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]


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