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#ActualTelios

Posted 21 January 2013 - 07:06 AM

Hiya

I've just switched to XNA, and I had a couple of questions I was hoping someone can help with :)

Could anyone explain the relationship between eDRAM and render targets on the Xbox 360? Each render target must have some VRAM assigned for the texture data. When you bind a render target with DiscardContents, this texture isn't copied into eDRAM (since this would be slow?) but the texture data is cleared to purple to show this. I guess PreserveContents would cause the texture to be copied, although this would probably be very slow.

Is this correct? At what point is the render target in eDRAM copied back to the texture store in VRAM?

Also, could anyone tell me how depth/stencil buffers are handled on the 360? If I create a render target with a depth buffer attached, where does the buffer live? Does it have a backing store in VRAM?

Thanks for any help!

Cheers
Jim

#1Telios

Posted 21 January 2013 - 07:05 AM

Hiya

 

I've just switched to XNA, and I had a couple of questions I was hoping someone can help with :)

 

Could anyone explain the relationship between eDRAM and render targets on the Xbox 360? Each render target must have some VRAM assigned for the texture data. When you bind a render target with DiscardContents, this texture isn't copied into eDRAM (since this would be slow?) but the texture data is cleared to purple to show this. I guess PreserveContents would cause the texture to be copied, although this would probably be very slow.

 

Is this correct? At what point is the render target in eDRAM copied back to the texture store in VRAM?

 

Also, could anyone tell me how depth/stencil buffers are handled on the 360? If I create a render target with a depth buffer attached, where does the buffer live?

 

Thanks for any help!

 

Cheers

Jim


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