Chris schrieb: >>>>> It might be possible to guesstimate the available memory: >>>>> http://delphi3d.net/articles/viewarticle.php?article=texman.htm >> quoting from the article: >> --- >> The implementation of the glAreTexturesResident() function, which is >> so critical for this technique, has not been properly standardized. >> [...] >> This makes the technique described in this article pretty much >> useless - unless you want to put "NVidia 3D cards only" in your app's >> system requirements. >> --- > > Not to mention that, especially with accelerated compositing, that the size > of > textures that could fit could be significantly less than the amount of VRAM > the card has. > >> Isn't the amount of _free_ vram what wine really is interested in? >> The information how much RAM the card has is pretty much useless. > > The amount of free VRAM is rather volatile. Most games would use the total > amount of VRAM as a guide to how much to attempt to put onto the card, not as > an absolute "this is how much you have to work with". Besides, if the specs > for a D3D function say it returns the total amount of VRAM, WineD3D would > need to return the total amount of VRAM. hm i thought we were talking about IDirect3DDevice9::GetAvailableTextureMem which does not return the total amount but the amount that is currently available.
> Something you maybe could try, if you can determine the location of the X log > file.. > > An nVidia card with the proprietary drivers: > > # grep VideoRAM /var/log/Xorg.0.log > (--) NVIDIA(0): VideoRAM: 262144 kBytes > > A built-in Intel card with the open-source drivers: > > # grep VideoRAM /var/log/Xorg.0.log > (--) I810(0): Pre-allocated VideoRAM: 7932 kByte > (==) I810(0): VideoRAM: 65536 kByte > > I couldn't find anyone with an ATi card to test with, unfortunately. # grep VideoRAM /var/log/Xorg.0.log (--) RADEON(0): Mapped VideoRAM: 65536 kByte (128 bit DDR SDRAM) still kinda ugly solution imo