Oliver McFadden wrote: > Hmm, this is interesting... Have you profiled with some other programs? My > concern is that this might make a particular game faster, but other games > slower. > No I haven't. I'll try out other programs.
> If it's making everything faster, then we're probably doing something > inefficient and that code can be killed. > I thought this optimization was there because otherwise some shaders wouldn't fit into the hardware. > I would also be interested to see how we translate the fragment program before > and after applying this patch, and how fglrx translates it. > > I'll check that. Perhaps its also card specific. Chris could you enable pixelShaders (SET pixelShaders "1") and try out the patch from the parent mail? > On Tue, May 6, 2008 at 12:39 PM, Markus Amsler <[EMAIL PROTECTED]> wrote: > >> With the attached patch I get in wow with enabled pixel shaders with my >> rv370 10-15% better frame rates. Its mostly because the global "terrain" >> shader uses 4 indirection with this patch, without it gets optimized to 1. >> I'm not sure what exactly goes on. My best guess is the more indirection the >> more silicon gets used (better parallelizable). >> If that's the cause we should try to use as many indirection fit into the >> hardware as possible (perhaps even adding indirections). The easiest way >> would be to translate the shader multiple times with increasing optimization >> until it fits into the hardware. >> ------------------------------------------------------------------------- This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev