• Breaking News

    Async Compute Descriptor Heaps I'm reworking my descriptor heap strategy, so I'm digging through everything again. On nVidia's DirectX 12 Do's and Don'ts page, they say: Make sure to use just one CBV/SRV/UAV/descriptor heap as a ring-buffer for all frames if you want to aim at running parallel asynchronous compute and graphics workloads I was under the impression that calling SetDescriptorHeaps could cause a flush. Am I to understand that if all frames use the same descriptor heap, there won't be a flush, and the compute work can continue to access the descriptors despite newer graphics command lists calling SetDescriptorHeaps? Does anyone have any additional information about managing memory to support async Compute? https://ift.tt/eA8V8J

    I'm reworking my descriptor heap strategy, so I'm digging through everything again. On nVidia's DirectX 12 Do's and Don'ts page, they say: Make sure to use just one CBV/SRV/UAV/descriptor heap as a ring-buffer for all frames if you want to aim at running parallel asynchronous compute and graphics workloads I was under the impression that calling SetDescriptorHeaps could cause a flush. Am I to understand that if all frames use the same descriptor heap, there won't be a flush, and the compute work can continue to access the descriptors despite newer graphics command lists calling SetDescriptorHeaps? Does anyone have any additional information about managing memory to support async Compute?

    from GameDev.net http://bit.ly/2PRZSSN

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