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Questions tagged [memory]

2 votes
1 answer
97 views

I'm trying to implement a neural network in GLSL. It's a sparse binary network where the activations are also sparse. The weights are stored as single bits in a uint64 texture. I am limited to using ...
StackOverflowToxicityVictim's user avatar
3 votes
0 answers
124 views

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
0 votes
1 answer
123 views

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?
user avatar
3 votes
1 answer
661 views

Is it possible that a call to ID3D11DeviceContext::Map on a dynamic vertex buffer with D3D11_MAP_WRITE_DISCARD causes my ...
leone ruggiero's user avatar
6 votes
1 answer
194 views

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)...
Ilya's user avatar
  • 75
0 votes
1 answer
84 views

Is it proportional to the samples count? Whats the performance difference between binding a multi-sampler and a regular sampler?
Danielhu's user avatar
  • 103
2 votes
2 answers
980 views

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 ...
Carmo's user avatar
  • 23
2 votes
0 answers
458 views

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
0 votes
1 answer
179 views

I have following structure which i use as an uniform buffer object. ...
MrRabbit's user avatar
2 votes
0 answers
2k views

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 ...
AverageGatsby's user avatar
2 votes
1 answer
780 views

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
2 votes
1 answer
1k views

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 ...
jdonald's user avatar
  • 127
1 vote
0 answers
83 views

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
2 votes
1 answer
716 views

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 ...
mbl's user avatar
  • 301
1 vote
1 answer
438 views

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 ...
Paul Ferris's user avatar

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