Josh Vanderhoof wrote:
> 
> Keith Whitwell <[EMAIL PROTECTED]> writes:
> 
> > This hasn't really been the case since the fxfastpath code was
> introduced.  A
> > sample profile (from a *long* time ago, but more or less still correct)
> is
> > attached.  Clipping is actually done in routines called called
> > render_vb_triangles_TMU0_TMU1 and also in fx_tri_clip_RGBA_TMU0 (the
> equivalent
> > routine is inlined in the TMU0_TMU1 case, which is why it doesn't show
> up).
> > Clipping is still a significant percentage, but it is not 'number 1'...
> >
> >   %   cumulative   self              self     total
> >  time   seconds   seconds    calls  us/call  us/call  name
> >
> >  10.03      1.75     1.75   163106    10.73    10.73
> > gl_3dnow_transform_points3_general_raw_fx2
> >   8.43      3.22     1.47    48173    30.52    30.52
> > render_vb_triangles_TMU0_TMU1
> >   7.51      4.53     1.31    48173    27.19    27.19
> 
> That's a lot better than I would have expected (nice job, Keith!).
> SSE transformation functions may be a larger improvement than I
> thought.  I still don't think it will be 10% though.

Squeezing 10% out of Quake might be hard but other apps could
realize a more significant improvement.  Visualization programs,
for example, often have long primitives with lots of vertices
and smaller triangles.

That's one thing with OpenGL programs: different apps can stress
OpenGL in very different ways.

-Brian

----------------------------------------------------------------------
Brian Paul        Avid Technology / Softimage      [EMAIL PROTECTED]


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