On Fri, Aug 4, 2017 at 10:52 AM, Samuel Pitoiset
<samuel.pitoi...@gmail.com> wrote:
>
>
> On 08/04/2017 10:33 AM, Marek Olšák wrote:
>>
>> On Fri, Aug 4, 2017 at 10:06 AM, Samuel Pitoiset
>> <samuel.pitoi...@gmail.com> wrote:
>>>
>>>
>>>
>>> On 08/01/2017 09:54 PM, Marek Olšák wrote:
>>>>
>>>>
>>>> Hi Samuel,
>>>>
>>>> Can you move this slot allocator into a util module? It seems generic
>>>> enough that it could be reused for "handle" and "ID" allocations.
>>>>
>>>> Some additional notes:
>>>> - a bit array of uin32_t would be better. bool is too large (1 byte).
>>>> - "free" is the inverse of "used", so the "used" array is redundant.
>>>
>>>
>>>
>>> Yeah, but we have to keep track of two different arrays. When a texture
>>> handle is destroyed, the ID can be re-used but not right now, because the
>>> GPU can still use the descriptor.
>>
>>
>> Not true. You can reuse all freed slots immediately if you re-upload
>> the whole array instead of using WRITE_DATA.
>
>
> Well, this is true, but re-uploading the whole array is costly...

Right. I don't know the the cost of the uploading.

Marek
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