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Questions tagged [memory]

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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 ...
0 votes
1 answer
72 views

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 views

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 views

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 views

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 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/...
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 ...
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 views

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 ...
14 votes
4 answers
797 views

How can I raytrace a scene that does not fit into memory?

If the scene to be raytraced cannot be stored in memory, then without adding more RAM to the machine it seems unrealistic to render it in a practical time span, due to the need to load different parts ...
3 votes
1 answer
1k views

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 ...
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 views

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 ...
2 votes
1 answer
479 views

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 ...

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