Philipp Klaus Krause wrote:
Does anyone have figures for the MOST time consuming parts of software 3D in the Mesa libs? Those would be the logical bits to push into hardware first. But I'm not sure I've ever seen a profile output from X to say which parts are actually most & would benefit more from acceleration than others...
Even without any such data you can easily find out the most important stuff: Since It's a 3D graphics _pipeline_ you should always start by accelerating the back end: implement hardware z- and stencil buffer first. Then work your way from the backof the graphics pipeline.
Yes, but where the tree branches, you still need to know which branches (Usually) consume the most time/CPU...
Admittedly you should be aqble to get this from profiling the X server, but I just wondered if someone had the figures already...
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