Re: GLX in bad state

Nadav Frum <[email protected]>
Newsgroups gmane.comp.emulators.winex.devel
Message-ID <Pine.LNX.4.44_heb2.10.0404011543170.18808-100000@localhost.localdomain>
A small correction to my recent post...

On Thu, 1 Apr 2004, Nadav Frum wrote:

> 1.For each texture that becomes a render target WineX creates a pbuffer.
>   That means double the amount of video memory is used for each such 
>   texture.  If you have 20 MB of renderable textures that means that you 
>   need to allocate 20 MB more of video memory.  Do not expect to run the 
>   C4 benchmark with a 32 MB video card.

A 32 bpp (bits per pixel) texture would require a pbuffer with 32 bpp in 
the color buffer and an additional 32 bpp in the depth buffer.  On Windows 
you would have a pbuffer but the additional texture memory would be 
unnecessary.  That probably means that you need an additional 20 MB on top 
of the 40 MB already used for the renderable textures in the above 
example. (not an additional 20 MB on top of 20 MB.)

However, point 11 of the Issues specified in the WGL_ARB_render_texture 
spec implies that the depth buffer may be shared among the renderable 
textures.  This means that without ARB_render_texture you would need an 
additional 40 MB on top of the 20 MB used for renderable textures.  This 3 
to 1 ratio may explain why the video memory is maxed on my 64 MB GPU when 
32 MB is recommended.

Nadav Frum
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