UAV Textures

Hi Community,

Can somebody explain what UAV Texture Memory stands for when I use the console command stat rhi?

Thanks in advance!

UAV’s are “Unordered Access Views”, a reference to a specific texture whose pixels can be written to arbitrarily (usually with a compute shader), as opposed to a normal Render Target whose pixels can only be written to by traditional rendering operations (clear, draw).

The other kind of view is SRV’s, or Shader Resource Views. They are a reference to a texture which you can only read from, usually through a sampler but sometimes by grabbing specific pixels by index.

One texture can have many views. You can for example view different subsets of its mip levels, individual Z slices of a 3D texture, or individual faces of a cubemap. UAV and SRV objects are quite small because they’re just a reference to a texture plus some metadata like which mips to include.

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