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


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