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About svyatoslav.toder

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  1. svyatoslav.toder

    GPU memory management

    I've narrowed it down to this part of code. 4 FullHD windows take around 100MiB, and CodeXL can only see few static buffers, that take much less.   [source] PIXELFORMATDESCRIPTOR pixelFormat; int format; deviceContextHandle = GetDC(windowHandle); ZeroMemory(&pixelFormat, sizeof(pixelFormat)); pixelFormat.nSize = sizeof(pixelFormat); pixelFormat.nVersion = 1; pixelFormat.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pixelFormat.iPixelType = PFD_TYPE_RGBA; pixelFormat.cColorBits = 24; pixelFormat.cDepthBits = 16; pixelFormat.iLayerType = PFD_MAIN_PLANE; format = ChoosePixelFormat(deviceContextHandle, &pixelFormat); SetPixelFormat(deviceContextHandle, format, &pixelFormat); if (renderContextHandle == NULL) renderContextHandle = wglCreateContext(deviceContextHandle); wglMakeCurrent(deviceContextHandle, renderContextHandle); PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT"); if (wglSwapIntervalEXT) wglSwapIntervalEXT(0); GLenum glewinit = glewInit(); glDisable(GL_LIGHTING); glShadeModel(GL_SMOOTH);   wglMakeCurrent(deviceContextHandle, renderContextHandle); SwapBuffers(deviceContextHandle); [/source]   UPD: So, now the question sounds like "what sort of data is bound to each device context? And why CodeXL/gDEBugger do not see it?"
  2. svyatoslav.toder

    GPU memory management

    I didn't do anything with depth attachments explicitly, could it be created implicitly?
  3. svyatoslav.toder

    GPU memory management

    There are around 10-15 FBO's. Do I understand correctly, that FBO itself will consume less then 1KiB of memory? I only attach single GL_COLOR_ATTACHMENT0_EXT to each FBO.
  4. svyatoslav.toder

    GPU memory management

    I've seen GL_OUT_OF_MEMORY on NVidia QUADRO (do not remember exact model), but it also appears on HD Graphics 4600 (memory usage increases from ~100MiB to ~280MiB, when gDEBugger shows ~90MiB)
  5. svyatoslav.toder

    GPU memory management

    I am using textures as a buffer to minimize GPU load. gDEBugger shows that around 40-60MiB is consumed, but gpu-z shows that memory consumption increases from ~128MiB to ~256MiB and then we get a GL_OUT_OF_MEMORY on 256MiB video cards. There is only one rendering context and few device contexts, but this happens even if there is only one device context. Textures are created in a following way: glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); //GL_OUT_OF_MEMORY here and bound to framebuffer: glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texture, 0); Texture sizes are a power of two.   Why does memory consumption increases more then two times?
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