Hi, Dark_proton, thanks for the reply I know that this does not include OpenGL specifications.
I am using GPU-z and when I am talking about dedicated memory from GPU I am meaning the memory in use that GPU-z shows for the selected GPU (In my case just the main one GTX 1060 3GB).
Also in the resources monitor (windows), I noticed that the shared memory doesn’t change a lot when the app is running (+/- 50mb) so that can’t explain the increase.
*In fact, the app only takes +/- 500MB of ram on the CPU side (Using visual Studio profiles)
I am asking myself if windows is the problem here.
If you just issued the commands to allocate it, but didn’t do anything to force its creation on the GPU by the back-end driver, then it was likely never actually allocated GPU memory.
Well, I am declaring a new VAO object and I fill it with glBufferData. (I mean, all the process: glGenVertexArrays, glBindVertexArray, glBindBuffer, glBufferData .ect), but seems that as you said I am ding wrong, I need to launch draw commands also.
Are you sure we’re still talking GPU memory and not CPU memory? How are you observing this 300 MB mem consumption?
Yes, using GPU-z and creating a profile, I can stop my app to see how much Vram is taking in each step, when I forced Sleep(500000) before and after launch shader loads (glShaderSource, glCompileShader) I can notice clearly around extra 300Mb of Vram.
I am loading vertex, geometry, and fragment shaders, I do no using any specific Nvidia implementation (In fact I still coding on GLSL)
Me pregunto si tiene algo que ver con la precarga de todos los IR e ISA del ensamblaje de sombreado de NVIDIA para todos los programas de sombreado GL que haya visto usar antes en su aplicación. Intente eliminar la memoria caché del sombreador del controlador NVIDIA. En Windows, creo que está almacenado de forma predeterminada en: C:/Users/${USER}/AppData/Local/NVIDIA/GLCache/
. En Linux, ${HOME}/.nv/GLCache/
. Pero hay env vars para habilitar/deshabilitar/configurar su uso, reubicarlo en otro lugar, etc. Websearch __GL_SHADER_DISK_CACHE
, __GL_SHADER_DISK_CACHE_PATH
, __GL_SHADER_DISK_CACHE_SKIP_CLEANUP
, etc.
Thanks, very usefull I will test now!