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Texture and vertex caching and invalidations
04-27-2013, 08:58 AM
Post: #5
RE: Texture and vertex caching and invalidations
Well, I think that never rehashing textures unless explicitly invalidated, caching all vertices (even smaller ones), and ignoring the cpu cache instruction (which we do now, but in my tests I tried jitting it / making it invalidate per the MIPS manual) could gain a good bit of performance and definitely work on some games.

In contrast, listening to the cache instruction (which I did not write a hugely efficient implementation) for both vertices and textures gave a 10% hit, but fixed the games I know of that have glitches when vertex cache is enabled. It was still faster than when the cache is off. I was thinking this could be improved by instead keeping a list of invalidated ranges, consulting them on use, and resetting once per frame or something. Not sure, maybe that'd be slower if they invalidate a lot of times per frame...

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RE: Texture and vertex caching and invalidations - [Unknown] - 04-27-2013 08:58 AM

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