On 12 December 2012 00:02, Eric Anholt <span dir="ltr"><<a href="mailto:eric@anholt.net" target="_blank">eric@anholt.net</a>></span> wrote:<br><div class="gmail_extra"><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div class="im">Paul Berry <<a href="mailto:stereotype441@gmail.com">stereotype441@gmail.com</a>> writes:<br>
<br>
> This patch series adds varying packing to Mesa, so that we can handle<br>
> varyings composed of things other than vec4's without using up extra<br>
> varying components.<br>
<br>
</div>Results for glbenchmark 2.7 at 320x240 (units of fps):<br>
<br>
N Min Max Median Avg Stddev<br>
x 109 86 87 86 86.027523 0.16435709<br>
+ 109 86 87 87 86.963303 0.18888589<br>
Difference at 95.0% confidence<br>
0.93578 +/- 0.0470052<br>
1.08777% +/- 0.0546397%<br>
(Student's t, pooled s = 0.177047)<br>
<br>
I chose a tiny resolution here to try and focus on the path that we<br>
think this will help in (clipping overhead reduction). The stupid app<br>
prints an integer fps, so it can be hard to get any signal out of small<br>
changes at higher resolutions.<br>
</blockquote></div><br></div><div class="gmail_extra">I'm not sure which line is with varying packing and which line is without. Is this an improvement or a performance degradation?</div>