From: <us...@mo...> - 2008-07-09 18:36:25
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Hi all, I've ported Mesa to an ARM9 embedded system. I used linux-osmesa config as basis. All demos work fine and some open gl games are run ok. Now I want to optimize it to work faster, if possible. Constraints of my system: ARM9 cpu, no floating point unit, 16bpp color depth ( 565 ), screen resolution 480*272 I've made following changes to src/mesa/main/config.h file: /** Maximum order (degree) of curves */ # define MAX_EVAL_ORDER 12 ( was 30 ) /** Max texture palette / color table size */ #define MAX_COLOR_TABLE_SIZE 128 ( was 256 ) /** Subpixel precision for antialiasing, window coordinate snapping */ #define SUB_PIXEL_BITS 2 ( was 4 ) /** Size of histogram tables */ #define HISTOGRAM_TABLE_SIZE 128 ( was 256 ) /** * Bits per depth buffer value (max is 32). */ #define DEFAULT_SOFTWARE_DEPTH_BITS 4 /* was 16 */ /** * Bits per color channel: 8, 16 or 32 */ #define CHAN_BITS 8 I also tried to play with featires but they seem to cuse compiling errors. Are there any other hints how to optimize Mesa behavior? Are the changes that I did safe? Is it possible to switch to pure integer processing, i.e. chnage GFloat type to int somehow ? Sincerely, Serg |