ID3D10Device Memory Allocation Strategy and E_OUTOFMEMORY
- by Buzz
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!