From: Eric A. <et...@lc...> - 2005-05-31 22:24:31
|
On Tue, 2005-05-31 at 12:55 +0200, Roland Scheidegger wrote: > Keith Whitwell wrote: > > For q3, yes that would be an issue and would explain the above. I can't > > remember why you would lose HAVE_ELTS going to t_vertex.c though - I'll > > have a quick look and see if it can be restored. > > > > If the sse functions (like sse_movups etc) are showing up in the > > significant percentages, that's a little odd as they are the generators > > only and you'd expect q3 to only generate a few vertex functions... > Indeed IMHO it is very odd anything vertex related makes a measurable > difference in quake3, this 3-polys-per-object game is usually 100% > fillrate bound, so a 4.5% difference is quite a lot. Last time I > measured (some month ago), IIRC I didn't get that much difference with > this patch. Were you running at tcl_mode=0? I was running at a pretty low res on a card with decent fillrate, on a p4 at a low clockrate. I could see vertex code differences being more important than on most peoples' systems. -- Eric Anholt et...@lc... http://people.freebsd.org/~anholt/ an...@Fr... |