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

Paul Berry stereotype441 at gmail.com
Wed Dec 12 10:13:00 PST 2012


On 12 December 2012 09:51, Eric Anholt <eric at anholt.net> wrote:

> 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.
>

Cool, thanks.  Glad to hear some confirmation of our intuition about this.
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