Jonathan Bastien-Filiatrault wrote: > Michel Dänzer wrote: > >> On Mon, 2007-09-24 at 21:51 -0400, Jonathan Bastien-Filiatrault wrote: >> >>> I have made a program that draws zfail/zpass shadows. I draw three >>> models with ~120 tris each and one light source and a simple floor, with >>> zpass. I can get a full 60fps until the window size reaches about >>> 780x580 which drops to around ~30 fps in a maximized window (1342x820). >>> The application is far from cpu-bound and vsync is disabled. >>> >>> >>> I was wondering if I am really hitting the 945GM fill rate limit, or I >>> am doing something terribly costly someway along the way (this should >>> not be the case, it is somewhat too simple). I have tried with the >>> latest i915 in Debian and the latest i915tex from git (right after it >>> got renamed to i915). The newer driver gives a steady ~20 fps, any >>> window size, for my program and ~60 fps for glxgears. >>> >>> >>> The render is divided into three passes: ambient, shadow volumes(front >>> and back), "illuminate", nothing remarkable. I use VBOs, the performance >>> is about the same as vertex arrays (added vbo support for the heck of it >>> today). >>> >> I'm not sure, but it sounds like this is something the software zone >> rendering on the i915tex-zone-rendering branch might help for. You'll >> need to set the environment variable INTEL_SWZ=1 to make it use software >> zone rendering. > Thanks for the tip. I used the zone rendering branch, with the latest > DRM (pipes/planes patch applied) and it gives me a boost of around 10 > FPS. Disabling lighting and blending during the shadow volume gave me > another 10 FPS boost. The biggest optimization was putting the shadow > volume geometry and using glDrawArrays. I now run fullscreen (1440x900) > at around 45-50 fps with a 960 face model in zpass mode. > > PS: Have you noticed that some versions of the newer mesa does not seem > to like mixing plain old vertex arrays with VBOs ? The mesa in Debian > unstable(7.0.1) does not segfault on me with direct rendering with mixed > code.
Are you saying 7.0.1 works as expected but Mesa from git (or the swz branch) doesn't work? I don't quite follow what you're saying. > Is it even worth it putting shadow edge geometry in a VBO ? For > the light cap, I use glDrawElements with the main vertex VBO, avoiding > copies of vertex data. Sometimes, determining the best storage/rendering method depends on the hardware or other factors so it's best to do actual measurements to answer the question. -Brian ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ -- _______________________________________________ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel