Use D3D11_COPY_DISCARD when updating our video texture

This ensures the driver knows it doesn't have to synchronize with the previous texture data.
This commit is contained in:
Cameron Gutman
2025-11-24 18:49:19 -06:00
parent 4164a222ae
commit f0821d9543
2 changed files with 16 additions and 3 deletions
@@ -60,7 +60,7 @@ private:
Microsoft::WRL::ComPtr<IDXGIFactory5> m_Factory;
Microsoft::WRL::ComPtr<ID3D11Device> m_Device;
Microsoft::WRL::ComPtr<IDXGISwapChain4> m_SwapChain;
Microsoft::WRL::ComPtr<ID3D11DeviceContext> m_DeviceContext;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_DeviceContext;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_RenderTargetView;
SupportedFenceType m_FenceType;
SDL_mutex* m_ContextLock;