--- Lionel Ulmer lionel.ulmer@free.fr wrote:
Is there somewhere where we can centralise the possibly tracking of video memory and read the
initial
setting from either a configuration file or the
video
cards i2c or registers if available instead of
hard
coding in three+ different places?
While I agree that we should store in a centralized place the amount we report to the application to be sure to be coherent, I wonder if taking the trouble to report the exact amount we have is really needed (as the memory management of GL and D3D9 differ anyway so the memory usage pattern may be completely different between both worlds)...
Lionel
Now that I've actully read you email properly, what I mean to say is:
I've tried using glPrioritize to forge openGL to load the textures into GPU ram but when I asked OpenGL how many were in ram it said that none of them were.
So, instead I have a global variable that I access through globalAdjustGLMemory that I use to track how must memory DirectX would be expecting the textures to be using.
I only track POOL_DEFAULT textures at the moment, POOL_MANAGED is just like OpenGL anyway so I don't bother tracking it and POOL_SYSTEM and POOL_SCRATCH should never be on the GPU, this works fine for Axis and allies and gets halflife past the allocate until false stage.
I don't send the information off to ddraw or the X11 driver or anywhere else at the moment, so ddraw, the X11 driver and DirectX will all report different things, which could upset some applications, and confuse the user as to why dxdiag says he's got 16Meg, halflife says he's got 256 and Prince of persia fails with 0 memory.
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