Split Mapped usage in MapWrite and MapRead
Also make use of CreateFrozenBufferFromData where possible in the
example to make the renaming easier.
diff --git a/examples/HelloTriangle.cpp b/examples/HelloTriangle.cpp
index cce22b1..75b32c0 100644
--- a/examples/HelloTriangle.cpp
+++ b/examples/HelloTriangle.cpp
@@ -34,27 +34,14 @@
static const uint32_t indexData[3] = {
0, 1, 2,
};
- indexBuffer = device.CreateBufferBuilder()
- .SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Index)
- .SetInitialUsage(nxt::BufferUsageBit::Mapped)
- .SetSize(sizeof(indexData))
- .GetResult();
- indexBuffer.SetSubData(0, sizeof(indexData) / sizeof(uint32_t), indexData);
- indexBuffer.FreezeUsage(nxt::BufferUsageBit::Index);
+ indexBuffer = CreateFrozenBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::Index);
static const float vertexData[12] = {
0.0f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f,
};
- vertexBuffer = device.CreateBufferBuilder()
- .SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
- .SetInitialUsage(nxt::BufferUsageBit::Mapped)
- .SetSize(sizeof(vertexData))
- .GetResult();
- vertexBuffer.SetSubData(0, sizeof(vertexData) / sizeof(uint32_t),
- reinterpret_cast<const uint32_t*>(vertexData));
- vertexBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex);
+ vertexBuffer = CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
}
void initTextures() {
@@ -76,14 +63,8 @@
data[i] = i % 253;
}
- nxt::Buffer stagingBuffer = device.CreateBufferBuilder()
- .SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::TransferSrc)
- .SetInitialUsage(nxt::BufferUsageBit::Mapped)
- .SetSize(data.size())
- .GetResult();
- stagingBuffer.SetSubData(0, data.size() / sizeof(uint32_t), reinterpret_cast<uint32_t*>(data.data()));
- stagingBuffer.FreezeUsage(nxt::BufferUsageBit::TransferSrc);
+ nxt::Buffer stagingBuffer = CreateFrozenBufferFromData(device, data.data(), data.size(), nxt::BufferUsageBit::TransferSrc);
nxt::CommandBuffer copy = device.CreateCommandBufferBuilder()
.TransitionTextureUsage(texture, nxt::TextureUsageBit::TransferDst)
.CopyBufferToTexture(stagingBuffer, 0, texture, 0, 0, 0, 1024, 1024, 1, 0)