On Fri, 31 Jan 2003, Arkadi Shishlov wrote:

> On Fri, Jan 31, 2003 at 04:33:36PM -0500, Leif Delgass wrote:
> > Actually, iirc, all the drivers actually implement glTexSubImage2D the
> > same way as glTexImage2D.  They always upload the entire texture image --
> > there was a comment I remeber seeing about the subimage index calculations
> > being wrong.  Fixing this to only upload the subimage would help the
> > performance of glTexSubImage2D.
> 
> I think it doesn't make any difference with MPLayer, it replace whole
> texture for every frame (there is draw_slice() in libvo/vo_gl.c, but I
> doubt it is used too much; possible source of low performance with
> DRI?). It always upload in RGB format, so probably much of the CPU is
> spent in yuv2rgb().

You're probably right, in most apps it likely wouldn't have a large
impact.  The extensions that Ian described are going to have more of an
effect.
 
> How glTexSubImage2D can upload full texture? The original source is
> gone, does it keep a copy internally?

Yes, the Mesa drivers currently keep a copy of all textures in system
memory, but this is one of the things that could change with a new
AGP/texture management scheme.

-- 
Leif Delgass 
http://www.retinalburn.net





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