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.


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