I've been looking at texture management in the MGA and Radeon drivers very
closely lately.  Both code bases are pretty similar, but there are some
striking differences.  The main one that I have come across is
radeonTexImage2D vs. mgaTexImage2D.  Both routines are very different, and I
don't think that either one is quite correct.

1. Why does the MGA driver call mgaDestroyTexObj?  Doesn't that just make for
   more work to do later (i.e., detect that there is no DriverData in
   mgaUpdateTextureObject, etc.)?

2. The Radeon driver has special code to detect when one of the current bound
   textures is invalid, but the MGA driver does not.  Should it?

3. Why does the Radeon driver call radeonSwapOutTexObj?  Isn't it enough to
   mark the subimage as invalid?  Releasing the video memory at this point
   seems premature.  Would it be better to just move the texture to the tail
   of the LRU queue?

Hmm...I think that's all for now.

-- 
Tell that to the Marines!

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