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 > _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
