Keith Packard wrote:
> On Mon, 2008-05-19 at 12:13 -0700, Ian Romanick wrote:
>   
>> The obvious overhead I was referring to is the extra malloc / free.
>> That's why I went on to say "So, now I have to go back and spend time
>> caching the buffer allocations and doing other things to make it fast."
>> ~ In that context, "I" is idr as an app developer. :)
>>     
>
> You'd be wrong then -- the cost of the malloc/write/copy/free is cheaper
> than the cost of map/write/unmap.
>
>   
>> One problem that we have here is that none of the benchmarks currently
>> being used hit any of these paths.  OpenArena, Enemy Territory (I assume
>> this is the older Quake 3 engine game), and gears don't use MapBuffer at
>> all.  Unfortunately, any apps that would hit these paths are so
>> fill-rate bound on i965 that they're useless for measuring CPU overhead.
>>     
>
> The only place we see significant map/write/unmap vs
> malloc/write/copy/free is with batch buffers, and so far the
> measurements that I've taken which appear to show a benefit haven't been
> reproduced by others...
>   

We could certainly use "texdown" to test this out, if the GEM i915 
driver implemented a pwrite-enabled
struct dd_function_table::TextureMemCpy()

/Thomas


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