Alan Cox wrote:
The framebuffer (including color, Z, stencil, etc)
Pbuffers
Renderbuffer/Framebuffer objects
Pixel/Vertex buffer objects
Texture images
OpenGL miscellaneous (e.g. vertex/fragment programs)
X server miscellaneous (pixmap cache, etc)
Most of these are fairly static objects.
1. The location of the object in memory (perhaps the framebuffer has
to be at the start of memory).
2. Particular byte/word alignments
3. Can we use VRAM and/or AGP memory for the object?
4. Can the object can be lost asynchronously (Pbuffers)?
and textures.
This is only true if the driver keeps a copy of the texture in RAM,
which isn't necessarily desirable.
Even if the driver did that, if operations like glCopyTexSubImage() and
friends are done entirely on hardware, you'll still end up with cases
where the texture can't just be thrown away.
Keith
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