New dir light transform working

This commit is contained in:
Sauraen
2024-08-30 22:10:46 -07:00
parent 7a9c49a094
commit 4778bda90f
2 changed files with 91 additions and 77 deletions

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@@ -7,24 +7,21 @@ visual effects are desired and increasing the RSP time a bit does not affect the
overall performance. If your game is RSP bound, using the base version of F3DEX3
will make it slower.
Conversely, F3DEX3_LVP_NOC was created with the goal of matching the RSP
performance of F3DEX2 on all critical paths in the microcode: command dispatch,
vertex processing, and triangle processing. Then, the RDP and memory traffic
performance improvements of F3DEX3--56 vertex buffer, auto-batched rendering,
etc.--should improve performance from there. This means that F3DEX3_LVP_NOC can
improve performance regardless of whether your game is RSP bound or RDP bound.
Note that F3DEX3_LVP_NOC is still slightly slower than F3DEX2 for various other
tasks--for example, the one-time setup when loading vertices, outside the loop
over vertices, is a little slower.
Conversely, F3DEX3_LVP_NOC matches or beats the RSP performance of F3DEX2 on all
critical paths in the microcode, including command dispatch, vertex processing,
and triangle processing. Then, the RDP and memory traffic performance
improvements of F3DEX3--56 vertex buffer, auto-batched rendering, etc.--should
further improve performance from there. This means that switching from F3DEX2 to
F3DEX3_LVP_NOC should always improve performance regardless of whether your game
is RSP bound or RDP bound.
# Performance Results
These are cycle counts for all the critical paths in the microcode. Lower is
These are cycle counts for many key paths in the microcode. Lower numbers are
better. The timings are hand-counted taking into account all pipeline stalls and
all dual-issue conditions. Instruction alignment is sometimes taken into
account, otherwise assumed to be optimal.
all dual-issue conditions. Instruction alignment after branches is sometimes
taken into account, otherwise assumed to be optimal.
Vertex / lighting numbers assume no special features (texgen, packed normals,
etc.) Tri numbers assume texture, shade, and Z, and not flushing the buffer.
@@ -47,6 +44,16 @@ measured yet".
| Vtx pair, 7 dir lts | 118 | 112 | 138 | 356 | 375 |
| Vtx pair, 8 dir lts | Can't | 119 | 145 | 385 | 404 |
| Vtx pair, 9 dir lts | Can't | 126 | 152 | 414 | 433 |
| Light dir xfrm, 0 dir lts | Can't | 95 | 95 | None | None |
| Light dir xfrm, 1 dir lt | 141 | 95 | 95 | None | None |
| Light dir xfrm, 2 dir lts | 180 | 96 | 96 | None | None |
| Light dir xfrm, 3 dir lts | 219 | 121 | 121 | None | None |
| Light dir xfrm, 4 dir lts | 258 | 122 | 122 | None | None |
| Light dir xfrm, 5 dir lts | 297 | 147 | 147 | None | None |
| Light dir xfrm, 6 dir lts | 336 | 148 | 148 | None | None |
| Light dir xfrm, 7 dir lts | 375 | 173 | 173 | None | None |
| Light dir xfrm, 8 dir lts | Can't | 174 | 174 | None | None |
| Light dir xfrm, 9 dir lts | Can't | 199 | 199 | None | None |
| Only/2nd tri to offscreen | 27 | 26 | 26 | 26 | 26 |
| 1st tri to offscreen | 28 | 27 | 27 | 27 | 27 |
| Only/2nd tri to clip | 32 | 31 | 31 | 31 | 31 |
@@ -75,12 +82,12 @@ configuration.
| Microcode | Scene 1 | Scene 2 | Scene 3 |
|----------------|---------|---------|---------|
| F3DEX3 | 7.64ms | 3.13ms | 2.37ms |
| F3DEX3_NOC | 7.07ms | 2.89ms | 2.14ms |
| F3DEX3_LVP | 4.57ms | 1.77ms | 1.67ms |
| F3DEX3_LVP_NOC | Outdated | | |
| F3DEX2 | No* | No* | No* |
| Vertex count | 3664 | 1608 | 1608 |
| F3DEX3 | 7.41ms | 2.99ms | 2.22ms |
| F3DEX3_NOC | 6.85ms | 2.75ms | 1.98ms |
| F3DEX3_LVP | 4.12ms | 1.59ms | 1.48ms |
| F3DEX3_LVP_NOC | 3.34ms | 1.27ms | 1.16ms |
| F3DEX2 | Can't* | Can't* | Can't* |
| Vertex count | 3557 | 1548 | 1548 |
*F3DEX2 does not contain performance counters, so the portion of the RSP time
taken for vertex processing cannot be measured.