I have a feeling that use counts would most often be either 1 or 0. 
Sure, one app might associate one texture with more than one object. 
It's no big deal to replace lock/unlock with setusecount or something.
 :)


On Sun, 30 Jan 2005 01:29:32 -0500, Daniel Phillips <[EMAIL PROTECTED]> wrote:
> Hi Timothy,
> 
> On Saturday 29 January 2005 17:52, you wrote:
> > > You need to know with certainty whether a texture is currently
> > > "pinned" by being referenced by an object currently in the
> > > rendering pipeline. I don't see any practical way to do that other
> > > than a use count.
> > >
> > > This logic doesn't have to be in the card though.
> >
> > "pinning" a texture would happen as sortof a lock wheneven a client
> > is submitting commands.  Like, the DMA request packet could include a
> > list of images to lock.  Something like that.  The idea is that
> > whenever drawing is going to happen, the client has to ask for
> > exclusive access to them and then unlock when idle.
> 
> Which is exactly what you get with use counts.  You're right, it could
> also be done with lists, though in the end I'm sure you'll find that
> use counts are both more flexible and more efficient.  The main point,
> however, is that this is purely a driver issue, the card isn't involved
> at all.
> 
> Regards,
> 
> Daniel
>
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