I don't have the code handy (and haven't looked at it in a while), but wonder 
if finer-grained tracking of dirtiness would help?  Or more generally trying to 
preserve more computed results across state changes?

Keith

----- Original Message -----
> Hi,
> 
> I did some profiling with perf under nexuiz and found that
> st_finalize_texture
> function was one of the most cycle consumming. (~1,50% whereas
> darkplaces took ~30%)
> 
> I rewrite some part of this function to make it a bit faster ; with
> these 2 patches,
> st_finalize_texture consumption went down to ~1%, so a 40-50% boost.
> This does however not translate to more fps to Nexuiz : if there is
> any improvement,
> it is not noticeable (too much noise in measurements). On the other
> hand, the function
> has become less readable. I had to manually unroll loops and use
> intermediate values
> (gcc does not do it automaticaly, using default parameters).
> Of course I think that we should make less call to this function to
> see a true gain,
> but this would require more work.
> 
> Regards,
> Vincent
> 
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