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发表于 2007-11-20 20:56:00
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Re:关于D3D中AGP显存,内存,显存三种内存的解释
http://msdn2.microsoft.com/en-us/library/bb147334.aspx
For the video system to make use of a resource, it must be located in memory that is accessible to the GPU. Local video memory provides the best performance for the GPU, and certain resources (such as render targets and depth/stencil buffers) must be located in local video memory. With the advent of AGP, the GPU can also access a portion of the system memory directly. This memory area, known as the AGP aperture, is referred to as non-local video memory and is not available for other purposes. Non-local video memory can be read from and written to by the CPU, which typically has no high-performance access to local video memory, and is thus ideal for use as a shared memory resource. A key thing to remember about AGP memory is that it, like local video memory, is invalidated in lost-device situations, and persistent assets located there must be restored.
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