About memory allocation using jit.gl.textureset and jit.fx.delay
Hi everyone,
I've noticed that when using the jit.gl.textureset or jit.fx.delay objects, which are used to temporarily store texture frames in memory to create a delayed texture output, something that I didn't expect happens (i'm using max9 right now) .
From what I’ve understood so far, these objects operate within the GL context and therefore use the GPU to process data. However, when I increase the size of the input texture (for example, from @dim 1920 1080 to @dim 4000 2000), and to make the result even more extreme I also increase the maximum number of delay frames, while the VRAM increases a bit as expected, standard RAM increases considerably, even by several GB.
This considerable increase in standard RAM doesn't happen using other jit.gl objects (e.g. jit.gl.pix).
Is this something that happens only to me, or does it happen to everyone? Is it true that jit.gl.textureset and jit.fx.delay run on the GPU but store at least part of the texture data in regular RAM? Was it designed this way specifically to avoid saturating the VRAM?
I want to know these things because I need to understand how much RAM and VRAM i'm using in what I do.