W liście z wto, 30-09-2003, godz. 22:02, Keith Whitwell pisze: 
> Jacek Rosik wrote:
> > W liście z wto, 30-09-2003, godz. 19:29, Alan Hourihane pisze: 
> > 
> >>On Tue, Sep 30, 2003 at 07:21:14PM +0200, Jacek Rosik wrote:
> >>
> >>>W liście z wto, 30-09-2003, godz. 18:52, Alan Hourihane pisze: 
> >>>
> >>>>In radeon_dri.c in the TransitionTo2d/3d there's some offscreen memory
> >>>>allocation going on for info->backArea and info->depthTexArea.
> >>>>
> >>>>The trouble is - I can't see anywhere where these allocations are actually
> >>>>used.
> >>>>
> >>>>Are these leftovers ??
> >>>>
> >>>>Alan.
> >>>
> >>>Hi
> >>>
> >>>These are used used by 3D driver back depth/stencil buffers and texture
> >>>memory. This memory is reserved so it wont get overwritten by 2D driver.
> >>>It is used by means of RADEONInfoRec::frontOffset,
> >>>RADEONInfoRec::backOffset etc... It can be freed if no 3D is active.
> >>
> >> 
> >>Not from what I can see. The allocation of back, depth/stencil is done
> >>in radeon_driver.c before passing what's left onto the FBManager. These
> >>areas are pointed to by info->backOffset, info->depthOffset and 
> >>info->textureOffset.
> > 
> > 
> > These offsets are only calculated. Only front buffer area is allocated,
> > rest is left to be allocated only on demand. Memory manager is
> > initialised  to maximum possible memory then area for framebuffer is
> > reserved. Lines necessary for other buffers is only calculated.
> 
> This is my understanding also.  We used to statically allocate the buffers, 
> but Mark V. changed it so the driver frees the memory for use as pixmap 
> cache/whatever when there are no active 3d contexts.
> 
> This is less good in some respects than dynamically allocated private back and 
> depth buffers, but it has the nice effect of not crippling 2d when 3d is not 
> active.
> 
> Keith

Is there a plan to move to dynamic allocation someday? Has anybody
worked on it? Do all the drivers use this semi-static allocation scheme?

-- 
Jacek Rosik <[EMAIL PROTECTED]>



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