> 
> 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

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