Re: VBO patch

Antoine Chavasse <[email protected]> Mon, 23 Aug 2004 01:04:08 +0200
Newsgroups gmane.comp.emulators.winex.devel
Message-ID <[email protected]>
On Monday 23 August 2004 00:49, Ove Kaaven wrote:

>
> > And it also seems that VBO is compiled in the official binaries (as grep
> > finds stuff like the "ARB_VBO" string in the binaries, that are nowhere
> > to be found in the cvs source), so I don't know how outdated the VBO
> > code in CVS is (if it is), and whether this fix could be applicable to
> > the official version.
>
> There are many changes in d3dgl. I don't think this patch applies, or is
> even necessary there. Perhaps it could be applied to external CVS,
> though, if the internal VBO fixes won't be merged out (something which
> is up to the policy makers here).

So, it would seem that the patch can be useful at least in some case, even if 
perfs are bad with some games, or that it might not work. It could be added 
along with a configuration option (like ARB_VBO=y/n in the official release). 
Let me know if the decision is made to merge it and you need that I do any 
change (like adding the config file option).

>
> > I also did another optimisation in x11drv/executebuffer.c: I added a
> > counter to know how many vertices remain to be converted, so the entire
> > buffer convertion function can be omitted if all the vertices of the
> > buffer are known to have been converted, instead of checking the
> > uptodate flags for all of them. oprofile showed that a lot of time was
> > wasted there.
>
> That sounds like something that could be applied internally. At least if
> you can base your patch on executebuffer.c revision 1.61, not 1.62,
> since the reversion in 1.62 has been reversed internally.

On my new setup, this particular change doesn't seem to make any difference, 
though, so I'm not sure it's really useful.