Jump to content
  • Advertisement
Sign in to follow this  
rgc183

Storage of texture and framebuffer attachement

This topic is 1424 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

  1. Texture Data: When we call glTexImage() it uploads data on GPU, in which memory (EDRAM or shared memory for Streamline processors) this data is stored? When we call glGenerateMipmap() does it create mipmap levels in GPU memory or CPU creats levels and uploads them on GPU? While sampling all texture data is sampled in Texture filering unit in GPU, right? All these units are shared between all the streamline processors or each processor has one separate?

  2. Framebuffer data: Where are attachments of FBO are stored? Are they stored in main memory from EDRAM?

  3. While doing all fragment tests, where is this data compared from, is it from main memory? or is that the data is cached into EDRAM?

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!