> There must be some way to deal with all this sanely on PPC. Apple has a > number of OpenGL extensions for making user memory directly accessable > to the graphics engine. Perhaps their specs can provide some clues as > to how they do it? > > http://oss.sgi.com/projects/ogl-sample/registry/APPLE/client_storage.txt > http://oss.sgi.com/projects/ogl-sample/registry/APPLE/vertex_array_range.txt > http://developer.apple.com/graphicsimaging/opengl/extensions/apple_texture_range.html
They probably make the user memory non-cacheable... or maybe they just flush the cache region occupied by the texture when submited since I don't think one is allowed to modify it after it's been submited, unless I mistread something. MacOS X doesn't have a linear mapping of memory afaik and doesn't use large pages, so they can more easily play with individual page cacheability without creating paradox (though their kernel is slower than linux overall). I"m certain that Apple AGP host bridge doesn't support cached memory and most revisions of it don't support stores to AGP from the GPU neither. Ben. ------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click -- _______________________________________________ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel