Felix Kühling wrote:
Am Mittwoch, den 09.02.2005, 20:58 +0100 schrieb Roland Scheidegger:

Some more numbers, this time from a 9000Pro (64MB). In contrast to the quite slow 7200sdr with only 2.6GB/s ram, this one has 8.8GB/s bandwidth (128bit/275Mhz DDR). Not to mention the chip is certainly faster too.
Test sytem is also faster though, A64 3000+ socket 754, 3.2GB/s system memory bandwidth.
Desktop resolution 1280x1024, quake3 windowed 1024x768.
The hacks required to disable the heaps are exactly the same as those used on r100 (except of course the nr_heaps assertion had to go..., yes this hack DOES break the client stuff).
Local texture size is 35MB, unless otherwise noted (I just changed the allocation scheme in the ddx driver, so only 1 framebuffer worth of pixmap cache is used instead of 3, btw without really any noticeable impact on 2d performance). GART size is 32MB unless specifically stated.


Desktop resolution 1280x1024, quake3 windowed 1024x768.

AGP 4x, local:     125 fps
AGP 4x, both:   80-123 fps
AGP 4x, gart only:  68 fps
AGP 1x, local:     115 fps
AGP 1x, gart only:  21 fps

Some rtcw (demo checkpoint) results too (fullscreen 1024x768).
AGP 4x, local:              70 fps
AGP 4x, local 45MB:         85 fps
AGP 4x, both:            62-77 fps
AGP 4x, both, gart 64MB: 58-68 fps
AGP 4x, gart only, 64MB:    47 fps
AGP 1x, local:              56 fps
AGP 1x, gart only:          14 fps



Thanks for these numbers. They show that the current memory management
strategies are far from perfect. Read on below for some ideas how to
improve it.


texdown AGP 4x gart: 230MB/s
texdown AGP 4x local: 650MB/s!
texdown AGP 1x gart: 117MB/s before q3, 89MB/s after q3 (?)
texdown AGP 1x local: 265MB/s!!!

There seemed to be a problem with gart texturing and AGP modes lower than 4x, agpgart reported "Putting AGP V2 device at 0000:00:00.0 into 0x mode", glxinfo still reported AGP 1x and 2x, respectively. 1x and 2x results were identical, and to put it simply, the results downright appalling. This may be a problem with agpgart (using the version from kernel 2.6.10). However, I was amazed at the texdown performance to local graphics memory, as it's VERY close to the theoretical limit. texdown performance with AGP 4x was also quite good.


Keith committed a fastpath for Mesa's texstore functions that reduced
the CPU-overhead of the rgba 32bit texture uploads significantly.

I think the radeon actually uses a rgba8888 intnernal format, unlike the argb8888 everything else does (which was the subject of the commit). That means mesa will upload GL_RGBA textures with a straight memcpy, though it still hits a very slow path with "near miss" texture formats.


Keith


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