I haven't looked at the texture heap management code, but one simple idea for heap management would be to cascade the on-board heap to the AGP one. How does the current algorithm work? Does an algorithm like the one below have merit? It should sort the hot textures on-board, and single use textures should fall out of the cache.
1) load all textures initially in the on-board heap. Since if you are loading them you're probably going to use them. 2) Do LRU with the on-board heap. 3) When you run out of space on-board, demote the end of the LRU list to the top of the AGP heap and copy the texture between heaps. 4) Run LRU on the AGP heap. 5) When it runs out of space lose the item. 6) an added twist would be if the top of the AGP heap gets hit too often knock it out of cache so that it will get reloaded on-board. Jon Smirl [EMAIL PROTECTED] ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click -- _______________________________________________ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel