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 ------------------------------------------------------- This SF.NET email is sponsored by: SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! http://www.vasoftware.com _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel