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get d3d runtime memory use

Started by sweet hero Dec 1, 2008 at 9:12 AM 0 replies 1.2k views
Original Post
sweet hero
sweet hero
recently I found my program cost too much memory,I checked my code,found lots of d3d resource created by D3DPOOL_MANAGED, but I want to know how many memory exactly d3d run time consume, unfortunately d3d doesn't supply such function, so can someone tell me is there a way to get whole d3d runtime memory use. thanks a lot.
jollyjeffers
jollyjeffers
Measuring memory for D3D apps is unfortunately a non-trivial task.

A managed texture will have a system memory 'shadow', but depending on the hardware it could be in AGP addressable system memory or video memory for example.

Default pool textures are conceptually supposed to be in video memory, but again based on the specific GPU it may well be paged into OS-visible memory by the driver (especially for UMA or "TurboCache" type cheap GPU's or laptops).

You might get some good stats by firing up NVPerfHUD or the AMD equivalent and see what metrics it provides.

hth
Jack
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