WötThäFöck of the day!

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
Hi,

I am here to report a potential bug:
It seems like NVIDIA's driver can commit up to several megabytes of RAM (CPU ram, not VRAM) for linked GLSL shader programs. As one would suspect, the amount of consumed RAM is somewhat proportional to the complexity of the shader program. However, it still seems much higher than it needs to be. For example, some of our more complex shader programs easily exceed 2MB. When dealing with high quantity of shaders, this becomes a huge problem.

Longer description:
In our application we generate shaders dynamically and they often end up being quite complex (Example Vertex and Fragment shader). Furthermore, we deal with large amounts of shaders, in the range of 5k to 20k. The problem we are facing is that the graphics driver allocates up to 15GB of RAM just for compiled shaders. The question is, is this intended behavior or a bug? We already double and triple checked to make sure this is not a mistake on our end.
https://devtalk.nvidia.com/default/...xcessive-amount-of-ram-used-by-glsl-programs/
 

Planet

50% water, 50% air, the glass is always full!
PSN-Name: PlanetJumble
Hängt vielleicht hiermit zusammen, weil EA nämlich den WötThäFöck of the week abgeliefert hat... :lol:

[ame]https://twitter.com/hanmik01/status/930008820713213952[/ame]

So much accomplishment, so much pride! :ugly:
 
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