I was wondering if someone could help me understand what TRAM is ...
Basically I'm a developer and im getting my head around the new features in DirectX11.2 particularly Direct2D and its new "Block Compression DDS" feature.. (video at 37minute mark onwards - http://channel9.msdn.com/Events/Build/2013/3-191 )
Basically in Dx11.2 it allows developers to save up to 80% disk footprint, as well as improved GPU resource utilization and faster GPU load times.. eg. 8mb image asset can be reduced to 0.9mb dds format.
All these DDS compressed textures are native compressed and handled on the HW i.e its not a Software based compression solution.
Anyway I tried to trace the Microsoft patent that covers this feature to see if it gave clues on how it was implemented at the HW level and I believe I may have found it "High dynamic range texture compression" - https://www.google.com/patents/US20...X&ei=nMYoUp6oN6aTigezxYDQDQ&ved=0CEkQ6AEwAzgo
Now I believe I understand how the patent defines this feature, basically there's a special "Texture Memory" that holds this DDS and that is what is accessed by the graphics processors (Figure 1, labelled 156 is the Texture Memory) - https://patentimages.storage.googleapis.com/US20120242674A1/US20120242674A1-20120927-D00000.png
This 156 "Texture Memory" holds the compressed texture(DDS) and is accessible from CPU/GPU & other coProcessors etc.
Its defined in the patent as this:
Now I assumed it was eSRAM, much like what we have in Xbox One on die in the main SoC ... BUT what is this TRAM, is that just a form of eSRAM?
Anyway sorry for the long winded question BUT i thought I'd ask the experts here ate Beyond3D, its clear there are many here that know what there talking about
TRAM? There ram called tunneling based sram or tsram.