BruOp / bdr11

Messing Around with DirectX 11

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Add a bit of abstraction around the creation of buffer resources

BruOp opened this issue · comments

Right now I'm creating meshes, buffers, UAVs and SRVs by making direct calls to the DX11 API from within my GLTF model loader. I think it'd be a huge improvement to abstract these resources a bit.

Right now I'm creating buffers for vertex data, constant buffers and joint buffers. Then UAVs and SRVs are created by hand depending on my needs.

Instead, it'd be good to have some flags on how a resource will be used, and determine the subresources that need to be created as a result. For vertex buffers, I'll likely break apart this intermediate structure as I store buffers, to make it easier to interact with the DX11 API