Vulkan:为什么1080 Ti在arch上的maxMemoryAllocationCount为4294967296,而在Windows上却只有4096? [英] Vulkan: Why does the 1080 Ti have a maxMemoryAllocationCount of 4294967296 on arch but only 4096 on Windows?

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问题描述

我目前正在用C ++构建一个游戏引擎,该引擎使用vulkan进行渲染.在实现地形渲染器时,我达到了硬件限制,即maxMemoryAllocationCount,它限制了分配的内存块的数量.我检查了 https://vulkan.gpuinfo.org/来了解不同GPU上的价值有多高.查看"GeForce GTX 1080 Ti"时,对于Windows,该值为4096,对于arch/manjaro,该值为4294967296.当这确实是硬件限制时,为什么这些操作系统之间会有区别?

I am currently building a game engine in C++ which uses vulkan for rendering. While implementing a terrain renderer I reached a hardware limit, the maxMemoryAllocationCount which limits the amount of allocated memory blocks. I checked https://vulkan.gpuinfo.org/ to see how high that value on different GPUs is. When looking at the "GeForce GTX 1080 Ti", the value is 4096 for windows but 4294967296 for arch/manjaro. Why is there a difference between those OSes, when this really should be a hardware limitation?

推荐答案

为什么应该"是硬件限制?

Why "should" it be a hardware limitation?

除4个例外外,每个Windows实现都限制为4096个分配.而且,这些例外情况可能是被黑客入侵以在Windows上运行的开源RADV,或者是返回伪造值的早期驱动程序.

With 4 exceptions, every Windows implementation is limited to 4096 allocations. And those exceptions are either open-source RADV hacked to run on Windows or early drivers that returned bogus values.

很明显,Windows作为操作系统正在施加此限制.毕竟,操作系统拥有GPU,并且必须参与任何内存分配.

So clearly, Windows as an OS is imposing this limitation. After all, the OS owns the GPU and must be involved in any memory allocations.

操作系统的权利是防止进程参与病理行为. Windows似乎认为进行大量GPU分配是病态的,因此WDDM模型对GPU分配施加了较低但合理的限制.

It is the right of the OS to prevent a process from engaging in pathological behavior. Windows seems to think that making lots of GPU allocations is pathological, so the WDDM model imposes a low-but-reasonable limit on GPU allocations.

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