I am writing to a 3D texture with the format SlimDX.DXGI.Format.R16_UNorm, and using the following call:
DataBox b = _device.ImmediateContext.MapSubresource(_volumeTexture, 0, 0, MapMode.WriteDiscard, MapFlags.None);
For a texture that is 512x512x512, I get an E_OUTOFMEMORY error. 512 * 512 * 512 * 2 = 268 435 456 bytes.
The only other graphics objects that have been created are two small buffers for vertex lists, and a 2D texture that is 512x512.
My graphics card is the AMD FirePro V5900 (FireGL V), which should have at least 2GB of available video memory, and my system has 4GB of RAM. In short, I don't see how it is possible to be out of memory in this case.
How shall I go about debugging this problem? Any common errors I should be looking for?