On Fri, Apr 04, 2003 at 10:23:21PM +0100, Keith Whitwell wrote: > > The optimization of the vertex api has yeilded huge improvements. Even > with the runtime-codegenerated versions of these functions in the > radeon/r200 driver, they *still* dominate viewperf profile runs - meaning > that *all other optimizations* are a waste of time for viewperf, because > 60% of your time is being spent in the vertex api functions.
I was underestimating its importance then... > >>Nowadays, vertex arrays are the path to use if you really care about > >>performance, of course, but a lot of apps still use the regular > >>per-vertex GL functions. > > Except for applications that already exist and use the vertex apis -- of > which there are many. > > And vertex arrays aren't the fastpath any more, but things like > ARB_vertex_array_object or NV_vertex_array_range. > > > >Now that you mention vertex array, for that, the producer would be > >different, but the consumer would be the same. > > For developing a driver, it's not necessary to touch the tnl code at all - > even hardware t&l drivers can quite happily plug into the existing > mechanisms and get OK performance. For now I'll be also plugging in the C++ classes into into the existent T&L code, but in the future I may want to change the way the software T&L interfaces with the [hardware] rasterizers, since the current interface makes it difficult to reuse vertices when outputing tri- or quad-strips, i.e., you keep sending the same vertices over and over again, even if they are the same betweeen consecutive triangles. José Fonseca ------------------------------------------------------- This SF.net email is sponsored by: ValueWeb: Dedicated Hosting for just $79/mo with 500 GB of bandwidth! No other company gives more support or power for your dedicated server http://click.atdmt.com/AFF/go/sdnxxaff00300020aff/direct/01/ _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel