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What happens when you call map on a static vertex buffer?
When you call Map on a static vertex buffer while the GPU is using the buffer, you get a significant performance penalty. In this situation, Map must wait until the GPU is finished reading vertex or index data from the buffer before Map can return to the calling app, which causes a significant delay.
How to read a vertex buffer from a shader?
To read a vertex buffer from a shader, you need to set the vertex input state on the pipeline. This will let Vulkan know how to interpret a given buffer as vertex data. Once this is set up, we will be able to get vertex information into the vertex shader, like vertex colors or vertex positions, automatically.
How to use dynamic vertex buffers in Win32?
To receive a performance improvement when you use dynamic vertex buffers, your app must call Map with the appropriate D3D11_MAP values. D3D11_MAP_WRITE_DISCARD indicates that the app doesn’t need to keep the old vertex or index data in the buffer.
How does a vertex buffer work in Vulkan?
This will let Vulkan know how to interpret a given buffer as vertex data. Once this is set up, we will be able to get vertex information into the vertex shader, like vertex colors or vertex positions, automatically. This type of buffers work more or less the same as they do on OpenGL and DirectX, if you are familiar with those.
Where are vertex and index data stored in Direct3D?
Vertex data is stored in vertex buffers, and index data is stored in index buffers. Listed below are a few common scenarios for drawing primitives using vertex and index buffers. These examples compare the use of IDirect3DDevice9::DrawPrimitive and IDirect3DDevice9::DrawIndexedPrimitive
How to draw a quad from a vertex buffer?
Let’s say you want to draw the quad that is shown in the following illustration. If you use the Triangle List primitive type to render the two triangles, each triangle will be stored as 3 individual vertices, resulting in a similar vertex buffer to the following illustration.