ClientOSRenderer::OnPaint and DX11

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ClientOSRenderer::OnPaint and DX11

Postby Marcin » Tue Oct 28, 2014 4:51 am

Can someone share how to efficiently override this method in DX11. I have a working copy with 2DTexture and ID3D11ShaderResourceView however I manually Map() to get GPU memory and memcpy the bits from buffer. Now, the question is how to achieve the same results without copying, but just map the texture to the buffer received in onPaint ? I am not a DX11 expert and do not know how to tackle this correctly ...
Marcin
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Re: ClientOSRenderer::OnPaint and DX11

Postby magreenblatt » Tue Oct 28, 2014 8:25 am

Marcin wrote:Now, the question is how to achieve the same results without copying, but just map the texture to the buffer received in onPaint ?

I don't think that's currently possible. You can star https://code.google.com/p/chromiumembed ... il?id=1006 to be notified when the functionality becomes available.
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