Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-11 Thread Nicholas Charles Leippe
> > You know what they found out with all of the hundreds of millions of > dollars > > they spent? Dedicated hardware still does it faster and cheaper. Period. > > It's just like writing a custom routine to sort an array will pretty much > > always be faster than using the generic qsort. When y

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-11 Thread Raystonn
> > Here you are comparing different algorithms. A custom sort algorithm will > > perform much better than a standard qsort. I agree. Implementing something > > in hardware does not mean it uses a more efficient algorithm however. A > > hardware implementation is just that, an implementation.

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-11 Thread David Bronaugh
On Thu, 11 Apr 2002 00:26:17 -0700 "Raystonn" <[EMAIL PROTECTED]> wrote: > Here you are comparing different algorithms. A custom sort algorithm will > perform much better than a standard qsort. I agree. Implementing something > in hardware does not mean it uses a more efficient algorithm howev

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-11 Thread Raystonn
> You know what they found out with all of the hundreds of millions of dollars > they spent? Dedicated hardware still does it faster and cheaper. Period. > It's just like writing a custom routine to sort an array will pretty much > always be faster than using the generic qsort. When you hand-tu

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-10 Thread Ian Romanick
On Tue, Apr 09, 2002 at 06:29:54PM -0700, Raystonn wrote: > First off, current market leaders began their hardware designs back when the > main CPU was much much slower. They have an investment in this technology > and likely do not want to throw it away. Back when these companies were > founde

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-09 Thread Raystonn
> > If you want to get back to the topic of software rendering, I would be more > > than happy to oblige. > > Better yet, if you are serious - how about furthering your argument with > patches to optimise and improve Mesa's software paths? Patches will not do the job. My ideas include a change i

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-09 Thread Damien Miller
On Tue, 9 Apr 2002, Raystonn wrote: > If you want to get back to the topic of software rendering, I would be more > than happy to oblige. Better yet, if you are serious - how about furthering your argument with patches to optimise and improve Mesa's software paths? ___

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-09 Thread Raystonn
> I agree. You may want to take a look at the following article: > > http://www.tech-report.com/reviews/2001q2/tnl/index.x?pg=1 > > It shows, among other things, a 400MHz PII with a 3dfx Voodoo2 (hardware > rasterization) getting almost double the framerate of a 1.4GHz Athlon > doing software ren

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-09 Thread Raystonn
> > With the rest I disagree. The Kyro, for example, has some high-speed local > > memory (cache) it uses to hold the pixels for a tile. It can antialias and > > render translucent scenes without ever blitting the cache to the framebuffer > > more than once. > > It can't have infinite storage fo

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-09 Thread Raystonn
> > I agree with the "you have to read pixels back from the frame > > buffer and > > then continue rendering polygons." For a hardware > > implementation I might > > agree with the "you need to draw more polygons than your > > hardware has room > > to store", but only if the hardware implementati

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-09 Thread Gareth Hughes
Stephen J Baker wrote: > Everything starts out in hardware and eventually moves to software. >>> >>>That's odd - I see the reverse happening. First we had software >> >>The move from hardware to software is an industry-wide pattern for all >>technology. It saves money. 3D video cards have

RE: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-09 Thread Alexander Stohr
> I agree with the "you have to read pixels back from the frame > buffer and > then continue rendering polygons." For a hardware > implementation I might > agree with the "you need to draw more polygons than your > hardware has room > to store", but only if the hardware implementation decides

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-08 Thread Raystonn
> > I still maintain that immediate mode renderering is an inefficient algorithm > > designed to favor the use of memory over computations. A better algorithm > > will always win out given enough time to overtake the optimized versions of > > the more inefficient algorithms. > > Perhaps you've fo

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-08 Thread Michael
On Mon, Apr 08, 2002 at 06:17:59PM -0700, Raystonn wrote: > I still maintain that immediate mode renderering is an inefficient algorithm > designed to favor the use of memory over computations. A better algorithm > will always win out given enough time to overtake the optimized versions of > the

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-08 Thread Allen Akin
On Mon, Apr 08, 2002 at 06:17:59PM -0700, Raystonn wrote: | As far as the reading of pixels from the framebuffer, this is a highly | inefficient thing to do, no matter the hardware. It doesn't have to be; that's just a tradeoff made by the hardware designers depending on the applications for whic

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-08 Thread Raystonn
> > The games perform overdraw, sure. But I am talking about at the pixel > > level. A scene-capture algorithm performs 0 overdraw, regardless of what > > the game sends it. > > That's not true. I've designed and built machines like this and I know. > > You still need overdraw when: > > * you

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-08 Thread Stephen J Baker
On Thu, 4 Apr 2002, Raystonn wrote: > The games perform overdraw, sure. But I am talking about at the pixel > level. A scene-capture algorithm performs 0 overdraw, regardless of what > the game sends it. That's not true. I've designed and built machines like this and I know. You still need o

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-05 Thread Raystonn
> > Yes, some details were left out of CPU performance increases. The same was > > done for memory performance increases though. We have been discussing > > memory bandwidth as memory performance, completely leaving out memory > > latency, which has also improved tremendously. > > Pardon me, but

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-05 Thread David Bronaugh
On Fri, 5 Apr 2002 17:11:26 -0800 "Raystonn" <[EMAIL PROTECTED]> wrote: > Yes, some details were left out of CPU performance increases. The same was > done for memory performance increases though. We have been discussing > memory bandwidth as memory performance, completely leaving out memory > l

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-05 Thread Raystonn
> > > OK - so a factor 70 in CPU growth and a factor of 16 in RAM speed. > > > > No, in this 5 year period, processor clockspeed has moved from approximately > > 200MHz to over 2GHz. This is a factor of 10 in CPU growth and 16 in memory > > bandwidth. Memory bandwidth is growing more quickly tha

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-05 Thread Ian Romanick
On Thu, Apr 04, 2002 at 09:30:39PM -0800, Raystonn wrote: > > OK - so a factor 70 in CPU growth and a factor of 16 in RAM speed. > > No, in this 5 year period, processor clockspeed has moved from approximately > 200MHz to over 2GHz. This is a factor of 10 in CPU growth and 16 in memory > bandwi

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-04 Thread Raystonn
> Yes - and yet they still have horrible problems every time you have > a conditional branch instruction. That's because they are trying Not really. The Pentium 4 has a very efficient branch prediction unit. Most of the time it guesses the correct branch to take. When the actual branch is comp

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-04 Thread Stephen J Baker
On Tue, 2 Apr 2002, Raystonn wrote: > > That is far from the truth - they have internal pipelining > > and parallelism. Their use of silicon can be optimised to balance > > the performance of just one single algorithm. You can never do that > > for a machine that also has to run an OS, word pro

Re: [Dri-devel] Mesa software blending

2002-04-04 Thread Sergey V. Udaltsov
> > Does 4 do pixel-based fog? > yep. So in some cases it is much slower than 3, isn't it? > It's because they are quite similar operations so they use the same chip > logic. In fact you have a bit to choose wether you want alpha or fog. It's > was design option. So they did not want to have tw

Re: [Dri-devel] Mesa software blending

2002-04-04 Thread José Fonseca
On 2002.04.04 09:44 Sergey V. Udaltsov wrote: > > But the OpenGL spec says that the fog color is calculated on a _pixel_ > > basis and not on a _vertex_ basis. Indeed the result is different, > > especially in long polygons that span from the front way to the back. > Does 4 do pixel-based fog? >

Re: [Dri-devel] Mesa software blending

2002-04-04 Thread José Fonseca
On 2002.04.04 09:08 Keith Whitwell wrote: > On Thu, 4 Apr 2002 01:56:22 +0100 > José Fonseca <[EMAIL PROTECTED]> wrote: > > > ... > > > the further away is the vertex more its color is nearer to the fog > > background color. Since the colors are interpolated in the triangle > this > > gave the i

Re: [Dri-devel] Mesa software blending

2002-04-04 Thread Sergey V. Udaltsov
> But the OpenGL spec says that the fog color is calculated on a _pixel_ > basis and not on a _vertex_ basis. Indeed the result is different, > especially in long polygons that span from the front way to the back. Does 4 do pixel-based fog? > Mach64 is able to do the fog properly, i.e., on a pi

Re: [Dri-devel] Mesa software blending

2002-04-03 Thread Keith Whitwell
On Thu, 4 Apr 2002 01:56:22 +0100 José Fonseca <[EMAIL PROTECTED]> wrote: > On 2002.04.03 23:50 Sergey V. Udaltsov wrote: > > > He!He!.. you missed!! It's a mix of variant 1 and 2..! :) > > Cool. At least 1+2 is the answer (call it 5). Thanks. > > > > > As Leif previously said is his reply, it c

Re: [Dri-devel] Mesa software blending

2002-04-03 Thread José Fonseca
On 2002.04.03 23:50 Sergey V. Udaltsov wrote: > > He!He!.. you missed!! It's a mix of variant 1 and 2..! :) > Cool. At least 1+2 is the answer (call it 5). Thanks. > > > As Leif previously said is his reply, it can be done in hardware by > > messing the colors of the vertex to incorporate the fog

Re: [Dri-devel] Mesa software blending

2002-04-03 Thread Sergey V. Udaltsov
> He!He!.. you missed!! It's a mix of variant 1 and 2..! :) Cool. At least 1+2 is the answer (call it 5). Thanks. > As Leif previously said is his reply, it can be done in hardware by > messing the colors of the vertex to incorporate the fog (as software Mesa > used to do in 3.x) but it's non-c

Re: [Dri-devel] Mesa software blending

2002-04-03 Thread José Fonseca
On 2002.04.03 14:43 Sergey V. Udaltsov wrote: > After all these interesting and informative discussions, everyone has > forgotten the start of the thread:) Basically, there should one answer > to the question whether and how "blending+fog" can be implemented . > Possible variants: > 1. Yes, it ca

RE: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-03 Thread Sergey V. Udaltsov
After all these interesting and informative discussions, everyone has forgotten the start of the thread:) Basically, there should one answer to the question whether and how "blending+fog" can be implemented . Possible variants: 1. Yes, it can be done with hardware acceleration. DRI team knows how.

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-03 Thread Raystonn
> > The only thing video > > cards have today that is really better than the main processor is massive > > amounts of memory bandwidth. > > That is far from the truth - they have internal pipelining > and parallelism. Their use of silicon can be optimised to balance > the performance of just one

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-02 Thread Raystonn
ell as the latest video cards in a year or two. This is what I am dabbling with at the moment. -Raystonn - Original Message - From: "Brian Paul" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Cc: <[EMAIL PROTECTED]> Sent: Monday, April 01, 2002 6:36 AM Subject: [Mes

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-02 Thread Will Newton
> There is no sign whatever that CPU's are "catching up" with > graphics cards - and no logical reason why they ever will. It could however be argued that CPUs are "catching up" with the needs of a certain level of user. Not the hardcore gamer, but quite possibly the hobbyist 3D artist or 3D f

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-02 Thread Stephen J Baker
Gack! I'm *so* sick of hearing this argument... On Tue, 2 Apr 2002, Raystonn wrote: > I am definately all for increasing the performance of the software renderer. Yes. > Eventually the main system processor will be fast enough to perform all of > this without the need for a third party graph

RE: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-02 Thread Alexander Stohr
19:45 To: [EMAIL PROTECTED]; [EMAIL PROTECTED] Subject: Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending [Resending, fell into last night's black hole it seems.] I am definately all for increasing the performance of the software renderer. Eventually the main system processor will be

RE: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-02 Thread Alexander Stohr
> > > I don't think so. I haven't noticed a problem with fog > in the tunnel demo. > > So it works for you, doesn't it? Envious. > > For me, the fog effect does not work. Some time ago, someone (Jose?) > > even explained that is should not work on mach64 (alpha > blending + some > > other effec

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-02 Thread Brian Paul
> Raystonn wrote: > > [Resending, fell into last night's black hole it seems.] > > I am definately all for increasing the performance of the software renderer. > Eventually the main system processor will be fast enough to perform all of > this without the need for a third party graphics card. T

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-02 Thread Raystonn
CTED]>Sent: Monday, April 01, 2002 6:36 AMSubject: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending"José Fonseca" wrote:>> In these last few days I have been working on the Mesa software blending> and the existing MMX bug. I've made some progress.>> I made a

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-02 Thread Leif Delgass
On 2 Apr 2002, Sergey V. Udaltsov wrote: > > I don't think so. I haven't noticed a problem with fog in the tunnel demo. > So it works for you, doesn't it? Envious. > For me, the fog effect does not work. Some time ago, someone (Jose?) > even explained that is should not work on mach64 (alpha ble

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-02 Thread Brian Paul
"Sergey V. Udaltsov" wrote: > > > I don't think so. I haven't noticed a problem with fog in the tunnel demo. > So it works for you, doesn't it? Envious. > For me, the fog effect does not work. Some time ago, someone (Jose?) > even explained that is should not work on mach64 (alpha blending + som

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-02 Thread Sergey V. Udaltsov
> I don't think so. I haven't noticed a problem with fog in the tunnel demo. So it works for you, doesn't it? Envious. For me, the fog effect does not work. Some time ago, someone (Jose?) even explained that is should not work on mach64 (alpha blending + some other effect?) So my question was whe

Re: [Mesa3d-dev] Re: [Dri-devel] Mesa software blending

2002-04-02 Thread Brian Paul
"Sergey V. Udaltsov" wrote: > > > In these last few days I have been working on the Mesa software blending > > and the existing MMX bug. I've made some progress. > Sorry for my ignorance, does this blending have anything to do with the > incorrect fog handling in the tunnel app? Will this patch f

Re: [Dri-devel] Mesa software blending

2002-04-02 Thread Sergey V. Udaltsov
> In these last few days I have been working on the Mesa software blending > and the existing MMX bug. I've made some progress. Sorry for my ignorance, does this blending have anything to do with the incorrect fog handling in the tunnel app? Will this patch fix it? Sergey __

Re: [Dri-devel] Mesa software blending

2002-04-01 Thread Brian Paul
"José Fonseca" wrote: > > In these last few days I have been working on the Mesa software blending > and the existing MMX bug. I've made some progress. > > I made a small test program which calls the relevant functions directly as > Alex suggested. In the process I added comments to the assembly

[Dri-devel] Mesa software blending

2002-03-31 Thread José Fonseca
In these last few days I have been working on the Mesa software blending and the existing MMX bug. I've made some progress. I made a small test program which calls the relevant functions directly as Alex suggested. In the process I added comments to the assembly code (which had none). The erro