On Sun, May 16, 2004 at 08:08:10PM -0700, David Bronaugh wrote:
> Vladimir Dergachev wrote:
> 
> This brings out an interesting memory management point: swappable versus 
> non-swappable graphics objects.
> 
> A framebuffer is obviously non-swappable, while textures are swappable.

Not just textures but other offscreen buffers as well. With a compositing 
window system all windows have offscreen or system memory buffers. And 
then there are font glyphs, pixmaps etc.

The problem here becomes how to determine what to throw out and what to do 
when things get kicked out. Also memory fragmentation can be a problem. If 
we want to handle all of this the system will start to look like 
DirectFB's memory allocator.

Currently DirectFB manages all of the offscreen memory and all memory 
chunks have a usage counter so it can decide what to throw out. If the 
surface in question has a system memory buffer as well we make sure that 
it's updated before the video memory copy is thrown out.

How is that sort of thing going to work inside the kernel?

-- 
Ville Syrj�l�
[EMAIL PROTECTED]
http://www.sci.fi/~syrjala/


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