On Mer, 2005-08-24 at 11:18 -0600, Brian Paul wrote:
> > 2. 1MB of the card memory is allocated for the front buffer and pinned.
> > 3. Process A allocates (and commits) a 7MB region for a big texture.
> > 4. Process B allocates (and commits) a 2MB region for a texture.  To do
> > this, it kick out part of process A's allocation.
> > 5. Process A re-commits its 7MB texture.
> > 
> > At #5 we'd much rather just upload the damaged 1MB than have to upload
> > the whole 7MB.  This is just a simple example, but the same scenario
> > happens with larger on-card memory + AGP memory and larger textures.
> 
> This sounds fairly complicated (both for the implementor and the user).
> 
> Is there anyway we could live without that feature and just manage 
> things at the granularity of whole regions for version 1.0?

If you make the API return a bitmap at some sane granularity (say
256K ?) then you can implement 1.0 the naiive way and have the API just
continue to work once the underlying code is smarter.



-------------------------------------------------------
SF.Net email is Sponsored by the Better Software Conference & EXPO
September 19-22, 2005 * San Francisco, CA * Development Lifecycle Practices
Agile & Plan-Driven Development * Managing Projects & Teams * Testing & QA
Security * Process Improvement & Measurement * http://www.sqe.com/bsce5sf
--
_______________________________________________
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel

Reply via email to