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D3D和驱动对于Command Buffer的处理 |
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作者:未知 来源:月光软件站 加入时间:2005-2-28 月光软件站 |
在DirectX9的文档里面发现一篇文章(Accurately Profiling Direct3D API Calls),讲述了D3D和驱动对于Command Buffer的处理。澄清了一些原来疑惑的地方。
D3D和驱动运行在两个不同的模式下user mode和kernel mode,也就是说D3D传递Command Buffer到驱动和真正执行返回需要在这两个模式切换,这个是一个比较耗时的操作。在下面的情况下会发生这样的切换: When one of the lock methods (IDirect3DVertexBuffer9::Lock) is called on a vertex buffer, index buffer, or texture (under certain conditions with certain flags). When a device or vertex buffer, index buffer, or texture is created. When a device or vertex buffer, index buffer, or texture is destroyed by the last release. When IDirect3DDevice9::ValidateDevice is called. When IDirect3DDevice9::Present is called. When the command buffer fills up. When IDirect3DQuery9::GetData is called with D3DGETDATA_FLUSH.
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