> > I understand that, but my issue was that it's only freed when the heap > fills up. If the global LRU card heap is full except for the last region, > but the texture we're uploading is larger than that, we could end up > switching to AGP memory, even if there was space no longer in use by > another context in card memory. Depending on the size of the AGP aperture > and the texture requirements of the app, you might end up never freeing > the card memory until an app runs that has a texture that can go into the > last region. If you know that the space is free as soon as the other > context stops using it, there would be less potential for wasted card > memory.
Right - that would probably require some changes then. You also have to cope with the case where clients are killed rather than exit cleanly, although I guess it doesn't matter too much as the behaviour in that case will just be suboptimal. Keith _______________________________________________________________ Have big pipes? SourceForge.net is looking for download mirrors. We supply the hardware. You get the recognition. Email Us: [EMAIL PROTECTED] _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel