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.
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DirectX has always been pretty badly documented. – Krythic Dec 24 '15 at 16:37
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1In general, you shouldn't read back GPU resources as it's poor performance. – Chuck Walbourn Dec 27 '15 at 01:57
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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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