I've been considering some optimisations to the SPU render, particularly pulling the clipping test out of spu_tri.c: setup_sort_vertices() that is done for each tri for each tile and instead doing the test once for each tri in spu_render.c: cmd_render() and creating a mask.
In the process of trying to work out if this was actually a good idea, I spent some time trying to understand exactly where/how vertices are transformed into window coords before being passed through to the spu render from cell_vbuf.c, with the idea that calculating a tile-clip mask when the verts are transformed might be a good idea. The comment in cell_vbuf.c file indicates that this is done in the draw module. I had a poke around to try to find where that might be or what it might look like, but grepping through function pointers gets tricky (and tedious) fairly quickly. Where is the code that handles vertex transforms for the Cell driver? Also, can I get a rough summary of what needs to be done to get vertex setup done on the SPU? (again) Thanks. jonathan. ------------------------------------------------------------------------------ Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise -Strategies to boost innovation and cut costs with open source participation -Receive a $600 discount off the registration fee with the source code: SFAD http://p.sf.net/sfu/XcvMzF8H _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
