On Wed, Feb 3, 2016 at 11:01 AM, Nicolai Hähnle <nhaeh...@gmail.com> wrote: > On 02.02.2016 14:44, Marek Olšák wrote: >> >> Hi, >> >> The motivation behind this is to allow games that use proprietary >> extensions to query the amount of VRAM to be able to query it with Mesa too. >> Such games are unlikely to use GLX_MESA_query_renderer in the foreseeable >> feature. >> >> Unreal Engine 3 does use one of these. Despite that, it doesn't help. UE3 >> is unable to use advanced graphics and increase its GPU memory pool size >> even with these extensions. >> >> Anyway, I'd like to merge this. >> >> I don't plan to add a piglit, but I have a patch which adds support for >> both extensions to glxinfo. > > > Out of curiosity, which one of these does UE3 use? > > The ATI extension part looks fine to me. I hope we don't run into problems > where we end up reporting more aggressive availability than other drivers > and then tempt applications into a behavior that triggers buffer swapping, > but it seems like an acceptable risk. > > The NV extension reports eviction counts, and I wonder if we might do more > harm than good with an implementation that always reports 0 and misleads > applications into thinking all is fine when they're really swapping buffers > like hell.
The ATI extension can't return the total memory size, so the NV extension is better in this regard. I guess we can return a non-zero eviction size/count based on the num-bytes-moved kernel query. Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev