Re: [Crystal-cvs] SF.net SVN: crystal:[38861] CS/trunk/plugins/engine/3d/engine.h

res <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
On 30.08.2012 23:23, Matthieu Kraus wrote:
>> The benefit of performing sorting by material (or rather, shader) is
>> that it reduces shader program switches.
> 
> didn't think about that one tbh, but then again sorting by material  
> seems unlikely to result in a sort by shader as we have tons of  
> materials per shader and the sorting by material will result in a  
> quite arbitrary shader order.

Hmm, I thought that the actual sort happens by shader, not material, but
apparently I recalled incorrectly here.
Actually sorting by shader (and/or variations) might be an interesting
experiment. Knowing if/how much impact “shader batching” has would be
good to know.

> While the results weren't as big as I hoped, it yielded a notable  
> difference for me (up to 5% FPS improvement) while the difference  
> didn't seem to be notable on weltall's CPU bound system.

Okay.
But, the essence of my thought was we should (also) try to reduce the
required CPU resources.

Idea: assuming both “shader batching” and front-to-back are beneficial,
perhaps some sort of hybrid might combine their benefits?
Something like... you sort by shader, but if shaders are same, sort
front-to-back.

-f.r.

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