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tamil words checking area (not transalation guide)
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Something like this maybe ?

[Optimization]  GSdx-OpenGL: Reduce Geometry shader overhead by Gregory

The GLSL shader code was modified in order to reduce the overhead in the geometry shader. This reduction in overhead is achieved by outputting 1 strip of 2 triangles instead of 2 strips of 1 triangle.

Here are some theoretical benchmarks taken from Nouveau/Mesa drivers.

GPR is the number of used register (less register means more shader run in).
Inst is the number of instruction (less instruction means faster shader run in).

Code:
Before:
GPR: 34 | Inst: 187
GPR: 29 | Inst: 197
GPR: 44 | Inst: 211

After:
GPR: 37 | Inst: 133
GPR: 30 | Inst: 142
GPR: 33 | Inst: 147

Performance gains/loss comparing the two results:

Code:
GPR: -8.82% | Inst: +28.88%
GPR: -3.33% | Inst: +27.92%
GPR: +25%   | Inst: +33.48%
_____________________________
Average result:

GPR: + 4.28% Performance increase.
Inst: + 30.09% Performance increase.


Real world gains would be small tho. Around 1fps give or take. Maybe it can be higher on games that require geometry shader.

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