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


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