Keith Whitwell wrote: > Roland Scheidegger wrote: >> Roland Scheidegger wrote: >>> Didn't have time to look into this yet, but just retesting all the apps >>> I had trouble with vbo_0_1_branch some months ago showed that the quake3 >>> intro screen is now fixed (with r200). >> To answer myself, I've fixed a couple of issues, doom3 now seems to run. >> As for ut2k3/2k4, those just show a bunch of mostly random triangles and >> eventually (immediately already at intro with sw tnl) segfault. >> Apparently caused by the index buffer rebasing >> (vbo_exec_DrawRangeElements), when setting the rebase to 0 and use start >> as the min_index parameter (i.e. following the suggestion in the >> comment) it works just fine. In fact, it appears faster than the non-vbo >> code, despite that the driver still doesn't implement real vbos, though >> I didn't run any benchmarks. >> Maybe the buffer rebasing should just be removed (it currently doesn't >> work with software mesa neither), or would it be worth fixing it? > > Roland, > > Thanks for looking at this - are there any further problems you've > noticed along the way? > > Keith > No, basically everything seems to be working. I was a bit concerned with the limits when the split occurs, but that seems to work fine on r200 (though probably not optimal since it's really a buffer size limit not a fixed vertex count limit for the driver currently). Not sure though what happens with large index counts (chances are there will be a split anyway in that case because of too large arrays), there may be hidden bugs there with the radeon/r200 drivers.
I've done some quick measurements, ut2k3 got up from ~40fps to ~75fps (which is very nice, this probably brings it roughly back to where it once was in mesa 5 days if not better, even sw tnl got a big increase from 27fps to 49fps!), ipers (with lod 1) has about a 20% performance drop whereas trispd (with size 5) gets down from roughly 25M tris/s to 16M tris/s (obviously due to the removal of the vtxfmt code in the driver). I'd say that's quite good overall. The only thing I noticed looking different was the water reflection in the antalus map in ut2k3/ut2k4, though it could be due to other changes in the code rather than vbo (it uses some weirdo texgen and at least in ut2k3 has never looked right neither with sw tnl nor hw tnl, and was never correct with fglrx neither). Roland ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev