ID3D10Device Memory Allocation Strategy and E_OUTOFMEMORY

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Published on 2010-04-09T06:28:48Z Indexed on 2010/04/09 6:33 UTC
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Hi,guys, I want to know more detail of memory allocation strategy in D3D10Device. Could you give me some help?

First questions is: I know D3D10 has done some work on memory virtualization that means client don't need to consider where the buffer was reserved, GPU memory, AGP memory or Process system memory. Is this correct?

Second question is: When I use ID3D10Device to CreateBuffer continuously, no matter what buffer desc type is, for example

ID3D10Device::CreateBuffer( ... D3D10_USAGE_DEFAULT ... ); ID3D10Device::CreateBuffer( ... D3D10_USAGE_IMMUTABLE ... ); ID3D10Device::CreateBuffer( ... D3D10_USAGE_DYNAMIC ... ); ID3D10Device::CreateBuffer( ... D3D10_USAGE_STAGING ... ); etc, if CreateBuffer return error code "E_OUTOFMEMORY", does that mean process virtual memory is exhausted? And at this time, memory allocation on process default heap would also be failed?

Thanks in advance!

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