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MetalRob

Updating textures in GPU memory by DMA transfer

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I'm interested in being able to do image processing on a GPU using DirectX and HLSL. While I understand how to use HLSL to do the image processing that I need, I am unsure of how to get the images I want processed onto GPU RAM as textures. My goal is to be able to do a DMA transfer of image data from another on-board card (NOT system memory) into a predefined texture in GPU RAM. Is this even possible? While I'm well versed in DirectX and HLSL, I'm a bit new to the world of DMA transfers and embedded software engineering (as the source of my images is the on-board card I mentioned earlier). Does anyone have any ideas for accomplishing this? I would greatly appreciate any advice anyone has to offer :-) Thanks, Rob

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Guest Anonymous Poster
It's a nice dream but won't happen. No direct access to the card.

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Maybe if you got real friendly with Nvidia or AMD they'd let you have this sort of information - but chances are you won't get it and you'll just have to go via the Direct3D API same as everyone else.

Other people who stream data from devices have used bounded buffer and threading with success. Created N textures and N worker threads, get them to decode/encode the raw data and then have the central thread (note: don't access D3D from multiple threads unless you have to) copy the block of data up to the GPU. The bounded buffers help avoid stalling on the GPU and the threads help the same with CPU...

hth
Jack

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Hmm, oh well... I figured that might be the case. Thanks anyway! I'll look into the bounded buffers approach, that might end up working...

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