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ctian

Performance when using procedural texture

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Hi, In my application, I use a texture procedurally computed by the cpu and transferred to the gpu for use in the pixel shader. The performance is very very poor. I used NVPerfHUD to test my program and found that the gpu spend about 50ms idling while the cpu spend about 75ms waiting for the gpu per frame. I think it is a terrible waste of cpu/gpu time. I am guessing it is due to the improper synchronization betweent the cpu and the gpu, i.e., when the pixel shader is reading the texture, the cpu has to wait untill it can lock the texture, and when the texture is locked by the cpu, the pixel shader has to wait untill the texture is unlocked. Is my guess right? Does anybody has the experience of handling procedural texture while keeping the performance from decreasing greatly? Thanks! b.t.w., My card is nVidia GeForce FX 5700LE. ctian

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Coder, Thank you very much! The performace is improved a lot when I use dynamic textures. The cpu seldom waits for the gpu now. But the gpu still spend some time idling (less than before). I think I should assign more jobs to gpu, right?

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