Texture and vertex caching and invalidations
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04-27-2013, 08:58 AM
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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... -[Unknown] |
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Messages In This Thread |
Texture and vertex caching and invalidations - [Unknown] - 04-27-2013, 02:06 AM
RE: Texture and vertex caching and invalidations - livisor - 04-27-2013, 05:22 AM
RE: Texture and vertex caching and invalidations - Henrik - 04-27-2013, 06:57 AM
RE: Texture and vertex caching and invalidations - vnctdj - 04-27-2013, 07:13 AM
RE: Texture and vertex caching and invalidations - [Unknown] - 04-27-2013 08:58 AM
RE: Texture and vertex caching and invalidations - vontman - 04-27-2013, 10:46 AM
RE: Texture and vertex caching and invalidations - kevke96 - 04-28-2013, 06:46 PM
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