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 > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev