Jump to content

  • Log In with Google      Sign In   
  • Create Account


DX11 - Sending Textures


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
3 replies to this topic

#1 Migi0027   Crossbones+   -  Reputation: 1606

Like
0Likes
Like

Posted 10 August 2013 - 02:17 AM

Hi guys! laugh.png

 

So, this has always bugged me, and I never actually found out the final answer, about sending textures in directx 11, using c++.

 

Question: Do you only send the texture one time per runtime, or once per frame (I do the last) ?

 

Ba dum tss! That's it!

 

Thank You


Hi! Cuboid Zone
The Rule: Be polite, be professional, but have a plan to kill everyone you meet, ohh, AND STEAL ALL ZE TRIANGLES FROM ZHEM!

Sponsor:

#2 imoogiBG   Members   -  Reputation: 1126

Like
4Likes
Like

Posted 10 August 2013 - 04:49 AM

You probably LOAD the texture once on the gpu. and probably BIND it to some slot once per frame.



#3 BrentChua   Crossbones+   -  Reputation: 1066

Like
2Likes
Like

Posted 26 August 2013 - 11:43 AM

I've read somewhere in this forum that constantly binding the texture every frame even if it doesn't change takes some performance hit i think.

 

In Jason Zink's graphics engine, his graphics pipeline layer has a state monitoring system that defers the actual binding of GPU resources until the time that's actually needed. The graphics pipeline layer allows the cpu code to bind and change as many resources as it wants in the current frame through caching the resources to be bound then evaluating it when its time to draw the mesh. Once the cpu calls DrawIndexed, the state monitoring system checks the cpu bounded resource and the actual resource that is currently bound in the gpu; It only binds the resource to the GPU if the state monitor detects different cached and GPU bound resources and binds those cached resources.


Edited by BrentChua, 26 August 2013 - 11:45 AM.


#4 MJP   Moderators   -  Reputation: 10832

Like
3Likes
Like

Posted 26 August 2013 - 12:10 PM

You probably LOAD the texture once on the gpu. and probably BIND it to some slot once per frame.

This. When you create the texture and provide the texture data, that data is normally stored directly in GPU memory and will stay there until you release it. Binding textures to a shader stage is just a mechanism for letting shaders know which textures to use.






Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS