Re: GLX in bad state
Gavriel State <[email protected]>
| Newsgroups | gmane.comp.emulators.winex.devel |
|---|---|
| Message-ID | <[email protected]> |
Gavriel State wrote: > 3) If some of these are not actively used for rendering during a scene, > it's possible that our cache policy is to blame. We may want to switch > to a true LRU cache. That could potentially eliminate the problem without > requiring a significant increase in the cache size. So, some further experimentation bears this out. With some randomness (but not real LRU) added to the victim-selection algorithm, but with a stable cache size, we get behaviour which is better, but still kind of choppy. An LRU would do much better. And we probably want to look for ways that we can preserve a pbuffer even if it's a cache victim if it happens to be the same size as the new pbuffer that will replace it. We are perhaps a bit zealous about destroying the victim entry completely and then allocating a new entry in its place. Take care, -Gav -- Gavriel State Co-CEO & CTO TransGaming Technologies Inc. [email protected] http://www.transgaming.com Let the games begin!