On Sun, Apr 26, 2015 at 4:26 AM, Axel Davy <axel.d...@ens.fr> wrote: > Le 25/04/2015 00:21, Ilia Mirkin a écrit : >> >> On Fri, Apr 24, 2015 at 6:13 PM, Axel Davy <axel.d...@ens.fr> wrote: >>> >>> Le 25/04/2015 00:02, Ilia Mirkin a écrit : >>>> >>>> >>>> I'm having trouble understanding what you're changing here... perhaps >>>> a better commit description could go a ways to clearing things up? >>>> Were you allocating it a level at a time before? How did that work, I >>>> don't see a per-level structure... I'm guessing there's a bit more >>>> going on here. >>>> >>> Yes, we were allocating per level, whereas there we allocate once for all >>> levels, and get the offset. >>> >>> The nine_format_get_p_offset are called once per texture creation for >>> every >>> level, after the pointers are cached in the surfaces associated to the >>> levels. >> >> So that'll be n^2 calls to the size function. Which is suboptimal. >> > What do you suggest instead ? Using a dynamically allocated array containing > the offsets ? Or is there a better way ?
Doesn't have to be dynamically allocated... there's a maximum number of levels, right? What's the max texture size? _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev