On Thu, 10 Feb 2005 23:13:30 +0100, Felix Kühling <[EMAIL PROTECTED]> wrote:
> This means you copy a texture when you don't know if or when you're
> going to need it again. So the move of the texture may just be a waste
> of time. It would be better to just kick the texture and upload it again
> later when it's really needed.

I suspect this extra texture copy wouldn't be noticable except when
you construct a test program which articifically triggers it. Most
games will achieve a steady state with their loaded textures after a
frame or two and the copies will stop.

> I'd rather reverse your scheme. Upload a texture to the GART heap first,
> because that's potentially faster (though not with the current
> implementation in the radeon drivers). When the texture is needed more
> frequently, try promoting it to the local texture heap.

I thought about this, but there is no automatic way to figure out when
to promote from GART to local. Same problem when local overflows, what
do you demote to AGP? You still have copies with this scheme too.

Going first to local and then demoting to AGP sorts everything
automatically. It may cause a little more churn in the heaps, but the
advantage is that the algorithm is very simple and doesn't need much
tuning. The only tunable parameter is determining when the top of the
AGP heap is "hot" and booting it. You could use something simple like
boot after 500 accesses.

-- 
Jon Smirl
[EMAIL PROTECTED]


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