I don't really care for these patches. They obfuscate the code and
hide the real issue which Keith touched on. We need to have some sort
of additional dirty tracking logic to determine when there's no real
changes to the pipe_resource for a texture.
One of the things on my to-do list is to
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 n
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