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Texture Priorities and Residency

On some systems, textures must reside in hardware resources such as texture memory before they can be used. When you bind a texture, the system may need to swap out some other textures to make room, if the application's textures do not all fit in texture memory.

An application can guide the system in determining which textures should remain resident by specifying a priority for each texture using glPrioritizeTexturesEXT(). Each priority value is clamped to the range 0 to 1, with 0 indicating the lowest priority and hence the least likelihood of being resident, and 1 indicating the highest priority. You can also set the priority of a single texture by calling glTexParameter*() with GL_TEXTURE_PRIORITY_EXT. Note that the performance effects, if any, of setting texture priorities are entirely system dependent.

You can query whether a set of texture objects is resident by calling glAreTexturesResidentEXT(), and you can query whether a single texture object is resident by calling glGetTexParameter*() with GL_TEXTURE_RESIDENT_EXT.


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