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!
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