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Lucas-Li

When was data transferred from system memory to GPU memory?

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I can make a guess that after calling the method like ID3D11Device::CreateBuffer, the data in CPU memeory was transferred into GPU memory. What other circumstances can this happen?

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In general, a resource with USAGE_DEFAULT or USAGE_IMMUTABLE lives in video memory, and the mechanisms by which you can write to it are pretty limited (e.g. UpdateSubresource, CopySubresourceRegion, CopyResource, or Create* with initial data).

 

Resources with USAGE_DYNAMIC typically live in system memory, and are read directly from system memory into GPU caches when necessary. So you only pay the cost for transferring what you need, but you also pay some latency. This is typically still faster and more efficient (since it goes directly into GPU caches, instead of also having to fetch from video memory into GPU caches like a DEFAULT resource) for the write-once, read-once pattern.

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