Re: Texture pre-loading

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From: Angus Dorbie (dorbie++at++sgi.com)
Date: 03/20/2000 17:10:51


I can't explain this. Can you post your code?

It should just download, maybe you have some software lock or perhaps
pipe 0 is busy with something else or maybe you download twice to pipe
1. Perhaps you have oversubscribed TRAM on pipe 0. Does it have the same
texture memory capacity? Maybe it's the duplicate system memory access
but I very much doubt it.

What is the hardware? Are you sure you do this in separate processes
draw callbacks? From some of your comments it doesn't sound like it.

The pipes don't share texture memory so it's very much required that you
d/l to each pipe.

Cheers,ANgus.

christopher.g.dorosky++at++lmco.com wrote:
>
> Hello,
>
> I am trying to pre-download texture in my application.
>
> In a post draw callback, I found that I can use the pftexture->subload to
> load in pieces of a large texture at a time.
> However, the operation is not equally efficient in both pipes.
>
> On our two pipe system, if I do the subloading in pipe 0 only, each piece
> takes usecs of time.
> On pipe1, it can take 34ms to load the same piece which pipe 0 has already
> loaded in.
> Our frame rate is 30Hz, so I suspect that most of the 34 ms is 33 ms frame
> hang waiting for pipe0 to do something.
>
> Does anybody have any idea why a texture that was just loaded into pipe0's
> texture memory could take so long to load into pipe1's?
>
> Is this even necessary? Do pipe0 and pipe1 implicitly share the texmem?
>
> Chris
>
> Christopher Dorosky
> Senior Electronic Systems Engineer - Real Time Simulation
> Lockheed Martin Missiles and Fire Control - Dallas
> christopher.g.dorosky++at++lmco.com
> 972-603-2349
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