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Questions tagged [memory]

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1answer
52 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 ...
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1answer
52 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 ...
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0answers
48 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 ...
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0answers
32 views

Where to store a very small set of shading constants in D3D12?

My rendering engine heavily uses implicit rendering techniques, so I have relatively little constant data to upload every frame (just 240 bytes of rendering settings; surface parameters are passed ...
2
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1answer
73 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 ...
1
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1answer
129 views

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
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2answers
133 views

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
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1answer
58 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
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1answer
219 views

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

The typical scenario for using a texture would simply be: ...
3
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1answer
107 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, ...
4
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3answers
158 views

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
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3answers
113 views

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
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1answer
490 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 ...
3
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1answer
851 views

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 ...
4
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2answers
647 views

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
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1answer
570 views

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
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1answer
419 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
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1answer
654 views

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 ...
5
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1answer
124 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 ...
3
votes
1answer
306 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 ...
11
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1answer
279 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
1answer
283 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 ...
11
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3answers
261 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 ...
11
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2answers
1k views

Could a hexagonal pixel array store an image more efficiently?

Most computer monitors and televisions have a rectangular array of pixels arranged on a square (or nearly square) lattice. Would a hexagonal lattice give better image quality for the same number of ...