Re: Texture pre-loading

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From: Angus Dorbie (dorbie++at++sgi.com)
Date: 03/20/2000 18:13:12


Hmm.. I kept calling pipe 1 pipe 0 in that email, but you get the point
I hope.

CHeers,ANgus.

Angus Dorbie wrote:
>
> 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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