffer intended for use as an [index buffer](https://vulkan-tutorial.com/Vertex_buffers/Index_buffer). Index buffers allow the renderer to reuse vertices when drawing in 3D so you don't need to put a bunch of redundant data in your vertex buffer. Every 3D model format and exporter will give you index data along with vertex data.
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This creates a 64-byte buffer intended for use as an [index buffer](https://vulkan-tutorial.com/Vertex_buffers/Index_buffer). Index buffers allow the renderer to reuse vertices when drawing in 3D so you don't need to put a bunch of redundant data in your vertex buffer. Every 3D model format and exporter will give you index data along with vertex data.
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To upload data to a buffer, you use the `SetData` method.
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To upload data to a buffer, you must use the `SetBufferData` method on a command buffer. We'll get to command buffers later, just know that you must upload data via command buffer so that you can safely use multithreading.
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```cs
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```cs
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var myVertices = new VertexPositionNormalTexture[128];
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var myVertices = new VertexPositionNormalTexture[128];
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var vertexSizeInBytes = Marshal.SizeOf<VertexPositionNormalTexture>();
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var vertexSizeInBytes = Marshal.SizeOf<VertexPositionNormalTexture>();
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// set vertex data here
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// set your vertex data here!
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var myVertexBuffer = new Buffer(GraphicsDevice, BufferUsageFlags.Vertex, 128 * vertexSizeInBytes);
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var myVertexBuffer = new Buffer(GraphicsDevice, BufferUsageFlags.Vertex, 128 * vertexSizeInBytes);
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myVertexBuffer.SetData(myVertices);
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myCommandBuffer.SetBufferData(myVertexBuffer, myVertices);
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```
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```
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To get data from a buffer, you use the `GetData` method.
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To get data from a buffer, you use the `GetData` method.
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```cs
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```cs
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@ -37,7 +37,7 @@ var pixels = new Color[width * height];
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myCommandBuffer.SetTextureData(myTexture, pixels);
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myCommandBuffer.SetTextureData(myTexture, pixels);
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```
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```
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We'll get to command buffers later, just know that you must upload data via command buffer so that you safely use multithreading. This can speed up load times greatly.
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We'll get to command buffers later, just know that you must upload data via command buffer so that you can safely use multithreading. This can speed up load times greatly.
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Of course, having to fill in all this data every time is kind of cumbersome, so we have some shortcut methods for common texture usages.
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Of course, having to fill in all this data every time is kind of cumbersome, so we have some shortcut methods for common texture usages.
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