Ronny V. Vindenes wrote:
> tor, 27.05.2004 kl. 19.41 skrev Roland Scheidegger:
>> I've played around with the 6 tmu patch and I like it ;-). Some
>> benchmarks indicate it doesn't really change performance, neither
>> in apps which don't use more than 2 texture units, nor those which
>> do. UT2k3 is still slow, but at least the "health signs" or
>> whatever they are called are now nicely animated (if at least 3
>> texture units are enabled) and the damage amplifier is now no
>> longer fully transparent and actually looks correct (if at least 4
>> texture units are enabled...). Other games like QuakeIII, NWN and
>> MaxPayne2 (with wine) just run the same as before.
> Good :) On my system there is a small, but consistent, improvement of
> ~1% regardless of how many units are used (I guess this could be a
> completely compiler/cpu related side effect of the changes).
It could also be because no longer all texture units are emitted at the
same time. Or maybe the code got "optimized" because you're lucky and
it's better aligned or something like that. I didn't do any measurements
which were that precise.
> Supposedly they're the faster path, but I think they're already out
> of date.
>> Index: r200_screen.c
>> RCS file: /cvs/mesa/Mesa/src/mesa/drivers/dri/r200/r200_screen.c,v
>> retrieving revision 1.19 diff -u -r1.19 r200_screen.c ---
>> a/r200_screen.c 20 May 2004 00:23:30 -0000 1.19 +++ b/r200_screen.c
>> 27 May 2004 17:08:52 -0000 @@ -64,6 +64,7 @@
>> DRI_CONF_VBLANK_MODE(DRI_CONF_VBLANK_DEF_INTERVAL_0) +
>> DRI_CONF_MAX_TEXTURE_UNITS(4,2,6) DRI_CONF_SECTION_END
> Why limit to 4 by default?
Because a) no app uses more anyway (multiarb doesn't count) and b) it
really can limit the maximum available texture size (and new
applications (games) DO use large textures sometimes). For instance, on
my 64MB 9000Pro, I get a reported max size of 1024 (actually I get 2048
but only because of a the ugly hack included in the texture compression
patch) with a resolution of 1280x1024x24 and 4 texture units, 3D size is
already tiny (64). With 6 units, max size drops to 512, and cube maps
and rectangle sizes also drop another notch. 64MB cards are quite
common, and there are also those poor people which only have 32MB radeon
M9 mobility (and often have 1600x1200 lcd display resolution too, which
eats even more memory), or those with igps, though they can just
increase gart size I guess. Maybe some day there will be a patch to
report max sizes differently (and have fallbacks if running out of
memory), but for now that's the way it works...