I have a problem with DirectX 12. I have made a small 3D renderer. Models are translated to 3D space in vertex shader with basic World View Projection matrixes that are in constant buffer.
To change data of the constant buffer i'm currently using memcpy(pMappedConstantBuffer + alignedSize * frame, newConstantBufferData, alignedSize)
this command replaces constant buffer's data immediately.
So the problem comes here, drawing is recorded to a command list that will be later sent to the gpu for execution.
Example:
/* Now i want to change the constant buffer to change the next draw call's position to (0, 1, 0) */
memcpy(/*Parameters*/);
/* Now i want to record a draw call to the command list */
DrawInstanced(/*Parameters*/);
/* But now i want to draw other mesh to other position so i have to change the constant buffer. After this memcpy() the draw position will be (0, -1, 0) */
memcpy(/*Parameters*/);
/* Now i want to record new draw call to the list */
DrawInstanced(/*Parameters*/);
After this i sent the command list to gpu for execution, but quess what all the meshes will be in the same position, because all memcpys are executed before even the command list is sent to gpu. So basically the last memcpy overwrites the previous ones.
So basically the question is how do i draw meshes to different positions or how to replace constant buffer's data in the command list so the constant buffer changes between each draw call on gpu?
Thanks
No need for help anymore i solved it by myself. I created constant buffer for each mesh.