All Questions
5
questions
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 ...
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/...
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 ...
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 ...
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:
...