From: Brian P. <br...@pr...> - 2000-03-29 18:43:38
|
I've checked in some changes which implement a new device driver interface for texture image handling (glTexImage2D, glTexSubImage2D, glCopyTexImage2D, etc). Performance improvement for tdfx driver: glTexImage2d Mtexels/second format, type, intFormat before after --------------------------------------- ------ ----- GL_RGB, GL_UNSIGNED_BYTE, GL_RGB 6.2 15 GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA 4.4 12 GL_RGBA, GL_UNSIGNED_BYTE, GL_RGB 5.4 14 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, GL_RGB 1.2 58 (many other formats are faster too) Performer town starts up noticably faster! I also tested with Q3demo and a variety of test programs. The big change is that texture images are directly passed to the driver from glTexImage[123]D instead of being copied first. Second, there's new special-case code for converting texture images to specific Glidetexel formats (and other device-specific formats). Third, Mesa no longer has to keep an internal copy of every texture image. When falling back on software rendering, Mesa will ask the device driver for any texture images it needs but doesn't have. The older device driver functions for texture image download still work but the other drivers like the i810, mga, and r128 should move to the new interface at some point. -Brian |
From: mitch <re...@li...> - 2000-03-29 18:52:10
|
ah, super cool. I'll check it out later on. So what type of performance increase is there for things such as Q3 or any other Mesa game? Brian Paul wrote: > I've checked in some changes which implement a new device driver > interface for texture image handling (glTexImage2D, glTexSubImage2D, > glCopyTexImage2D, etc). > > Performance improvement for tdfx driver: > > glTexImage2d Mtexels/second > format, type, intFormat before after > --------------------------------------- ------ ----- > GL_RGB, GL_UNSIGNED_BYTE, GL_RGB 6.2 15 > GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA 4.4 12 > GL_RGBA, GL_UNSIGNED_BYTE, GL_RGB 5.4 14 > GL_RGB, GL_UNSIGNED_SHORT_5_6_5, GL_RGB 1.2 58 > (many other formats are faster too) > > Performer town starts up noticably faster! > I also tested with Q3demo and a variety of test programs. > > The big change is that texture images are directly passed to the > driver from glTexImage[123]D instead of being copied first. > Second, there's new special-case code for converting texture > images to specific Glidetexel formats (and other device-specific > formats). Third, Mesa no longer has to keep an internal copy of > every texture image. When falling back on software rendering, > Mesa will ask the device driver for any texture images it needs > but doesn't have. > > The older device driver functions for texture image download > still work but the other drivers like the i810, mga, and r128 should > move to the new interface at some point. > > -Brian > > _______________________________________________ > Dri-devel mailing list > Dri...@li... > http://lists.sourceforge.net/mailman/listinfo/dri-devel |
From: Daryll S. <da...@pr...> - 2000-03-29 19:00:08
|
On Wed, Mar 29, 2000 at 01:51:56PM -0500, mitch wrote: > ah, super cool. I'll check it out later on. So what type of performance > increase is there for things such as Q3 or any other Mesa game? You'll see some, because things like the lightmaps get uploaded on the fly, but it would be hard to judge how much. You'll need to benchmark it yourself. Most of the textures used in Q3A are loaded once at the start of the level and not changed, so the speedup won't make any difference. - |Daryll |
From: mitch <re...@li...> - 2000-03-29 19:06:57
|
true but once the OpenUT's Mesa support is a little better, it should help out UT alot since it's all textured based. Right? Daryll Strauss wrote: > On Wed, Mar 29, 2000 at 01:51:56PM -0500, mitch wrote: > > ah, super cool. I'll check it out later on. So what type of performance > > increase is there for things such as Q3 or any other Mesa game? > > You'll see some, because things like the lightmaps get uploaded on the > fly, but it would be hard to judge how much. You'll need to benchmark it > yourself. Most of the textures used in Q3A are loaded once at the start > of the level and not changed, so the speedup won't make any difference. > > - |Daryll |
From: Daryll S. <da...@pr...> - 2000-03-29 19:08:46
|
On Wed, Mar 29, 2000 at 02:07:34PM -0500, mitch wrote: > true but once the OpenUT's Mesa support is a little better, it should help > out UT alot since it's all textured based. Right? Yep, it should help out UT more so. - |Daryll |
From: Keith W. <ke...@pr...> - 2000-03-29 23:48:27
|
Daryll Strauss wrote: > > On Wed, Mar 29, 2000 at 01:51:56PM -0500, mitch wrote: > > ah, super cool. I'll check it out later on. So what type of performance > > increase is there for things such as Q3 or any other Mesa game? > > You'll see some, because things like the lightmaps get uploaded on the > fly, but it would be hard to judge how much. You'll need to benchmark it > yourself. Most of the textures used in Q3A are loaded once at the start > of the level and not changed, so the speedup won't make any difference. "most" should read "all" -- q3 has no dynamic textures, so if you aren't swapping textures (ie have a sufficiently large texture memory pool) this optimization won't help quake3 performance. Q2 did do a lot of dynamic texture updating in certain modes, so you should see an improvement there. UT sounds like it does an abnormally large number of updates/uploads, and should see the greatest improvement. Keith |