On Tue, Nov 16, 2010 at 3:51 PM, Jakob Bornecrantz <wallbra...@gmail.com> wrote: > On Tue, Nov 16, 2010 at 7:21 PM, Jerome Glisse <j.gli...@gmail.com> wrote: >> Hi, >> >> So i looked a bit more at what path we should try to optimize in the >> mesa/gallium/pipe infrastructure. Here are some number gathers from >> games : >> drawcall / ps constant vs constant ps sampler vs sampler >> doom3 1.45 1.39 9.24 9.86 >> nexuiz 6.27 5.98 6.84 7.30 >> openarena 2805.64 1.38 1.51 1.54 >> >> (value of 1 mean there is a call of this function for every draw call, >> while value of 10 means there is a call to this function every 10 draw >> call, average) >> >> Note that openarena ps constant number is understable as it's fixed GL >> pipeline which is in use here and the pixel shader constant doesn't >> need much change in those case. >> >> So i think clear trend is that there is a lot of constant upload and >> sampler changing (allmost at each draw call for some games) > > Can you look into what actually changes between the sampler states? > Also that vs sampler state change number for OpenArena looks a bit > fishy to me. > > Cheers Jakob. >
I haven't looked at what change yet, i assume something small, i think bugle trace of the engine is maybe easier to use than looking at quake3 source code. For the vs sampler i was surprised too but it's just the fact that q3 changes the vertex buffer a lot and this trigger the vs sampler. Cheers, Jerome _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev