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3 votes
0 answers
76 views

Intel UHD extremely slow copy operations

Is there a way to make copy operations such as CopyResurce(d3d11) and glBlitFramebuffer(ogl) on multi-sample resources faster ...
leone ruggiero's user avatar
2 votes
0 answers
384 views

Corrupt values when writing and reading from the same RWTexture2D in HLSL/DirectX?

I'm playing around with DirectX 12 ray tracing, and I'm trying to read and write data to a 32-bit RGBA floating point RWTexture2DArray within a DirectX 12 HLSL shader. I'm getting weird corruption/...
b1skit's user avatar
  • 161
2 votes
1 answer
698 views

Zero-copy texture reading from CPU memory

The Intel 740 AGP graphics card read textures directly from system RAM, using VRAM exclusively for depth buffers and the framebuffer. This has the effect of saving video RAM, and it could be ...
novice's user avatar
  • 163
1 vote
0 answers
59 views

Why cache working set per multiprocessor for texture memory in Nvidia has a variable size?

I saw it here https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#features-and-technical-specifications__technical-specifications-per-compute-capability , I don't know if it also happens ...
alvaro9650's user avatar
0 votes
1 answer
887 views

What is the typical use case for rendering to an image through imageStore?

The typical scenario for using a texture would simply be: ...
Makogan's user avatar
  • 1,736