Questions tagged [memory]
The memory tag has no usage guidance.
32
questions
3
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0
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76
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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 ...
0
votes
1
answer
72
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Does OpenGL allocate on glBegin/glEnd?
You can enclose arbitrary amount of vertices within glBegin/glEnd statements. Does OpenGL limit the number of vertices you create or it allocates memory for more?
3
votes
1
answer
378
views
D3D11 Map forces synchronization
Is it possible that a call to ID3D11DeviceContext::Map on a dynamic vertex buffer with D3D11_MAP_WRITE_DISCARD causes my ...
6
votes
1
answer
150
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Can meshes be reused in raytracing?
In rasterization, at least in the context of game development, it is a common to have many instances of the same 3D object in a scene (think many identical rocks in different sizes/positions/rotations)...
0
votes
1
answer
59
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How big is a multi-sampled FBO than a regular FBO with the same resolution?
Is it proportional to the samples count?
Whats the performance difference between binding a multi-sampler and a regular sampler?
2
votes
2
answers
716
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What does the z-buffer look like in memory?
I am an amateur game developer, and I've been reading a lot on how computer graphics rendering works lately. I was reading on the Z-buffer recently and I can't quite seem to be able to wrap my head ...
2
votes
0
answers
384
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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/...
0
votes
1
answer
119
views
Force int array to compact memory
I have following structure which i use as an uniform buffer object.
...
2
votes
0
answers
1k
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Groupshared memory and parallel reduction over multiple kernel dispatch
I am doing some parallel reduction and mostly following these nVidia slides. However they are not very detailed in places or I might be missing/misunderstanding something.
Edit 2:
While I figured ...
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 ...
2
votes
1
answer
1k
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In what scenarios and how does GL_ARB_buffer_storage help performance?
The Dolphin emulator for GameCube/Wii has the ability to use the ARB_buffer_storage (or EXT_buffer_storage for GLES) to improve rendering performance.
From the extension's description, a GPU driver ...
1
vote
0
answers
59
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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 ...
2
votes
1
answer
479
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Is it possible to bind dynamic texture samplers to a shader in DX12?
So usually texture samplers are set directly in the D3D12_ROOT_SIGNATURE_DESC structure in DX12, at least that's how I've been setting them. I was wondering if it's ...
1
vote
1
answer
315
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How can I control memory for command allocators and command queues in D3D12?
The D3D12 programming guide suggests specific allocation strategies for command queues and allocators, but the creation methods for those objects operate directly on queue/allocator pointers without ...
4
votes
2
answers
632
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Should you measure mesh complexity in triangles or vertices?
I have seen people using either vertices or triangles as a quick heuristic to estimate mesh memory usage and mesh rendering time.
I always thought vertices were better, because the number of vertices ...
1
vote
1
answer
95
views
What objects do get loaded into GDDR?
I currently have a 4K monitor and want to buy a new graphics card. My choice would either be the RTX 2080 or the RTX 2080 Ti. Now I need to know which one I really need. The Ti variant has 12 GB of ...
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:
...
2
votes
1
answer
129
views
Handling GPU resource management
I recently finished the base implementation of a DX12 rederer and I started to think in ways of improving the performance. I think that one problem that my implementation has, is memory fragmentation, ...
3
votes
3
answers
239
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Dealing with wasted space when using SIMD on CPU for vector maths
I've been getting interested in SIMD programming on CPU using SSE recently, but I'm a complete noob on the subject. I found this article describing how to make an efficient float3 type using the ...
1
vote
3
answers
127
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How can an OpenGL visualization run for weeks?
For an art project, I need to make an OpenGL visualization run for at least 4 weeks. Is this possible? I can pretty much choose the rest of the hardware and software.
3
votes
1
answer
1k
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Do I need to use glMemoryBarrier with atomic counters?
The OpenGL SuperBible 7th Edition points out that
the glMemoryBarrier() function supports a bit specifically for synchronizing access to atomic counters with other parts of the OpenGL pipeline
...
4
votes
1
answer
3k
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Why do I need memory barrier when doing atomic operations?
I am reading the OpenGL SuperBible 7th edition which covers atomic operations on memory specifically within shader storage blocks.
It says (about atomic operations):
If two invocations access the ...
3
votes
2
answers
2k
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How can I chase down VRAM & GTT memory leaks?
Problem. I have inherited a large C++ 3D graphics codebase (with some shader code). The program runs for about 1-5 minutes before crashing.
Problem Data. Using system tools, one can see a sharp rise ...
4
votes
1
answer
1k
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Register pressure in Compute Shader
I'm in the process of writing a Ray Tracer using DirectCompute / HLSL. First, eye rays are generated (one per pixel). Then, rays are traced, shaded and reflected in a loop. Also, shadow rays for each ...
1
vote
1
answer
992
views
memory consumption for a true color frame buffer
What is the memory consumption for a true color frame buffer (with double buffering) on an XGA display? ("XGA" = 1024 x 768 pixels) How can I calculate this?
4
votes
1
answer
2k
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Compute shaders: one-time-only versus persistent buffers
When using a Compute Shader, is it possible to keep a buffer in the GPU memory during the whole run-time duration of the application, so whenever the original Compute Shader or other Compute Shaders ...
6
votes
1
answer
191
views
Where is the shown display image actually stored and accessed?
In a modern day desktop or mobile computer, you got the CPU, the RAM, the GPU and it's own video RAM. When a modern OS renderes an image to the screen, where is the actual image data for that screen ...
4
votes
1
answer
374
views
GDDR5 vs. DDR3 for learning GPU programming on a limited budget?
[Please (kindly) let me know if this is not the place for this question]
I'm hoping to learn about GPU programming, but as a college student, I've a quite limited budget. I'm wondering whether I ...
14
votes
2
answers
472
views
Why smoothed meshes in 3D studio end up with the same number of vertices/triangles? How then can they be smoothed with the same geometry?
I am trying to understand why meshes that are smoothed in 3D studio (Modifiers/Smoother) end up having the same amount of vertices/faces before or after that process, as well as the exact same ...
3
votes
1
answer
644
views
Does this type of memory-mapping for a display exist?
Most information about memory mapped displays on the net are about those in which there is essentially a location in main memory for each pixel on the display. A hypothetical 1024 x 512 display would ...