[Dri-devel] Texture manager notes

2002-02-12 Thread Ian Romanick
What follows is my understanding of the texture management system in the DRI. This is all based on the Radeon driver in the 11-Feb-2002 CVS of the mesa-4-0-branch. While it is based on the Radeon code, all drivers except gamma and tdfx seem to use the same scheme (and virtually identical code).

Re: [Dri-devel] Texture manager notes

2002-02-12 Thread Ian Romanick
On Tue, Feb 12, 2002 at 12:35:55PM -0800, Allen Akin wrote: Just a side comment on Ian's excellent summary... On Tue, Feb 12, 2002 at 11:45:58AM -0800, Ian Romanick wrote: | - If an allocation (via the memHeap_t) fails when texture space is allocated | (radeonUploadTexImages in

Re: [Dri-devel] Texture manager notes

2002-02-12 Thread Keith Whitwell
Allen Akin wrote: Just a side comment on Ian's excellent summary... On Tue, Feb 12, 2002 at 11:45:58AM -0800, Ian Romanick wrote: | - If an allocation (via the memHeap_t) fails when texture space is allocated | (radeonUploadTexImages in lib/GL/mesa/src/drv/radeon/radeon_texmem.c), |

Re: [Dri-devel] Texture manager notes

2002-02-12 Thread Brian Paul
Ian Romanick wrote: What follows is my understanding of the texture management system in the DRI. This is all based on the Radeon driver in the 11-Feb-2002 CVS of the mesa-4-0-branch. While it is based on the Radeon code, all drivers except gamma and tdfx seem to use the same scheme (and

Re: [Dri-devel] Texture manager notes

2002-02-12 Thread Ian Romanick
On Tue, Feb 12, 2002 at 09:03:55PM +, Keith Whitwell wrote: The Utah drivers detected thrashing switched from a LRU to MRU replacement strategy. The dri drivers could/should but don't do the same... Interesting. What sort of a metric was used and what sort of extra data was needed? --

Re: [Dri-devel] Texture manager notes

2002-02-12 Thread Allen Akin
On Tue, Feb 12, 2002 at 09:03:55PM +, Keith Whitwell wrote: | | The Utah drivers detected thrashing switched from a LRU to MRU replacement | strategy. The dri drivers could/should but don't do the same... I suppose it wouldn't be too hard to keep a record of the texture binds from the