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Basically, my question is: how do you read vertex/index buffers in DirectX 12? I guess I am looking for something equivalent to DirectX 11's map function, which I understand now you have to do manually. I tried googling for the answer, but didn't find anything. There aren't many DirectX 12 examples/tutorials since it is pretty new.

Vertexwahn
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0xfeedbacc
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1 Answers1

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Create another buffer resource with the heap type set to D3D12_HEAP_TYPE_READBACK. Copy the vertex/index buffer to the new resource using ID3D12GraphicsCommandList::CopyBufferRegion or UpdateSubresources. After the copy operation is complete, call ID3D12Resource::Map to see the results.

For more information, read here.

hoothoot
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