Felix K�hling wrote:

I simplified this idea a little further and attached a patch against texmem.[ch]. It frees stale textures (and also place holders for other clients' textures) that havn't been used in 1 second when it runs out of space on a texture heap. This way it will try a bit harder to put textures into the first heap before using the second heap, without much risk (I hope) of performance regressions.

I tested this on a ProSavageDDR where rendering speed appears to be the
same with local and GART textures. There was no measurable performance
regression in Quake3 and I noticed no subjective performance regression
in Torcs or Quake1 either.

Now the only thing missing in texmem.c for migrating textures from GART
to local memory would be a flag to driAllocateTexture to stop trying if
kicking stale textures didn't free up enough space (on the first texture
heap).

Anyway, I think the attached patch should already make a difference as
it is. I'd be interested how much it improves your performance numbers
with Quake3 and rtcw on r200 when both texture heaps are enabled.

I've done a couple of benchmarks. All results are "fglrx-boosted", so to speak (too lazy to reboot).


q3, local 45MB or 35MB:  145 fps
rtcw, local 45MB:         95 fps
rtcw, local 35MB:         76 fps

with both heaps, local size 35MB, GART texture size 61MB:
q3, old allocator:   105-125 fps
rtcw, old allocator:   70-84 fps
q3, new allocator:   108-126 fps
rtcw, new allocator:   71-85 fps

This does not seem to really make a difference.
One interesting thing I noticed though is that it is actually not really a "range" of results, but only some distinct values. For rtcw, the scores were always very close to either 70, 77 or 85 fps (within 1 frame), out of 10 runs maybe 6 were around 77, 2 around 70 and 2 around 85. Quake3 mostly ran at around 125 fps but once every while was just below 110.


Roland


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