[Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.

Eric Anholt eric at anholt.net
Wed Dec 12 09:51:23 PST 2012


Paul Berry <stereotype441 at gmail.com> writes:

> On 12 December 2012 00:02, Eric Anholt <eric at anholt.net> wrote:
>
>> Paul Berry <stereotype441 at gmail.com> writes:
>>
>> > This patch series adds varying packing to Mesa, so that we can handle
>> > varyings composed of things other than vec4's without using up extra
>> > varying components.
>>
>> Results for glbenchmark 2.7 at 320x240 (units of fps):
>>
>>     N           Min           Max        Median           Avg        Stddev
>> x 109            86            87            86     86.027523    0.16435709
>> + 109            86            87            87     86.963303    0.18888589
>> Difference at 95.0% confidence
>>         0.93578 +/- 0.0470052
>>         1.08777% +/- 0.0546397%
>>         (Student's t, pooled s = 0.177047)
>>
>> I chose a tiny resolution here to try and focus on the path that we
>> think this will help in (clipping overhead reduction).  The stupid app
>> prints an integer fps, so it can be hard to get any signal out of small
>> changes at higher resolutions.
>>
>
> I'm not sure which line is with varying packing and which line is without.
>  Is this an improvement or a performance degradation?

Oops, I usually paste the other two lines too.  It's before and after,
so 1% improvement.
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