Re: [Dri-devel] The next round of texture memory management...

2003-01-20 Thread Ian Romanick
Sven Luther wrote: On Thu, Jan 16, 2003 at 05:33:42PM -0800, Ian Romanick wrote: 1. Single-copy textures Right now each texture exists in two or three places. There is a copy in on-card or AGP memory, in system memory (managed by the driver), and in application memory. Any solution should

Re: [Dri-devel] The next round of texture memory management...

2003-01-20 Thread Ian Romanick
Jeff Hartmann wrote: 2. We consider the block or group of blocks as an entire unit, everything is done on units, not individual pieces of the blocks. That prevents people swapping out the first page of a group of textures and someone having to wait for just that block to come back. I believe

Re: [Dri-devel] The next round of texture memory management...

2003-01-20 Thread Sven Luther
On Mon, Jan 20, 2003 at 09:30:50AM -0800, Ian Romanick wrote: Sven Luther wrote: On Thu, Jan 16, 2003 at 05:33:42PM -0800, Ian Romanick wrote: 1. Single-copy textures Right now each texture exists in two or three places. There is a copy in on-card or AGP memory, in system memory

Re: [Dri-devel] The next round of texture memory management...

2003-01-20 Thread Ian Romanick
Sven Luther wrote: On Mon, Jan 20, 2003 at 09:30:50AM -0800, Ian Romanick wrote: Sven Luther wrote: On Thu, Jan 16, 2003 at 05:33:42PM -0800, Ian Romanick wrote: 1. Single-copy textures Right now each texture exists in two or three places. There is a copy in on-card or AGP memory, in

Re: [Dri-devel] The next round of texture memory management...

2003-01-20 Thread Sven Luther
On Mon, Jan 20, 2003 at 11:15:18AM -0800, Ian Romanick wrote: But that is not reason for not supporting it or something, who knows, Creative and 3Dlabs may release a consumer board supporting those next year, and there will be lot of those around. Right, but without documentation, it's hard

RE: [Dri-devel] The next round of texture memory management...

2003-01-19 Thread Jeff Hartmann
The potential problem is there are somethings that can't be tracked by a simple age. The one thing I can think of is back-buffers. An application might have several buffer-swap operations that are blocked waiting for a certain vertical blank number. There could be other rendering

Re: [Dri-devel] The next round of texture memory management...

2003-01-18 Thread Sven Luther
On Thu, Jan 16, 2003 at 05:33:42PM -0800, Ian Romanick wrote: What follows is the collected requirements for the new DRI memory manager. This list is the product of several discussions between Brian, Keith, Allen, and myself several months ago. After the list, I have included some of my

Re: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread magenta
On Thu, Jan 16, 2003 at 11:03:21PM -0800, Allen Akin wrote: On Thu, Jan 16, 2003 at 10:16:30PM -0800, magenta wrote: | | Should it even be possible for one process to swap out other processes' | context data? In the same way that one process can cause the ordinary memory pages of another

Re: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread Dieter Nützel
Am Freitag, 17. Januar 2003 08:42 schrieb magenta: On Thu, Jan 16, 2003 at 11:03:21PM -0800, Allen Akin wrote: On Thu, Jan 16, 2003 at 10:16:30PM -0800, magenta wrote: | Should it even be possible for one process to swap out other processes' | context data? In the same way that one

Re: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread Jens Owen
Ian, I had a chance to read your ideas on memory managment last night. First off, I'd like to thank you for doing a very good job of collecting requirements and then seperating out your ideas for implementation. This level of discipline really helps me understand where you are constrained by

RE: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread Jeff Hartmann
Ian, I've looked through your general proposal and it looks really good. Here are some implementation things I've been thinking about. That may not be possible. Right now the blocks are tracked in the SAREA, and that puts an upper limit on the number of block available. On a 64MB

Re: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread Ian Romanick
Jens Owen wrote: Ian, I had a chance to read your ideas on memory managment last night. First off, I'd like to thank you for doing a very good job of collecting requirements and then seperating out your ideas for implementation. This level of discipline really helps me understand where you

Re: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread Dieter Nützel
Am Freitag, 17. Januar 2003 18:37 schrieb Jens Owen: Ian, I had a chance to read your ideas on memory managment last night. First off, I'd like to thank you for doing a very good job of collecting requirements and then seperating out your ideas for implementation. This level of discipline

Re: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread Allen Akin
On Thu, Jan 16, 2003 at 11:42:31PM -0800, magenta wrote: | I'd personally take the school of thought that if the user is running a | game which takes up 60MB of texture memory and then tries to concurrently | launch something which takes up another 60MB of texture memory, it's their | own fault

Re: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread Ian Romanick
Jeff Hartmann wrote: That may not be possible. Right now the blocks are tracked in the SAREA, and that puts an upper limit on the number of block available. On a 64MB memory region, the current memory manager ends up with 64KB blocks, IIRC. As memories get bigger (both on-card and AGP

Re: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread Jens Owen
Dieter Nützel wrote: Am Freitag, 17. Januar 2003 18:37 schrieb Jens Owen: Ian, I had a chance to read your ideas on memory managment last night. First off, I'd like to thank you for doing a very good job of collecting requirements and then seperating out your ideas for implementation. This

Re: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread magenta
On Fri, Jan 17, 2003 at 11:26:02AM -0800, Allen Akin wrote: On Thu, Jan 16, 2003 at 11:42:31PM -0800, magenta wrote: | I'd personally take the school of thought that if the user is running a | game which takes up 60MB of texture memory and then tries to concurrently | launch something which

Re: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread magenta
On Fri, Jan 17, 2003 at 12:09:58PM -0800, Ian Romanick wrote: struct memory_block { u32 age_variable; u32 status; }; Where the age variable is device dependant, but I would imagine in most cases is a monotonically increasing unsigned 32-bit number. There needs

RE: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread Jeff Hartmann
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Ian Romanick Sent: Friday, January 17, 2003 2:10 PM To: DRI developer's list Subject: Re: [Dri-devel] The next round of texture memory management... Jeff Hartmann wrote: That may not be possible

Re: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread Ian Romanick
Jeff Hartmann wrote: struct memory_block { u32 age_variable; u32 status; }; Where the age variable is device dependant, but I would imagine in most cases is a monotonically increasing unsigned 32-bit number. There needs to be a device driver function to check if an age has happened on the

Re: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread Ian Romanick
magenta wrote: On Fri, Jan 17, 2003 at 12:09:58PM -0800, Ian Romanick wrote: struct memory_block { u32 age_variable; u32 status; }; Where the age variable is device dependant, but I would imagine in most cases is a monotonically increasing unsigned 32-bit number. There needs to be a device

Re: [Dri-devel] The next round of texture memory management...

2003-01-17 Thread magenta
On Fri, Jan 17, 2003 at 08:13:05PM -0600, Jeff Hartmann wrote: -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Ian Romanick Sent: Friday, January 17, 2003 7:12 PM To: DRI developer's list Subject: Re: [Dri-devel] The next round of texture

[Dri-devel] The next round of texture memory management...

2003-01-16 Thread Ian Romanick
What follows is the collected requirements for the new DRI memory manager. This list is the product of several discussions between Brian, Keith, Allen, and myself several months ago. After the list, I have included some of my thoughts on the big picture that I see from these requirements.

Re: [Dri-devel] The next round of texture memory management...

2003-01-16 Thread magenta
On Thu, Jan 16, 2003 at 05:33:42PM -0800, Ian Romanick wrote: 1. In a scheme like this, how could processes be forced to update the can-swap bits on blocks that they own? Should it even be possible for one process to swap out other processes' context data? Alternatively (forgive me if

Re: [Dri-devel] The next round of texture memory management...

2003-01-16 Thread Allen Akin
On Thu, Jan 16, 2003 at 10:16:30PM -0800, magenta wrote: | | Should it even be possible for one process to swap out other processes' | context data? In the same way that one process can cause the ordinary memory pages of another process to be swapped out, I'd say yes. As the old saying goes,