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LarsKJ

Member Since 03 Dec 2009
Offline Last Active Jan 03 2012 03:00 AM

Posts I've Made

In Topic: DirectWrite TextFormat SetTrimming?

02 January 2012 - 08:54 AM

To whom it might concern:

It seems that I have to answer my own question.

I added the missing TextFormat.SetTrimming as follows:

TextFormat.h
Result SetTrimming(Trimming trimming, InlineObject ^trimmingSign);

TextFormat.cpp

Result TextFormat::SetTrimming(SlimDX::DirectWrite::Trimming trimming, InlineObject ^trimmingSign)
{
return RECORD_DW(InternalPointer->SetTrimming(reinterpret_cast<DWRITE_TRIMMING *>( &trimming ), trimmingSign->InternalPointer));
}



I hope this small contribution can be made part of the official SlimDX distribution, both as a benefit for other users and also to ourselves to avoid the extra custom build in the future.

Best Regards
Lars Krog-Jensen

In Topic: [SlimDX] DirectX9 memory usage on Windows 7

29 October 2010 - 07:22 AM

Josh:

From within the app's diagnostics monitor I am looking at:

long total = Process.GetCurrentProcess().PrivateMemorySize64;
long managed = GC.GetTotalMemory(false);
long unmanaged = total - unmanaged;

The task managers 'Private Working Set' shows the same as total above.

For video memory usage on XP I am using 'Video Memory Watcher', does not work on Windows 7

Adam_42:

Sounds reasonable, but on the other hand - when running the exact same app with a D2D (DX10) renderer layer I would expect it show the same memory usage pattern - but it does not, not even close.

Lars

In Topic: [SlimDX] DirectWrite/Direct2D text rendering performance

08 September 2010 - 07:03 AM

Quote:

Even with man different texts using a TextLayout is a good practice.


But there are really a lot of different, although short, text messages that is drawn and if I would hold all those it would consume alot CPU RAM for the TextLayout cache and guess the TextLayout consumes some memory on the GPU aswell.

I could of course have size bound cache that starts evict items after a while, but it feels like a work around of the real problem that is to get the GPU doing more of the work and free up the CPU for other tasks.

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