On Friday 25 August 2006 20:09, Timothy Miller wrote:
> On 8/25/06, Jon Smirl <[EMAIL PROTECTED]> wrote:
> > On 8/25/06, Timothy Miller <[EMAIL PROTECTED]> wrote:
> > > I've done all this before, and I can assure you that MANY commands
> > > take less time to submit than they do to execute, especially if PCI is
> > > the bus.  With 3D, we'll get lots of tiny triangles that are also
> > > faster than the bus.  Packing is vital for throughput.
> >
> > Your experience should be better. From the outside it is hard to tell
> > how long the GPU takes to execute an instruction.  That suggests a
> > feature, an on-board timer that tracks how long the command stream
> > runs and reflects pipelining. Then you could run various combinations
> > of op codes and see which one is the fastest. Other overhead getting
> > in the way makes this hard to measure.
>
> Here's the approach I have in mind (which I think I may be copying
> from somewhere):
>
> Each packet has a 32-bit header.  Some bits are reserved for the
> packet type, some are reserved for the packet length (not everything
> submitted--just this one command), and the rest depend on the packet
> type.  For a drawing command packet, those remaining bits will usually
> be used as flags to indicate which of the many possible attributes are
> also contained in subsequent words of the packet header.
>

Why bother with making complex optional attributes. WOuld it be easier to just 
make the attribute setup in separate commands & then make drawing a triangle 
use already setup values.

H

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