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View Code? Open in Web Editor NEWA tutorial for manipulating the rendering of a game (generally to increase its quality) if you only have a binary available
A tutorial for manipulating the rendering of a game (generally to increase its quality) if you only have a binary available
mipBuffers
is searched using the texture LOD, however, the created buffer and pixel shader parameters come by indexing with the texture width. This creates about 5 buffers per-frame
//auto iter = mipBuffers.find(desc.Texture2D.MipSlice); <---- Memory Leak
auto iter = mipBuffers.find(texdesc.Width); // ----> Fixed (partially)
I tried indexing by the texture's width everywhere, proper behavior results only from using the LOD.
static std::map <UINT, ID3D11Buffer*> mipBuffers;
auto iter = mipBuffers.find (desc.Texture2D.MipSlice);
if (iter == mipBuffers.cend ())
{
SK_LOG3 ("Create AO Buffer (%lu)", desc.Texture2D.MipSlice);
float constants [4] = {
vp.Width, vp.Height,
(float)desc.Texture2D.MipSlice - 1, 0.0f
};
initialdata.pSysMem = constants;
ID3D11Buffer *replacementbuffer = nullptr;
dev->CreateBuffer (&buffdesc, &initialdata, &replacementbuffer);
mipBuffers [desc.Texture2D.MipSlice] = replacementbuffer;
}
pDevCtx->PSSetConstantBuffers (8, 1, &mipBuffers [desc.Texture2D.MipSlice]);
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