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jristic@mastodon.gamedev.placeundefined

Jovan

@jristic@mastodon.gamedev.place
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  • Any D3D experts know why ByteAddressBuffer exists?
    jristic@mastodon.gamedev.placeundefined jristic@mastodon.gamedev.place

    @TomF
    I'm uncertain on the topic as I've never come across concrete reference.
    How does the claim, "raw buffer load instructions nowadays have up to 2x higher throughput and up to 3x lower latency than texel buffers" fit into that? Is he referring to a different thing when he says "texel buffers"?

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  • Any D3D experts know why ByteAddressBuffer exists?
    jristic@mastodon.gamedev.placeundefined jristic@mastodon.gamedev.place

    @TomF
    My understanding is that the original buffers in D3D (Buffer<uint>) are "texture" buffers, meaning the reads go through the texture unit. ByteAddressBuffer allows the shader writer to exexute raw memory loads and interpret the data as they wish. They are apparently performance implications.
    I think this is mentioned in the "modern data" section here:
    https://www.sebastianaaltonen.com/blog/no-graphics-api

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